Shared by simonvic on October 24, 2017

Let’s take a look at the video. In the first part, we can see various animations for weapons. The weapons team is now moving gun by gun, gradually implementing our BETA list of weapons into the 0.63 build. This includes, of course, some work on the animation side of things, since animations and also animation graphs need to be updated to make sure everything is played correctly.

Each individual weapon has many detailed animations for all the situations that can happen. For instance, the FNX now has 28 individual animations. The most recent guns implemented on 0.63 include CR 75, Makarov, and the team is currently finishing the UMP 45.

Another part of the animation team is focused on player locomotion. We are working closely with the programmers and designers to make sure player moves nicely and is fully responsive at the same time. The video can not really show how the controls feel, but compared to the old system, this is already a huge improvement (as some of you could test personally at Gamescom).

We are trying to expand on the positive feedback we have received. We are adding player inertia and also bringing some visual improvements. One thing that is in progress at the moment is how the player character turns. We have come to a working prototype that everyone seems to be happy about and now we will implement it for every stance and item.

Another change to the locomotion is related to how player walks and runs in different directions. We have reworked some parts of the graph and replaced it with different animations when going to the left or right. This allows us to have better control when players switch legs while changing direction. Thanks to that, there will be less or almost no clipping of the legs with each other.

In the last part of the video, you can see some falling animations. These have been updated recently. We have adjusted each of the fall animation so it better blends and is more visible if you fall from big heights. In the next step, we will also update the actual landing on the ground. Landing from small falls will be rather a procedural animation in the hips and spines so that we don’t take any control from the player. Landing from higher falls will be an actual full body animation.

That’s all from me today. I hope you liked it and I’ll show you some more next time. Cheers!

– Viktor Kostik / Lead Animator

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