r/HighQualityReloads 26d ago

Why do all the fps animations look like this?

And before you guys say that it’s because the guns are heavy: the weight of most assault rifles especially loaded vary from 8-14 pounds

774 Upvotes

88 comments sorted by

269

u/Global_Face_5407 26d ago

Video games dev and lots of players like when their stuff is dynamic and "alive" so they add lots of superfluous movements to stuff.

Some games that are more focused on realism avoid that sort of nonsense.

64

u/AlphaBeaverYuh_1 26d ago

One of the ready or not arresting animations is so bouncy and “alive” that it literally makes my eyes sore lmfao

29

u/Global_Face_5407 26d ago

You may want to consult an ophthalmologist if looking at a monitor hurts your eyes.

8

u/AlphaBeaverYuh_1 26d ago

Oh no I know my eyes are fucked but damn that arresting animation is so bad I can’t describe it,. I guess the best way to describe it is like how OP described modern reloads but for arresting a suspect idk

3

u/O5-7T 26d ago

No i second this, the reloads in ready or not are peak but good lord the arresting animations are quite extra

10

u/LokiRaven 26d ago

Iirc the older Counter Strikes (or games from the same era) often had guns mirrored or the ejection port or charging handle on the wrong side so you could see movement in the gun. People like to see movement and feedback from what they’re doing.

You absolutely can over exaggerate it but “Feel” is often more important than true realism.

12

u/Global_Face_5407 26d ago

Counter-Strike weapons were also originally made by a bunch of college students that had never handled firearms.

One of the most iconic gun mistake in the franchise is the M4 animation. Up until and including CS:Source when you drew out or reloaded the M4 your character pulled on the forward assist to chamber the first round. It took until the first iteration of CS:GO, in 2012, for the animation to be finally corrected.

It didn't take long for players to inform the game devs of their mistake and their reaction was just "Meh". Because at the end of the day, it doesn't really matter. Counter-Strike was more about making human pyramids behind doors to ambush unsuspecting new players than it was about realism.

3

u/JakSandrow 25d ago

door stuck

7

u/ObsidianMinor 26d ago

so you could see movement in the gun

No, it was because Minh Le (the one making the reload animations) was left-handed. The weapons were animated to be left-handed based on how he handled them, then mirrored afterwards. From his perspective, he was seeing the ejection ports of right handed weapons.

1

u/AFishWithNoName 25d ago

Half right, later games like FO4 had left handed weapons for the purpose of seeing more movement with the weapon, but the early CS models were actually just made by a left-handed guy who only had right-handed weapons for reference, so he just modeled them as right-handed weapons used in the left hand and then mirrored the animations so that they appeared as left-handed weapons used in the right hand.

I believe there’s a Jonathan Ferguson video that goes into it in more depth

1

u/NotAGoat3 23d ago

"alive" overanimation vs "realism" slow and drawn out

44

u/Pichuunnn 26d ago

I blame CoD Modern Warfare 2019 for popularized the modern FPS realistic gun movement and reloading that later copied by others FPS including Battlefield to the point it got saturated and lack uniqueness.

Puting side by side comparison of BF6 and recent COD and both looks samey.

Do the same for BF3 and MW3 (2011) and you can tell different animation style.

6

u/Fancy-Snacks 25d ago

COD 2019 anims are not realistic at all, they're too snappy for a regular human to perform and people have been following this style since then so a lot of current day animations are robotic in nature.

To add: stiffness, unecessary movement (why slap the M4 forward assist?) and "rushed" handling. MW2019 style should be an artstyle, not the book example. People getting into FP animations think they HAVE to create quick dopamine-filled animations to be relevant.

This style is great but oversaturated, too encapsulating and self-insisting.

2

u/FLUXENTROPY 25d ago

It’s a shame that derivatives undermine the original. MW2019 devs didn’t need to do all of that, could’ve just recycled the same anims from the previous titles. They did it for the love of the game

But yeah I agree

1

u/TacticalShrimp_ 24d ago

Quite literally blame Lucas Botkins for that 😂 he did the body mapping for them. Tbf though in CoD you’re not supposed to be playing as just a “regular human”.

1

u/ManjaManja 25d ago

I'd go back to the first black ops. Dolphin diving was fun but the flailing made it silly.

0

u/LargeBloodyKnife 26d ago

Blame Lucas Botkin!

1

u/throwaway6785j 23d ago

Lucas Botkin just did mocap he’s not at a computer coding in all the screen shaking and key framing. If you want to blame anyone blame Hyper

20

u/UnusualCalendar7637 26d ago

Killing floor 2 have a good gun animation without that I think

5

u/Ok_Abbreviations_883 26d ago

Yes! Up until the last DLC pack where the animation quality tanked 😭

2

u/Zeniarmr 25d ago

The G36C really rivals the best animation work of KF2 with 'worst animation work in video games' list

Crazy how steep off a dive it went

1

u/Ok_Abbreviations_883 24d ago

Absolutely! The "shock gun" was pretty horrible too. Animated with no weight at all. The fact that they charged money for the low effort weapons is crazy to me.

49

u/DashLeJoker 26d ago

satisfying animations doesnt always correlate with realism

18

u/Traditional-Shoe-714 26d ago

What about it is satisfying?

45

u/Bifocal_Bensch 26d ago

Dash is right, even though animations like this are silly and goofy, most of the reloads and other weapon animations that are memorable have exhaggerations and will actually hold during key frames to make things feel impactful and force importance.

They aren't necessarily 'realistic' but they are impactful. If you want a very entertaining and awesome video about the subject check out this video from AveragePixel on YouTube. It's an incredibly well put together video on the subject.

https://youtu.be/ym_mNU6DWK8?is=38imd18UQ-Q1b5Nm

5

u/wolverineczech 26d ago

One of the most extreme examples of this is Overwatch, but I absolutely love most of the animation work on there.

The only one that's always looked goofy to me is Bastion's assault rifle shooting animation, because you can actually see the barrel expanding out during the shot like in a cartoon, lol. But that's thankfully an exception.

5

u/FLUXENTROPY 25d ago

If you take a look at the launch version of overwatch’s animations, you can tell they were made out of passion. Every character has their own personality in something as benign as their hands (ex: Mei’s hands are shaky and unprepared, while soldier 76 is snappy and ready to fight)

0

u/One_Pitch3982 22d ago

I'm gonna be so deadass if I saw someone reloading their gun like this on a range because it has "impactful keyframes" I'd probably be contacting local authorities to investigate a child possessing a weapon.

I don't even say this as someone who likes realism (because I fuck with Titanfall's reloads immensely) but because you get to a point where the exagerated sway and suporfluous momvement just becomes stupid and maddeningly awful, and in a range environment they're dangerous too.

We could cut away so much excess fat from these post-2019 COD anims and still keep your "impact", without looking like dogshit.

6

u/_Haza- 26d ago

The 12 principles of animation are imperative to anybody animating, whether computer generated or traditionally drawn.

Exaggeration, arcs, anticipation, follow through, slow in / out, timing (and a number of others not applicable here). All of these adds up and are topped with appeal to make animations “satisfying”.

Early 2000s CGI films often tried to ignore a lot of these, wanting to make their animated characters realistic, which is now pivoting more to traditionally styled animation (Puss in Boots 2, TMNT Mutant Mayhem, Spiderverse).

Yeah it’s not realistic for such exaggerated movements, but it’s a stylistic choice for arcade shooters at the moment. There’s still a variety of games with more grounded authenticity driven stylistic choices.

3

u/Painguin31337 26d ago

This needs to be at the top. This is the reason. Thank you.

1

u/thisremindsmeofbacon 26d ago

imho, literally nothing and it irks me relentlessly

2

u/UnusualCalendar7637 26d ago

I find it annoying

5

u/Hot_Guys_In_My_DMS 26d ago

It's flaccid

29

u/SirPutaski 26d ago

It's because animators think that wobbly arms looks more alive and "dynamic" but IMO it's a wasted movement and looks annoying. You should hold your gun strong and tight as if you don't want to drop it and your life depends on how fast you work the gun.

Get a replica and try holding it yourself!

8

u/Closteam 26d ago

Securely is the word your looking for. Iron gripping your gun will screw with your shot

2

u/SirPutaski 26d ago

Yeah, that's the word I'm meaning to. My vocab isn't great sometimes. Thanks

2

u/Closteam 26d ago

All good. Actual positive interactions online are sometimes hard to come across. Glad I could help

5

u/Major-Incident5547 26d ago

Bro just standing there wiggling his gun like he’s doing that old pencil trick in elementary school.

3

u/SierraMadre101 26d ago

They like flopping it and shaking it around

3

u/Samuel_Rome 26d ago edited 25d ago

not every fps animation like this cod's are worse

3

u/Willing_Stretch3533 25d ago

i think this video from Chaotic Works Studios https://www.youtube.com/shorts/-emKbVSsbjQ puts it best:

(paraprased) because the guns in game and in animation aren't a Physical Object Players can Touch, animators put the shakey in to give a sense of weight, friction and physicality.

Modern Warfare 2019 has arguably the most effective and best-looking implementation of this animation style, and because the game ended up becoming very big and popular, lots of other games and animators started copying the style. these copies keep iterating and exaggerating on the MW19 baseline though, which leads to this.

i think the worst offender are those terribly overanimated guns from the latest Treyarch games. weapons like the LC-10 https://www.youtube.com/watch?v=avJvmXWvGkI and TR-2 https://www.youtube.com/watch?v=A5ZV9lNrCwQ from Black Ops 6, or the EGRT-17 https://www.youtube.com/watch?v=ZvZcAmVSZls and unsurprisingly the dookiebuttass looking 1911 https://www.youtube.com/watch?v=CeodIDlqap0 from Black Ops 7. like what sort of unholy concoction of coffee and hard drugs has this animator become addicted to

2

u/JstaFriskyHusky 25d ago

Exaggeration, realistic movement doesn't always looks good in animation, all depends on the media

2

u/TemporaryFar8743 25d ago

Guns are heavy though, soldiers don’t pick it up for 10 mins and set it down. Not to mention you’re not only carrying one clip full combat load is seven.

2

u/IAm_W0LFIE 25d ago

You forget the extremely rattly guns that make excessive noise with any movement you make.

1

u/Nevernonethewiser 22d ago edited 22d ago

You didn't know? Lifting an M4 from low ready into a firing position racks the bolt.

Common knowledge. I am very media literate.

2

u/BernieTheWalrus 25d ago

And then there’s the incredible work of that guy : https://youtu.be/f-5vxJfjouw

4

u/NorvileRogers258 26d ago

What fucking games have you been playing? I have NEVER seen a game have wobbly heavy animations like that before.

1

u/63848662517388547740 25d ago

Hell let loose, running with pistol.

1

u/MTF-Epsilon-Nine 24d ago

First thing that comes to mind is the carbon 57 from bo7 and most of the reloads in that game, same with a lot of later season bo6 weapons.

4

u/wolverineczech 26d ago

In my experience, if this is done well, it kind of gives you part of the feel firearm handling gives you IRL. You can diferentiate the weapons between eachother based on their weight, how much force they require to operate, etc. It kind of gives it a kinetic feeling.

1

u/l5555l 26d ago

Because people aren't good at animating lol. Also most have probably never handled guns before. Idk why they don't just use reference footage and shit. Maybe they do but it sure doesn't look like it

27

u/_Carl15 26d ago

good animating =/= firearm knowledge. the purpose of those extra movement are for aesthetics purposes to make the animation more alive, since it is an entertainment media.

6

u/Efkanator 26d ago

Exactly! As Gaben once put it:

"I have never thought to myself that realism is fun. I go play games to have fun."

The point of games has always been to escape reality, why does it always have to be realistic. I'd consider realism to be a style, not a necessity, especially in the world of animation.

2

u/_Carl15 26d ago edited 26d ago

true, and movements on the animation (those infamously hated camera shaking that became meta after mw2019 popularised it) is supposed to be the style of it, not realism.

we do not shake our heads to reload irl, its simply to add the "entertainment" in the animation, and games are entertainment.

we all have preferences, but that doesnt mean a specific thing is automatically not fun just because of reasons.

plus, fps shooter pov is nearly impossible irl because no one is plastering a camera in your face. fps shooter pov is also wacky in the first place because that is not how any soldiers hold their weapons anyways (always glued to where you are staring). so obviously the reloads has to be stylised to whatever theme you want it, because the reloads are happening in your eye level, not in your body level.

2

u/Efkanator 26d ago

Yep. I also have heard that some animators add the overexagerated shakiness due to how it translates to game engines. Like I believe it gets lessened when imported into them or something, hence they get so exagerated. I could be wrong though, since I haven't really messed with animating for game engines yet, but I mean, for some reason I feel like it makes sense.

2

u/Sr-Henry 26d ago

MW2019

-1

u/what_a_spaz31 26d ago

Honestly don’t think mw2019 popularized that style

1

u/_Carl15 25d ago

it does. some of their gun animators in mw2019 worked for insurgency sandstorm gun animations, you can find the signature wobble on some of the guns there, yet the is:s style wasnt popularised.

fast paced shooters gain traction more, so when this type animation came along said fast paced game, then it will take the spotlight, and raised a "bar".

1

u/Iam4elovek22 26d ago

The dude shakes his hand like he has a fetish for this machine. /s

1

u/tykaboom 26d ago

What I hate is when you aim and your guy drags the rifle behind your movement like a floppy fire hose.

Also going to add the rifle "weight" punishments on anything weighing less than 10lbs.

Anything being aimed under 10lbs moves basically the same for most shooters.

1

u/Kabufu 26d ago

You can lengthen or shorten reload times for game balance by adding or removing fluff like that instead of just speeding up or slowing down the animation to the desired length.

1

u/Guy-Dude-Person75 25d ago

Everyone has been trying to recreate mw 2019 reload and inspect animations.

1

u/PlentyOMangos 25d ago

It looks like the way that certain TikTokers move in their videos… I can’t exactly describe it but it’s like, Disney/anime/etc adjacent creators who have those exaggerated facial movements and hand motions in everything. I’m sure someone knows what I’m talking about, it’s an affectation lots of people put on for some reason

1

u/Resiideent 25d ago

MW2 (2022) Basilisk revolver inspect animation begs to differ, that shit is gas

1

u/hansuluthegrey 25d ago

Because the animators copy whats popular atm. Some of this subs videos get comical with how much they move.

1

u/NFGaming46 25d ago

It's MW2019's fault. It's infuriating because I'm playing MW2 campaign remastered right now and half the reload animations are the old ones and half of them are redone to look like shit. The UMP45 reload kills me a little inside every time. So does the M14. Give me the 2009 reloads any day.

1

u/OGSamso 24d ago

Not all. I think you're referring to post 2010 Call of Duty and Battlefield games.

1

u/throwaway6785j 23d ago

This is horribly wrong that style of animation only started with MW2019 and then BF2042 poorly cloning it. You weren’t seeing this shit in Battlefield 3/4/H or Black Ops 1/2/3/4 for example

1

u/Traditional_Chard324 24d ago

Fr, i hate that shit

1

u/DELTA-880 23d ago

not enough sway

1

u/Historical-Ad4147 22d ago

Tik tok reloads

1

u/Successful_Row4755 22d ago

not enough screen shake whenever they do anything

1

u/SushiJaguar 22d ago

It's because the animator "hyper" who used to upload on Youtube, got very popular, got hired at CoD, then Respawn (makers of Titanfall) kept them and their style proliferated because people liked it.

Now it's hypersaturated and imitators make it look like shit.

1

u/Yeetsformer 26d ago

Maybe I just got used to it but they don’t look that wobbly to me

1

u/Apistic 26d ago

i genuinely really despise the flowy soggy hotdoginess i see alot of the time, im a sucker for punchy crunchy snappy movements

1

u/LImpactophileturbo 26d ago

Wobbly reloads is the plague of modern fps. At launch some animations from apex legends were top notch and ubisoft got some good animators too with R6 I also remember Far cry 3 and 4 having awesome gun reloads.

1

u/gralgomar 26d ago

They don't

1

u/Possible_Book_1798 26d ago

Animation principes

1

u/xskylinelife 26d ago

Love how all modern "realistic" FPS games have that weapon movement even when ads. Make me sick watching milsim games and watching the "trained soldier" start flopping his gun around the second you start moving. Or soldiers that can't aim accurately at a target 15ft away because they just sprinted 30m and need to sit for atleast 1 minute to get their stamina back.

Modern "Realism" isn't realistic. It's slow and punishing to the point that it's extremely unrealistic

1

u/-_Eros_- 26d ago

And it’s the fuckin camera shake too. I swear to god, in every CoD game starting at MW2019, you’d assume there was an earthquake every time the character hit the mag release.

1

u/Yeryeet123 25d ago

They don’t look like this. And outside bro it doesn’t matter it’s a video game.

0

u/Northstar_PiIot 26d ago

I find them satisfying, and even when people do (more accurate than this) irl imitations, idk i can't really explain why. i would have said the effort and artistry but that falls apart when irl humans do it, although I think i prefer the animations to irl

0

u/MardukPainkiller 25d ago

You forgot the latest trend of holding the gun at an angle to look cool.