Weapon Inspect Progress 5

Here we are in April. Man how time flies.

Since the last update I have been slowly polishing each motion, trying to add a bit more speed and snappiness that you would find in modern games. These more drastic motions give the animation a sense of impact instead of everything just feeling really floaty. Personally I think that overall some things still feel floaty, but I believe that as soon as I add in camera movements, it will read much better than a still frame.

I have also worked to refine the hand movements more. The biggest challenge of this process has been the inability to work with an IK rig, and instead being stuck to using FK animations (Which is my fault -__-). I need to rework the character model someday if I ever plan on making one of these again. But I am determined to see this through to the end.

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Weapon Inspect Progress 4