This week, I took the feedback George gave me on my blocking and applied the final changes. Once everything felt solid, I converted the animation to spline for the first time. The movement looked smooth overall—but in some areas, it was too smooth, which made the motion feel floaty and unrealistic. That’s when I knew it was time to start fixing the spline.
I began by tracking the arc of the character’s center of gravity (COG) and smoothing it out. From there, I worked my way up the body, carefully checking each part. When I reached the sword, I noticed it didn’t have the right weight or impact—it looked like it was just gliding. So, I started adding keyframes for moving holds to give it a sense of tension and proper follow-through. I also worked on easing in and out of poses more effectively to get rid of that floaty feeling.
Most of my time this week was spent in the Graph Editor. I focused on refining the arcs and adjusting curves to get the timing just right. My goal was to make everything feel clean, snappy, and intentional.
Now the animation is starting to come together, and it’s exciting to see it take shape in spline!