Ratkin Marauder Light Version Low-poly  3D model

Ratkin Marauder Light Version Low-poly 3D model

cgtrader

This text appears to be a list of animation clips used in a game, likely from the "Dark Souls" series based on the content of some of the animations listed (e.g., sword swings and shields blocks). The entries provide the frame numbers where these animations start. Given the context, here's a brief summary for each: 1. **Ratkin_1H_Moving_left**: This animation starts at 1466 frames. Likely shows Ratkin moving left. 2. **Ratkin_1H_Moving_right**: Starts at 1487 frames. Shows Ratkin moving right. 3. **Ratkin_1H_Tracking**: At frame 1508, this animation plays. Probably depicts tracking motions, perhaps a follow-through after movement or preparation for combat. 4. **Ratkin_1H_warning**: Begins at frame 1684. Possibly shows the warning signs or the preparations before Ratkin engages in an action that might necessitate evasion or caution. 5. **Ratkin_1H_moveToBlock**: Starts at 1745 frames and goes to 1751, likely animation related to blocking, positioning, etc., in combat or movement situations where blocks come into play. 6. **Ratkin_1H_shield_block_keeping**: From 1752-1782, the character holds a shield for defense. Common actions involve moving around an opponent to stay out of range while maintaining this defensive posture. 7. **Ratkin_1H_moveFROMblock**: Begins at frame 1783 and lasts till 1789. The opposite of the last entry, this could involve retreating after blocking, or repositioning for another engagement opportunity. 8. **1H_Wide_Slash_Combo**: From frame 1790-1840, Ratkin is performing a wide slash attack. Combo actions often deal more damage but can be challenging to land on enemies who block effectively. 9. **Ratkin_1H_5X_Combo**: The start and end frames (1841-1936) indicate this combo has multiple swings with possibly increasing impact depending on its length or speed, which requires specific conditions like consecutive attacks landing. 10. **Ratkin_1H_360_Jump_swing**: Starting at frame 1937 to 1982, Ratkin jumps high and makes a full-circle attack, potentially aimed for areas inaccessible to regular attacks like high in the air or over obstacles. 11. **Ratkin_1H_Heavy Smash**: At frames 1983-2023, there's a heavy impact or powerful swing that leaves its mark on an enemy, intended to stun and break guard. 12. **Ratkin_1H_Jump_Swing**: This attack involves a jump into an arc swing, potentially catching airborne foes off guard or striking above the reach of other swings. 13. **Ratkin_1H_Hit_from_back**: The animations around 2070-2105 show Ratkin attacking enemies behind them, usually while turning to counter their rear movements and catches players unaware at their backside in battles where position plays a large role. 14. **Ratkin_1H_Hit_from_front**: This animation from frames 2106-2141 represents hitting enemies that are positioned in front of the player, common because they present an opportunity for a straightforward attack while keeping your character shielded and ready for any backswing counterattack opportunities later down the line. 15. **Ratkin_1H_Hit_from_left**: Starting at 2142 frames and lasting till 2177 frames shows Ratkin delivering an impact to foes attacking on the left flank or moving out of sight briefly around it before they can counterattack again using various types of swings based on enemy movement direction (upward for shield-based defensive playstyle) - depending what strategy each gamer prefers against their adversaries in such challenging games! 16. **Ratkin_1H_Hit_from_righ**: At 2178-2213, similar actions like the left side ones above are depicted with slight differences such as timing changes due differences between opponent speed relative distance travelled by these kinds movements throughout engagement. 17. **Ratkin_1H_shield_block_high_left**: Beginning at frame 2214 until 2249 depicts blocking on high levels from enemies moving in at player’s weak spot while defending aggressively during rapid-fire sequence before closing off gaps with appropriate techniques learned prior fighting style mastered within these virtual combat situations created purely by users choice alone deciding outcomes here where victory solely hinges player performance skills. 18. **Ratkin_1H_shield_block_high_right**: Following directly from previous animations start around 2250 frames ending on the mark of 2285 for movements and strategies against enemies attempting high reaches like swords at mid air stances trying catch unwary foes in their wake but get stopped abruptly by blocking. 19. **Ratkin_1H_sword_parry_from_stright_down**: Animation from 2286-2322 frames might represent defensive parry of incoming overhead strike; possibly while dodging slightly before responding properly afterward so avoiding critical hits significantly boosts chances win such competitive scenario environments fostering improvement through learning various patterns reacting appropriately fast reactions. 20. **Ratkin_1H_sword_parry_from_right**: Similarly situated action but targeting enemy from different angle attempting evade any strikes landing by rapidly retreating just beyond tip point sword held upwards during quick response sequence effectively maintaining personal safety against unforeseen attacks within dense crowds where every decision counts. These animations give insight into various combat strategies players can employ and emphasize the importance of situational awareness in games with deep fighting mechanics like "Dark Souls."

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