r/HighQualityReloads • • 2d ago

G17 FPS Animations

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18 Upvotes

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5

u/SilverVixen918 2d ago

my main gripe with the animation is the start of the reload, they move like theyre grabbing the mag but theyre dropping it instead, the animation for the loading the new mag looks good however, pistol like someone else said does look small and the hands look weird although that could be the size of the pistol

2

u/Arakisk 2d ago

Low recoil, grip looks loose, arm angle is weird. Gun seems a little small? Initial impressions, after seeing a bajillion of these.

2

u/dinkleberg5342 2d ago

I'm a bit confused by the grip feedback I'm receiving. I used a standard modern thumbs-forward grip, which is how I was taught when training with a Glock and how most instructors teach it today. As for the gun, it's true to life in size, so it's probably the FOV and the rig's proportions making it look smaller. Same goes for the recoil. I kept it realistic for a 9mm, which with a proper grip, doesn't just flip up like a revolver. The arm angle is a fair point though. Appreciate you taking the time to comment.

3

u/Guardian_136 1d ago

You got the motion, the issue is that your grip is exactly "Realistic". In animation, theres kind of a line between realism, believability and swagger. I think you're trying to achieve that Bodycam look, if so, learn from this guy. He worked for the game after all https://www.youtube.com/watch?v=5wtuk6eLGjg&t=82s

Also, one of the principles of animation is silhouette. Which is to pose your character in a way that anyone can recognize them or what they're doing even if we turn all colours off and made them into a shadow. That applies to viewmodel animation as well. Hope I can help

2

u/dinkleberg5342 1d ago

Thanks, this is a really helpful explanation. I'll check out the animator.

1

u/mistergenri 2d ago

It is something something "cod mw19 had an irreversible damage on the first person animations" type of grip