3D Movement Animation + Weapon animation
Budget: ₹1,500 – ₹12,500 INR
We will follow a shared and optimized animation system for both characters and weapons to keep performance high (mobile) and development efficient.
CHARACTER ANIMATIONS:
1. Create one master animation set to be used by all characters:
* Idle, walk, run, sprint
* Jump, fall, land
* Crouch
* Aim pose (support for weapon)
* Hit reaction, death
2. All 8 characters will use the same base animations (same rig and animator setup).
3. To create variation between characters:
* Provide 2–3 different idle styles (different personality types)
* Provide 1 unique animation per character (intro / inspect / signature pose)
* Variation in feel will also be adjusted via animation speed and minor pose offsets
WEAPON ANIMATIONS (FOR 11 GUNS):
4. Weapons should not have separate animation sets per gun. Instead, group them into 3 categories:
* Light (pistol, SMG)
* Medium (AR, burst)
* Heavy (sniper, shotgun, LMG)
5. Create one base animation set per category including:
* Idle (weapon sway)
* Fire (hip fire recoil)
* ADS enter
* ADS idle
* ADS fire
* Reload (main)
* Sprint / run pose
* Equip / draw
6. Only create unique reload animations for a few special weapons (like sniper, shotgun) where necessary.
7. Create one inspect/showcase animation per weapon to give identity.
INTEGRATION RULES:
8. Weapon animations must be separate from character animations (character handles body, weapon handles recoil/reload).
9. All animations should be clean, loopable, and compatible with a shared animator controller.
10. Keep animations optimized for mobile:
* Avoid unnecessary keyframes
* Keep transitions smooth and lightweight
GOAL:
One unified animation system with minimal assets but maximum visual difference and feel. No separate animation sets per character or per weapon.
CHARACTER ANIMATIONS:
1. Create one master animation set to be used by all characters:
* Idle, walk, run, sprint
* Jump, fall, land
* Crouch
* Aim pose (support for weapon)
* Hit reaction, death
2. All 8 characters will use the same base animations (same rig and animator setup).
3. To create variation between characters:
* Provide 2–3 different idle styles (different personality types)
* Provide 1 unique animation per character (intro / inspect / signature pose)
* Variation in feel will also be adjusted via animation speed and minor pose offsets
WEAPON ANIMATIONS (FOR 11 GUNS):
4. Weapons should not have separate animation sets per gun. Instead, group them into 3 categories:
* Light (pistol, SMG)
* Medium (AR, burst)
* Heavy (sniper, shotgun, LMG)
5. Create one base animation set per category including:
* Idle (weapon sway)
* Fire (hip fire recoil)
* ADS enter
* ADS idle
* ADS fire
* Reload (main)
* Sprint / run pose
* Equip / draw
6. Only create unique reload animations for a few special weapons (like sniper, shotgun) where necessary.
7. Create one inspect/showcase animation per weapon to give identity.
INTEGRATION RULES:
8. Weapon animations must be separate from character animations (character handles body, weapon handles recoil/reload).
9. All animations should be clean, loopable, and compatible with a shared animator controller.
10. Keep animations optimized for mobile:
* Avoid unnecessary keyframes
* Keep transitions smooth and lightweight
GOAL:
One unified animation system with minimal assets but maximum visual difference and feel. No separate animation sets per character or per weapon.