Theoretical questions about use of Attack Animations

Hello all, this is just an informational, so I’d be happy to get some hints:

I have this animated monster which makes melee attacks. I determined that the monster broadcasts an “applyDamage” to the opponent each 2 seconds. Now the animation is only 30 frames and it often looks like that the the monster makes damage although it is just raising the hand or even putting the hand backwards - which looks a bit stupid if I may say so.
How can this be changed so that it looks more "synchron? Or is this consideration neglectable?

Another question: let’s say you want to make a first person view for the player and you are able to attack with different kinds of sticks, clubs, axes. All can be exchanged, however there is no real 3D model of the player. What is the best solution to implement a simple swinging attack-move (it shall be the same for all of them)? Do I need to animate the weapons directly in this case?

Interesting, that you suggest to pause the animation in between the attacks. That might be exactly the thing that’s needed for making it more synchron.

Still I am not sure about one thing: this approach would make the monster freeze for some milliseconds/seconds, which also might look strange. Is it possible to count each animationframe which is played by the animation and then activate the function broadcast(“applydamage”) at this specific frame?

Regarding the swinging animation: yes, I only use raycast. If I understood you right you suggest to create GameObject and create a swinging animation only for this object and then make the specific (exchangeable) melee weapon a child of this object? Ah, that sounds perfectly logical to me. I didn’t think of that, although it should be clear. Sometimes the brain doesn’t work anymore, I’m glad I asked :smile:

Very much thanks for your input.