Realistic FPS Weapon Animations
Budget: ₹1,500 – ₹12,500 INR
I have an in-progress first-person shooter and now need a full set of in-hand character animations built for eight different weapons. Everything must read as convincingly realistic—no exaggerated motions—because the game leans on a gritty, grounded tone.
Scope
– Core locomotion: idle, walk, jog, sprint, crouch-walk, jump start/loop/land, and a smooth transition into ADS.
– Combat states: hip-fire, aimed fire, recoil recovery, melee butt-stroke where relevant, and hit-react flinches.
– Detailed weapon work: separate reload cycles (empty vs. tactical reload), charge or pump actions, safety/inspection checks, and a clean equip/unequip for each gun.
Weapons
Eight firearms are involved; I’ll supply reference videos, timing sheets, and existing rigs. Each gun shares a single skeleton so you can author once and retarget quickly.
Tech & Delivery
• Output in FBX—compatible with both Unity and Unreal.
• 60 fps baked keys; root-motion only where locomotion demands.
• Clean, named takes so the dev team can drop files straight into our animator controller/state machine.
Acceptance
An animation passes when it:
1. Loops seamlessly (where applicable).
2. Shows believable weight transfer, sight alignment, and hand placement.
3. Plays without visible clipping through the viewmodel mesh at 90° FOV.
4. Arrives packaged with a short viewport capture for review.
If you’re fluent in Maya, Blender, or MotionBuilder and have shipped first-person assets before, let’s talk.
Scope
– Core locomotion: idle, walk, jog, sprint, crouch-walk, jump start/loop/land, and a smooth transition into ADS.
– Combat states: hip-fire, aimed fire, recoil recovery, melee butt-stroke where relevant, and hit-react flinches.
– Detailed weapon work: separate reload cycles (empty vs. tactical reload), charge or pump actions, safety/inspection checks, and a clean equip/unequip for each gun.
Weapons
Eight firearms are involved; I’ll supply reference videos, timing sheets, and existing rigs. Each gun shares a single skeleton so you can author once and retarget quickly.
Tech & Delivery
• Output in FBX—compatible with both Unity and Unreal.
• 60 fps baked keys; root-motion only where locomotion demands.
• Clean, named takes so the dev team can drop files straight into our animator controller/state machine.
Acceptance
An animation passes when it:
1. Loops seamlessly (where applicable).
2. Shows believable weight transfer, sight alignment, and hand placement.
3. Plays without visible clipping through the viewmodel mesh at 90° FOV.
4. Arrives packaged with a short viewport capture for review.
If you’re fluent in Maya, Blender, or MotionBuilder and have shipped first-person assets before, let’s talk.
Related categories:
3D Rendering
Animation
3D Modelling
3D Animation
Unity 3D
3D Design
Unreal Engine
3D Rigging
3D Graphic Design