ATTACK BEHAVIOR REVAMP

This Converts Havok-based creation engine game’s combat system which is free blended motion attacks into a full rootmotion combo system

I Implemented this by creating new state machines dedicated to combos, while using action events already available inside the creation engine game.

ALL NEW ATTACK COMBO FLOW

I Implemented a continuous flow to attack combos so they always maintain fluidity and consistency upon transitions. 

I limited the combo count to 5 to maintain consistency although depending on any special annottations, this combo count can increase or reset.

Over 1000 thousand rootmotion animations and 80 combo sequnces