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First Person weapon animations are full-body, we then procedurally copy over the legs from the locomotion to give a combination of sensible legs & rock-solid.

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Presentation on theme: "First Person weapon animations are full-body, we then procedurally copy over the legs from the locomotion to give a combination of sensible legs & rock-solid."— Presentation transcript:

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2 First Person weapon animations are full-body, we then procedurally copy over the legs from the locomotion to give a combination of sensible legs & rock-solid first person arms (see next page for vids of this). The first person view is built up of the following layers: Base Pose Vertical Tilt= Additive tilt anim Horizontal Tilt= Additive tilt anim Land= Additive bump on land anim Run= Additive run noise Idle= Additive stationary noise The Base Pose is a complete full-body pose. Example states for the current SCAR setup: Stand_Shoulder Crouch_Shoulder Stand_Iron Crouch_Iron 2

3 -Export all animations from the root Bip_01 -FP animations can translate the torso around, it will stretch away from the legs 3

4 1 st and 3 rd person animations Blue = pure FP animations Black = pure TP animations Transformation pinning enabled Blue = FP animations with TP legs Black = pure TP animations 4


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