Honestly, the best answer I can give you is just test all those methods! Some games will have the attack animation starting with the wind up, and the engine just blends from idle to that pose, which makes it appear to be a fast antic. But, other games will animate it all to give it a more realistic look. Each method has…
This is all based on what I'd do from previous experience and could definitely be done in other ways but.. 1) I'd always keep the root at its origin and let the game engine control the root. If you need to move it initially to work out the footsteps and whatnot thats fine but I'd set it back to its origin once you've…
We animated at 60fps when I worked on Killer Instinct. It made sense for that game because of how fast paced it is and how important the frame data is for a game like that. Animating at 30 is much more commonplace in my experience, as far as converting one to the other, I think the easiest way if you're using maya is to…