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Post news RSS Ascend First Person weapon animation

Showcase of our action animations for our first set of weapons.

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Hi guys!

Today we are showcasing our weapon animation for our initial set of weapons currently available in-game. These however are not definite final, as it might be improved upon based on testing and player's feedback.

Shotgun

Our futuristic automatic shotgun with adjustable stock and front loading magazine.

Shotgun


SMG

The rugged and efficient SMG. High fire-rate and a fast reload speed, perfect for those who loves the run-and-gun style.

SMG


Revolver

The classic revolver for the MAN in you.

Revolver


Precision Rifle

Sometimes you just need to stay away from the fight, just be sure to watch your back!

PrecisionRifle


LMG

Hate reloading?? Unleash your inner Rambo with our LMG!!

LMG


Please stay tuned in the following weeks for more animation and concept updates for our new weapons currently in-progress.

Comments
MaxEvil
MaxEvil

Nice Animations!
Just the "Precision Rifle" Anims are repetitive, and don't understand the Reload Anim Concept of LMG, but all rest is really good!

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kenchan1985 Author
kenchan1985

Thanks! Well, we didnt really notice the repetition in the Precision rifle until we play it on a loop like that. We'll look into that in the future.

Unfortunately the LMG magazine being still a proxy does raise some question as how it work. Hopefully by the time we plug the final model in, we hope it will clear the misunderstanding. If it still does give off a weird look, rest assured we will be looking to improve that. Cheers!

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MaxEvil
MaxEvil

Great!
The animations are really good, i got attention in those for a "Logical Thing" so...
Keep it there and go best!

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.Bach
.Bach

I really like the shotgun's reload system.

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kenchan1985 Author
kenchan1985

Thanks mate! The shotgun reload was not initially designed that way, but we are glad this alternative version turned out great!

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Smler
Smler

Animations are on point my friend. Can I ask a some questions?
1. Wow, the pistol reload is amazing, how did you position the barrel so accurately on the pole inside your 3D package.
2. Are you spawning the guns onto the players hand, or are just spawning the hand and gun at once.
3. How are you controlling the wrist bone, mine is always twisted and nasty like my player tore a limb. I did a bit of research and I found out I could fix this with the wire parameters inside Max. I did this but still does not look aesthetically pleasing like yours.
-Thank you if you answered these question. I am a big fan of Ascend and your dev blogs always leave me massive cliff hangars, especially of the animation behind putting a player inside a exosuit.

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kenchan1985 Author
kenchan1985

Hi Smler! Glad that you liked the animations. to answer your questions:
1. AS long as the revolver is modeled as it is with the barrel already in the centre, it is just a matter of correctly placing the joints driving the mesh, and some planning in how to approach the animation. Of course, if the barrel was modeled separately as a standalone mesh outside the gun's body, it will prove difficult to accurately animate it rotate in the correct axis.
2. We are spawning the hand and gun at once.
3. We simply went back to basics with this. Adding a twist joint in between your elbow and wrist to facilitate a smoother movement. *e.g If your wrist in rotated to a value of 90, the twist joint can be half that amount. You can either automate this process, or rig the arm with a manual control to smooth that nasty mesh tearing whever you rotate it. We use Maya for our production

I hope to maybe post a simple technical showcase sometimes in the future. Cheers!

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Smler
Smler

Thanks so much for replying, really means alot. I am a big fan of your game.

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Predalienator
Predalienator

Daaayuuum lookin fine, lookin finee.

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kenchan1985 Author
kenchan1985

Thanks Predalienator! feels good to know it is well received.

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Judicat0r
Judicat0r

There's a common error in all the animations: when a automatic/semi-automatic gun fires the last round, the bolt stays open.
Usually to close the bolt when a new magazine is inserted in the gun the bolt is released by pressing a button or bu pulling and then releasing the bolt itself.
I don't know if animations are still early but just in case keep in mind this thing.

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kenchan1985 Author
kenchan1985

Well spotted Judicat0r. We are still in the process of figuring out the code to reload mid-fire, so for now all our weapon reloads will assume the user has fired the last round even if only 1 round was fired. The bolt remains closed for now just so it wouldn't pop to the open position whenever we reload.
Once we've manage to get the codes running, we'll definitely go back and rectify these issues. Thanks!

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