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๐Ÿงต weapon reload animations

Anonymous No. 851244

TL; DR: OP bitches about weapon animations.
Also post weapon reload animations: good, shit, I don't give a fuck, post 'em all nigga.


I dislike certain weapon animations. Look at this video for an example (with all due respect to the animator whom I'll be the first to admit is a waaaaaay better animator than me):
https://www.youtube.com/watch?v=akKVES2Pfp8
This is the kind of weapon animation style I'm talking about that seems to be widespread among creators. To me it feels off, like there's way too much inertia to it, resulting in the end result feeling overanimated, exaggerated, it also has too much of a wobbly feel, as if the holder has the arm and handgrip strength of a noodle. That weapon also doesn't seem that heavy and certainly not long enough to warrant such inertia.
Animations go either the wavy noodle route or the super t4ct1k0oL CoD Modern Warfare 2019 operator style, the super snappy type that looks like a speed addict is reloading the thing. Look:
https://www.youtube.com/watch?v=j-FWlbaAM_c
I don't like the way the camera moves too, like is the shooter's neck incapable of motion? Does he have a neck brace? It's as if the camera is in a box with minimal wiggle room and it just bounces left and right at the slightest motion.
For me, it's the CoD MW2 2009 animations:
https://www.youtube.com/watch?v=04SPs4_CJLU
Ah now that's the good shit: the weapon and camera flow is smooth and satisfying, the weight and inertia are just right. The reload animation is just long and slow enough that you can A: appreciate the animation work more thanks to the fact that it isn't over in 1 second, and B: give the weapon more gravitas, as if you're holding an honest to God boomstick

Anonymous No. 851249

>>851244
Don't look at games for inspiration, lot of them are derivative of one another. It's usually made by people who don't train with firearms themselves.
If you don't shoot yourself just go to a primary source and incorporate what you see. These days there are tons of skillful people doing weapons training on YT.
Just play that back at low speed and look at how they move. you can find examples of everything from speed freaks to novices.

If anything I feel operators in most games are reloading in slowmotion like they have all the time in the world while they're in the middle of a firefight.
A good reload should not have a lot of flair to it but just quick clean economy of motion.

Good example of what to do if your player is supposed to be a skilled expert: https://www.youtube.com/watch?v=2Q-QVBQVYTA
Various examples of what to do if your player is a regular soldier reloading in different situations: https://www.youtube.com/watch?v=iT494t0C5SA

Anonymous No. 851342

>>851249
>It's usually made by people who don't train with firearms themselves.
this, when working in games its normal to sacrifice 50 to 60 % of the animation to make it fit a reduced timeframe, people like to see their full reloads on special command, not on normal play, they need to shoot the next guy and tbag him as fast as posible.

Anonymous No. 853355

>>851244
bump, just saving this thread from the archive hell

Anonymous No. 853458

bump

Anonymous No. 853460

>>851244
This is actually an interesting thread. Especially for this board.

Anonymous No. 853739

>>851244
escape from tarkov

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Anonymous No. 853740

>>851244
>the first animation
yes, i agree very much, way too much stop and go movements
the movements are similar to emperors new groove
john k has a blogpost about that movie and its movement style

Anonymous No. 853755

>I made this animation and you're going to watch it, I don't care if it takes up 2/3 of the screen.

Anonymous No. 853758

>>851342
mw2019 has probably the most realistic reloading in any AAA title, and even then its a bit too fast and consistent.

Anonymous No. 853766

quite literally search for gopro nasheeds if you need real life 1st person reload reference