Thank goodness for Wetterbrandt to still be BF gun animators. That's why the 2042 weapons still well animated. Sadly can't say the same to the weapons in Portal mode which was developed by other people, you can feel the stark differences in weapon animation quality between Wetterbrandt's animation and whoever animated the Portal's guns...
do you have much real firearm experience? you capture details that I’d consider difficult to notice unless you’d actually handled the firearm you are animating. I’ve never seen the reload technique used for the m44 in any other game, yet it’s very practical and and looks pleasing. I don’t think any other animators have taken the time to research the physics of how the casings expand in the cylinder so that they stay while the unfired cartridges fall out. just incredible detail that I don’t think anyone would include unless they experienced that bit of physics while handling a real revolver. was most excited to see your take on modern weapons and certainly didn’t disappoint!!
Thanks for the nice comment! I've actually only fired some WW2 weapons while on the BFV project, other than that I haven't had my hands on any real guns at all. When I'm about to animate a weapon and coming up with the reload sequences for it, it's a combination of doing research online, looking at youtube videos, maybe googling a manual of the firearm etc. but also asking some other guys with more firearm experience in the studio if they have any ideas that sound cool or interesting. The reload sequence for the revolver specifically took a while to come up with as I had an ambition to never discard bullets on any of the 2042 weapons, pretty happy with how that one turned out :)
@@OskarWetterbrandt You too man and keep up the amazing work. Can't wait to see what else you have for us in future. Subbed and will be looking out for more!
Found your video from the Battlefield Reddit. Love the attention to detail and how solid the gun animation feel in-game. There are so many details I can see here, opposed to when I’m being shot at from a million different places! Quality work!
Ya know, for every time I see like a whole demo of weapon animations from this game being posted it always make me frustrated to see not one soul at least brought up the fact that... Majority of the weapon animations, more specifically the tactical reloads, the player will flick to "safe" and then perform the said reload, then flick it back to the last known fire selector position when done. I know this video is also old but after scrolling and seeing enough comments it needs to be said. I hope you see this and know that, the little attention to details like that is very much appreciated by me, and to those who also have noticed. Keep on going king.
Ngl I doubt anyone has seen the safety flick other than you. I think its done less "obviously" that it goes unnoticed. (Now I don't know anything about guns so I cannot say that doing that is realistic or not but it looks cool tho).
Great work! What happened to the C-clamp grip on the AK-24? I really enjoyed its aesthetic combined with Falck's blue surgical gloves. It was truly something unique.
Yeah essentially what the previous comment said. I wanted to do a C-Clamp for some weapon as well and just randomly picked the AK. Then I quickly realised that the thumb blocks the iron sights, so I had to do a system where the soldier moves it out of the way when you ADS. Then for performance reasons I could only trigger that logic for 1P, so in 3P the soldier still "aimed through their thumb" which looked a bit odd. It also blocked some of the barrel/weapon model with some gloves, which was a bit unfortunate. So my idea now is that if I do want to do a C-Clamp for a future weapon it would have to fit that weapon better, I just had to work to much around it to make it work on the AK.
@@OskarWetterbrandt Also C-clamps are really uncomfortable so to speak. It should only be used in high recoil automatic weapons. Just my limited knowledge of firearms handling
These are great, and I don't mean to break your stride; As an FYI, modern shooting doctrine dictates that shooting both eyes open while aiming is vastly superior than shooting with one eye closed. Mostly because you're able to retain complete peripheral vision.
Sjukt bra jobbat, riktigt grymt! Roligt att se alla små animationer som man kanske inte ser när allt sprängs och man skjuter ingame. Vilka detaljer! :D
I love it. Seems to be more focus on the 'systems' of animations, and it's kind of something I was always a little interested in. Really excellent work.
I remembered bfv's Panzerbüchse 39 has very detailed reload animations from the number of shot fired and you only fill each round during the reload. Amazing hopefully more new weapons for bf2042 :)
Glad you still kept the charm of details in 2042. I know it's very rough and not as smooth as V was, but overall quality AND technical wise it's acceptable!
For all its issues, details and just care for things in this regard are astonishing. Animation wise I have very little complaints on the weapons but the sprinting animation really seems like a step down from the last couple games but I’m sure that’s due to the double sprint options. With the deploy animations that cock the weapon the counts for weapons that store one in the chamber shouldn’t have that extra round but it’s easy to just ignore
2042 is the first Battlefield game I’ve really gotten into in years (last for me was Bad Company 2). I’m so glad to be back, and I thank you for lending such beautiful animations to the game.
Glad you still animating the weapons in bf 2042! Any plans to bring back the squad revive animation from bfv? They feel so unique and have that feeling you're actually helping your squad like you're part of the team.
Thank you for the nice comment! I left DICE almost two months ago and can't comment on upcoming content, so I guess you'll have to wait and see. Have a great day! :)
Great work, excellent quality in animations. I didn't like the floatiness of some weapons in BFV, but in this case they seem more powerful, whether if people like the style or not. The only thing i dont like is how soldiers traversal sprint while holding heavy weapons(NTW50, LMG's) with one hand. It makes sense with lighter weapons, since they are easier to handle, but not heavy ones.
I really like the walking and running animations👁👄👁 Also, are the animations in portal placeholders for the M16 and M416? They look v similar to the M5A3🧐 Take care dude
Hey, I know the game's been getting a lot of shit, but your work on it has been stellar. I have a question, tho. I'm an amateur animator just doing it as a hobby, do you personally use the graph editor on your program or do you just go pose-to-pose?
I’m curious how you did the procedural ads anims. Did you just use the ads pose as an override and play the reload with its curve values automatically scaled down or something? Is this why there are no ads reloads for the pistols as their regular reloads just didn’t look good with the ads pose override? Seems like it gave you pretty good results either way.
This is exactly right. We set up locators for all scopes/ironsights etc that just aligns the weapon with the camera based on the locators position. Then we set it up so you can adjust the weapons position with some offset values too, to have more specific control over how the weapon is framed in ADS. Essentially we can play any animation we play in the hip pose but from the ADS pose using this system. Then we hooked up a float value from 0-1 that lessened WepRoot movement and tagged it in the reloads as well as whichever other animations we wanted to tone down weapon movement on. So the hands, weapon parts etc still move 100% as animated at all times, but the float tones down WepRoot 1to1 and also adjusts the camera movement by about 50% (as otherwise it would look too jarring in ADS). We also tagged the float with different values foe short/medium/long range scopes. The good thing about this system is that whenever we add a new scope to the game, as long as we add this locator we don't have to do anything from animation and the scope will be framed the same way on every weapon that use it. Same line of thinking with the hand pose override system. All animations are tagged with a LeftHandOverride float that goes from 1-0 when the hand leaves the weapon in any animation. Then we just IK the hand to the foregrip and blend on a specific grip pose using that float and the system just does its thing. If we add a new foregrip, all we have to do from animation is to make a handpose for it and then we can use the foregrip on any weapon and it just works. Procedural stuff like this is pretty neat :)
Your reload animations are so well done in this game. I'm glad you're work is present in this title too. I have to say though, while they are good, I noticed the animation system as a whole has switched to a very quick and snappy style. Very unlike BFV and BF1s, and even BF4 and BF3, for instance. Is there any chance the old style will return? I feel like the reloads still share that style, but the sprint gun bobbing, transition from walking to sprint animations, are honestly a big downgrade from BFV and I feel it's taking away from your work. Just my opinion of course, but I hope that style returns. 👌
Great animation work, as always Oskar! :) I wonder whether the contextual facial anims are active in the live enviroment, because I couldn't experience them first hand...? Also, trigger discipline... nice touch! Greetings from Poland!
they are probably active, but i wonder how many times people will notice it, I love the small details like this because theres so many things to discover over time. But its not often we see someone dump an entire mag while standing still while you stare at their face :P
Oskar, so sorry to sound rude in this comment I absolutely do not mean anything in a harsh way, but why do you pull the charging handle on the scar if the bolt release if the release is easier to press?
No offense taken :) It's just animation flare I guess. There was a lot to do on this project and it's hard to get everything right (like the revolver shouldn't open if the hammer is in the rear position, something I learned after release). I'm not really a gun-nut IRL, but I do love to animate weapons, so I do as much research as I can in the time I have and sometimes I get things wrong. I hope the SCAR still feels good to use even though it's maybe not the most efficient way of reloading the weapon. :)
How did you go about creating the different reloads for the mp28 and the dxr with the different magazine locations and how they’d handle with the weapon being taken in and out of inventory? I imagine it’s similar to the styles of single loading and clips changing like in bf1-V
I believe what we did wad just make sure that the frontmag reload and the rearmag reloads are the same length so it doesn't mess with gameplay no matter which reload is playing, then we just always played the frontmag reload first (either the tactical or the empty version) and after that always the rearmag reload. Then the while system resets when you undeploy the weapon, magically putting a new magazine in the front.
god its been a year, idk if he reads this message but to me these animations are great, But i do have a little itch, I wish that the movements are little bit exaderated and felt slick like on *other* triple A FPS shooter. Also the aimdown sight shooting animations needs more "chaos" with camera shakes and more movement (something like in BF4 would be enough)
Love seeing these small details that otherwise go missing among all the chaos! Also, do the 3P animations in 2042 have a much higher fidelity than previous titles? I don't remember reloads, etc. looking as good from a 3p perspective.
On the LCMG, why doesn't the player pull back the cocking handle when reloading a new belt? Since after firing the last bullet, it would be locked in forward position, and since it's an LMG, the bolt must be in the rear position for it to fire. Also, on the M5A3, when deploying, why does the player press on the forward assist when letting the bolt forward? My service weapon is a HK416, and I've never used it. I guess it could be useful if the gun is excessively dirty.
On the LCMG, maybe because it's locked in rear position (when it is feeded), which is why you don't have to cock the gun every time to reload. Only when you emptied it, then you have to cock because it is locked in a forward position. On the M5A3, as the name "forward assist" implies, you press it to make sure that bolt is in the correct position, as to not have any misfeeding or jamming Just my 2 cents.
@@giahuynguyenkim6389 that's what I mean, about the LCMG. There is no cocking there at all (unless I'm blind) The forward assist is almost never needed. "Punching" the forward assist would just hurt, since the bolt is already in locked position. Also, unless the gun is super ultra dirty, if you would need to "jam" in a bullet using the forward assist, something would be wrong and you could ruin your gun.
@@giahuynguyenkim6389 Ahh, didn't see it for some reason. In my defence, I'm used to lmg's having the charging handle on the other side and doing the charging after the belt is mounted.
All games since BF3 has had mocap as the base for the 3P and 1P is hand keyed. BF2042 is a bit different, as we use the 3P mocap as a base for both 1P and 3P, and then do quite heavy handkey adjustments to make it work for 1P. So you can say that we use mocap to get the body mechanics right, but everything you see in 1P is something like 90% hand keyed on top of that, the handkeying process is where we spend the most time for sure.
Great animations but why do so many reloads use the charging handle after emptying a mag when you would just press the bold catch? Also many weapons you worked on still have bullets left in the mag (can be best seen on the AK-24).
Even tho the game wasn’t that impressive, even i noticed how much effort and work the animators, model designers, audio designers etc put in. Such a shame it all goes to waste, hopefully they will reuse these in the next battlefield
@@OskarWetterbrandt Did DICE plan to communicate with the community about them for the future of the franchise ? It is part of the core mechanics that have a major influence on the gameplay .
Thank goodness for Wetterbrandt to still be BF gun animators. That's why the 2042 weapons still well animated.
Sadly can't say the same to the weapons in Portal mode which was developed by other people, you can feel the stark differences in weapon animation quality between Wetterbrandt's animation and whoever animated the Portal's guns...
Agreed
I actually noticed the Portal guns have a few borrowed sequences from 2042's weapons. But that's not a bad thing at all.
@@vysenshark Some guns are build on the same platform, so it's resonable to do so.
The Portal animators were iirc contract workers so they probably didn't have enough time to smoothen it ou65
spoke too soon. he left.
do you have much real firearm experience? you capture details that I’d consider difficult to notice unless you’d actually handled the firearm you are animating. I’ve never seen the reload technique used for the m44 in any other game, yet it’s very practical and and looks pleasing. I don’t think any other animators have taken the time to research the physics of how the casings expand in the cylinder so that they stay while the unfired cartridges fall out. just incredible detail that I don’t think anyone would include unless they experienced that bit of physics while handling a real revolver. was most excited to see your take on modern weapons and certainly didn’t disappoint!!
>mw 19
@@totallynotbluu no? mw has a flashy generic reload for a revolver. it’s well animated, but doesn’t show what I’m referring to
Thanks for the nice comment! I've actually only fired some WW2 weapons while on the BFV project, other than that I haven't had my hands on any real guns at all. When I'm about to animate a weapon and coming up with the reload sequences for it, it's a combination of doing research online, looking at youtube videos, maybe googling a manual of the firearm etc. but also asking some other guys with more firearm experience in the studio if they have any ideas that sound cool or interesting. The reload sequence for the revolver specifically took a while to come up with as I had an ambition to never discard bullets on any of the 2042 weapons, pretty happy with how that one turned out :)
@@OskarWetterbrandt i love you dude i just love you
@@OskarWetterbrandt also isn't flicking the revolver shut gonna damage the crane?
still one of the best animators ive ever seen, and a good inspiration
gotta say oskar, your one hell of an artist. Your work is outstanding
Crying shame these great animations got stuck inside such a terribly developed and broken game. These deserve a much better studio than DICE/EA.
awesome! always love these videos that showcase the (many) awesome animations :D
oh wow, I didnt know you would comment here Nice!
Or was't I....
The facial animations while shooting are insane! 1:16 onwards is probably the best animating i've seen in a game.
Thank you for that incredible complinent! Really warms my heart ❤️ I hope you have a great day my friend 😊
@@OskarWetterbrandt You too man and keep up the amazing work. Can't wait to see what else you have for us in future. Subbed and will be looking out for more!
Found your video from the Battlefield Reddit.
Love the attention to detail and how solid the gun animation feel in-game. There are so many details I can see here, opposed to when I’m being shot at from a million different places! Quality work!
Glad you're animating the guns here as well, i loved your work on the BFV guns.
Awesome work! So glad that you're still working on Battlefield! :D
So many of these I NEVER would've noticed, amazing work!
I really like the thumbnail for this video. Fantastic detail to cap off the great work you have done!
Man, some of these details are incredible, the way the LCMG visibly gets lighter when the box mag is removed for example
Fantastic work as always ;)
Loved the BFV animations so I was very excited when I found out you were doing the animations for BF2042!
Ya know, for every time I see like a whole demo of weapon animations from this game being posted it always make me frustrated to see not one soul at least brought up the fact that...
Majority of the weapon animations, more specifically the tactical reloads, the player will flick to "safe" and then perform the said reload, then flick it back to the last known fire selector position when done.
I know this video is also old but after scrolling and seeing enough comments it needs to be said. I hope you see this and know that, the little attention to details like that is very much appreciated by me, and to those who also have noticed.
Keep on going king.
Ngl I doubt anyone has seen the safety flick other than you. I think its done less "obviously" that it goes unnoticed. (Now I don't know anything about guns so I cannot say that doing that is realistic or not but it looks cool tho).
I love the animations in 2042, the just looks great and feels super smooth ! Great work dude.
The amount of detail off-screen is really fascinating, glad they had you onboard this project
Great work! What happened to the C-clamp grip on the AK-24? I really enjoyed its aesthetic combined with Falck's blue surgical gloves. It was truly something unique.
Well, the fact a character had to move their thumb to aim with iron sights didn't help.
Yeah essentially what the previous comment said. I wanted to do a C-Clamp for some weapon as well and just randomly picked the AK. Then I quickly realised that the thumb blocks the iron sights, so I had to do a system where the soldier moves it out of the way when you ADS. Then for performance reasons I could only trigger that logic for 1P, so in 3P the soldier still "aimed through their thumb" which looked a bit odd. It also blocked some of the barrel/weapon model with some gloves, which was a bit unfortunate. So my idea now is that if I do want to do a C-Clamp for a future weapon it would have to fit that weapon better, I just had to work to much around it to make it work on the AK.
@@OskarWetterbrandt Also C-clamps are really uncomfortable so to speak. It should only be used in high recoil automatic weapons. Just my limited knowledge of firearms handling
@@giahuynguyenkim6389 it's pretty comfortable
@@ryanpellegrini the comfort depends on how big the barrel is
Great Work as always Mr. Wetterbrandt!
Wow fantastic work as always, and great attention to detail! :D
Thank you David! :)
Wow you got a lot of animations under your belt here!
Awesome animations, awesome animator and awesome person! :)
I could write the exact same thing about you!
Awesome work as always, Oskar! Absolutely love it all!
These are great, and I don't mean to break your stride;
As an FYI, modern shooting doctrine dictates that shooting both eyes open while aiming is vastly superior than shooting with one eye closed. Mostly because you're able to retain complete peripheral vision.
You only shoot 1 eye while using telescopic scopes anyway.
Stellar work, pretty wild how many systems you've got going on with it.
Awesome work man, wouldn't be lying if I said I was waiting for this.
Sjukt bra jobbat, riktigt grymt! Roligt att se alla små animationer som man kanske inte ser när allt sprängs och man skjuter ingame. Vilka detaljer! :D
I love small details in games
Outstanding animations! Very impressive across the board.
Saved the best for last :)
Really awesome stuff! Been playing since BF2 and these are the best weapon anims so far.
I love it.
Seems to be more focus on the 'systems' of animations, and it's kind of something I was always a little interested in. Really excellent work.
Great stuff as always!
I'm super excited to see where your talent will show next!
Thank you for the nice animations!
These animations are the diamond in the rough. Good job
Oskar I have to say, you are really good at this. Keep it up bro.
Thanks bro
7:21 that push feels like BFV kar98k
I remembered bfv's Panzerbüchse 39 has very detailed reload animations from the number of shot fired and you only fill each round during the reload. Amazing hopefully more new weapons for bf2042 :)
The LCMG animation is incredible too. I hope you're going to animate future weapons and other things in this game!
Thanks! And I will :)
This makes me sad now
@@soupcan2314 Same. The reloading animations were the only great thing from older gales that 2042 had.
@@OskarWetterbrandt so sad you left.
Glad you still kept the charm of details in 2042. I know it's very rough and not as smooth as V was, but overall quality AND technical wise it's acceptable!
3rd person details are the most cool looking and easy to miss
Really fantastic work. A bit of a shame that excellent work like this is hidden in a game with so much negativity surrounding it.
For all its issues, details and just care for things in this regard are astonishing. Animation wise I have very little complaints on the weapons but the sprinting animation really seems like a step down from the last couple games but I’m sure that’s due to the double sprint options.
With the deploy animations that cock the weapon the counts for weapons that store one in the chamber shouldn’t have that extra round but it’s easy to just ignore
awesome work, Oskar! 👍❤️
Some quality work!!
2042 is the first Battlefield game I’ve really gotten into in years (last for me was Bad Company 2). I’m so glad to be back, and I thank you for lending such beautiful animations to the game.
Glad you still animating the weapons in bf 2042! Any plans to bring back the squad revive animation from bfv? They feel so unique and have that feeling you're actually helping your squad like you're part of the team.
Thank you for the nice comment! I left DICE almost two months ago and can't comment on upcoming content, so I guess you'll have to wait and see. Have a great day! :)
Amazing job!!
You are the only guy, who is not hated by BF community right now.
I liked the animations in this game. Good job)
Great work, excellent quality in animations. I didn't like the floatiness of some weapons in BFV, but in this case they seem more powerful, whether if people like the style or not.
The only thing i dont like is how soldiers traversal sprint while holding heavy weapons(NTW50, LMG's) with one hand. It makes sense with lighter weapons, since they are easier to handle, but not heavy ones.
When firing the guns the muzzle flash and gas looks exactly like it would in real life. AMAZING!
I really like the walking and running animations👁👄👁
Also, are the animations in portal placeholders for the M16 and M416? They look v similar to the M5A3🧐
Take care dude
Portal weapon animations were done by different people/studio.
Love the m44 reload
beautiful...
Wow the same guy who did BFV anims looks neat, cheers
Hey, I know the game's been getting a lot of shit, but your work on it has been stellar. I have a question, tho. I'm an amateur animator just doing it as a hobby, do you personally use the graph editor on your program or do you just go pose-to-pose?
Hi there, thanks for the nice comment! I use the graph editor all the time when animating, can't live without it 😊
crazy good
I’m curious how you did the procedural ads anims. Did you just use the ads pose as an override and play the reload with its curve values automatically scaled down or something? Is this why there are no ads reloads for the pistols as their regular reloads just didn’t look good with the ads pose override? Seems like it gave you pretty good results either way.
This is exactly right. We set up locators for all scopes/ironsights etc that just aligns the weapon with the camera based on the locators position. Then we set it up so you can adjust the weapons position with some offset values too, to have more specific control over how the weapon is framed in ADS. Essentially we can play any animation we play in the hip pose but from the ADS pose using this system. Then we hooked up a float value from 0-1 that lessened WepRoot movement and tagged it in the reloads as well as whichever other animations we wanted to tone down weapon movement on. So the hands, weapon parts etc still move 100% as animated at all times, but the float tones down WepRoot 1to1 and also adjusts the camera movement by about 50% (as otherwise it would look too jarring in ADS). We also tagged the float with different values foe short/medium/long range scopes.
The good thing about this system is that whenever we add a new scope to the game, as long as we add this locator we don't have to do anything from animation and the scope will be framed the same way on every weapon that use it.
Same line of thinking with the hand pose override system. All animations are tagged with a LeftHandOverride float that goes from 1-0 when the hand leaves the weapon in any animation. Then we just IK the hand to the foregrip and blend on a specific grip pose using that float and the system just does its thing. If we add a new foregrip, all we have to do from animation is to make a handpose for it and then we can use the foregrip on any weapon and it just works.
Procedural stuff like this is pretty neat :)
This ...........this is quality
Your reload animations are so well done in this game. I'm glad you're work is present in this title too. I have to say though, while they are good, I noticed the animation system as a whole has switched to a very quick and snappy style. Very unlike BFV and BF1s, and even BF4 and BF3, for instance. Is there any chance the old style will return? I feel like the reloads still share that style, but the sprint gun bobbing, transition from walking to sprint animations, are honestly a big downgrade from BFV and I feel it's taking away from your work. Just my opinion of course, but I hope that style returns. 👌
Great animation work, as always Oskar! :)
I wonder whether the contextual facial anims are active in the live enviroment, because I couldn't experience them first hand...?
Also, trigger discipline... nice touch!
Greetings from Poland!
they are probably active, but i wonder how many times people will notice it, I love the small details like this because theres so many things to discover over time. But its not often we see someone dump an entire mag while standing still while you stare at their face :P
@@MFMArt About dumping mags at range... *troubledemoji* 😳
Oskar, so sorry to sound rude in this comment I absolutely do not mean anything in a harsh way, but why do you pull the charging handle on the scar if the bolt release if the release is easier to press?
No offense taken :) It's just animation flare I guess. There was a lot to do on this project and it's hard to get everything right (like the revolver shouldn't open if the hammer is in the rear position, something I learned after release). I'm not really a gun-nut IRL, but I do love to animate weapons, so I do as much research as I can in the time I have and sometimes I get things wrong. I hope the SCAR still feels good to use even though it's maybe not the most efficient way of reloading the weapon. :)
How did you go about creating the different reloads for the mp28 and the dxr with the different magazine locations and how they’d handle with the weapon being taken in and out of inventory? I imagine it’s similar to the styles of single loading and clips changing like in bf1-V
I believe what we did wad just make sure that the frontmag reload and the rearmag reloads are the same length so it doesn't mess with gameplay no matter which reload is playing, then we just always played the frontmag reload first (either the tactical or the empty version) and after that always the rearmag reload. Then the while system resets when you undeploy the weapon, magically putting a new magazine in the front.
god its been a year, idk if he reads this message but to me these animations are great, But i do have a little itch, I wish that the movements are little bit exaderated and felt slick like on *other* triple A FPS shooter. Also the aimdown sight shooting animations needs more "chaos" with camera shakes and more movement (something like in BF4 would be enough)
Love seeing these small details that otherwise go missing among all the chaos! Also, do the 3P animations in 2042 have a much higher fidelity than previous titles? I don't remember reloads, etc. looking as good from a 3p perspective.
Honestly yes, because the reloads are actually the same, first person or third person
On the LCMG, why doesn't the player pull back the cocking handle when reloading a new belt? Since after firing the last bullet, it would be locked in forward position, and since it's an LMG, the bolt must be in the rear position for it to fire.
Also, on the M5A3, when deploying, why does the player press on the forward assist when letting the bolt forward? My service weapon is a HK416, and I've never used it. I guess it could be useful if the gun is excessively dirty.
On the LCMG, maybe because it's locked in rear position (when it is feeded), which is why you don't have to cock the gun every time to reload. Only when you emptied it, then you have to cock because it is locked in a forward position.
On the M5A3, as the name "forward assist" implies, you press it to make sure that bolt is in the correct position, as to not have any misfeeding or jamming
Just my 2 cents.
@@giahuynguyenkim6389 that's what I mean, about the LCMG. There is no cocking there at all (unless I'm blind)
The forward assist is almost never needed. "Punching" the forward assist would just hurt, since the bolt is already in locked position. Also, unless the gun is super ultra dirty, if you would need to "jam" in a bullet using the forward assist, something would be wrong and you could ruin your gun.
@@jensfos There's cocking for the for the LCMG on empty reload.
ANd I guess slamming the forward assists is just a flair
@@giahuynguyenkim6389 Ahh, didn't see it for some reason. In my defence, I'm used to lmg's having the charging handle on the other side and doing the charging after the belt is mounted.
@@jensfos You must be more familiar with the PK series then, I guess. FN MINIMI and FN MAG both reload like the LAMG in the video (arcade game wise).
Just a simple question. Are the reload animations hand keyed or animated by other means? e.g mocap
All games since BF3 has had mocap as the base for the 3P and 1P is hand keyed. BF2042 is a bit different, as we use the 3P mocap as a base for both 1P and 3P, and then do quite heavy handkey adjustments to make it work for 1P. So you can say that we use mocap to get the body mechanics right, but everything you see in 1P is something like 90% hand keyed on top of that, the handkeying process is where we spend the most time for sure.
Nice!
Great animations but why do so many reloads use the charging handle after emptying a mag when you would just press the bold catch?
Also many weapons you worked on still have bullets left in the mag (can be best seen on the AK-24).
Pulling the charge handle is more flashy than pressing the bolt catch. Style over substance.
Fantastic work, shame that Battlefield Portal isn't on the same animation quality level :(
on DM7 emtpy reload he misses out to chamber the bullet
he does so on initiate te gun however
So which 2042 weapons did you animate
All animations in this video is done by me.
why is the iron sight ads so far from the character?just askin
Usually putting the iron sights so close to the camera would obstruct the player's line of sight
In the next few updates, why not u handle some of the Portal animations 🤔
I don't work at DICE anymore, started at Embark Studios in June :)
@@OskarWetterbrandt I'm sorry to hear that. :(
I wish u good luck there.
@@delecour5449 Thanks mate! Have a good day
Even tho the game wasn’t that impressive, even i noticed how much effort and work the animators, model designers, audio designers etc put in. Such a shame it all goes to waste, hopefully they will reuse these in the next battlefield
but we know 3p locomotion is worse than BF3
At least this game have good animation...
5:37 Backfaces visible in the bottom left
Okay
to be honest, your animations saved battlefield 2042's gun designs and animations, the rest is dogcrap
floaty
This is so shit compared to Modern Warfare 2019, you guys need better leader like Khoa Le from Infinity Ward.
These animations are so terrible
FPS players when they see any weapon animations that aren't just over-the-top, extremely flashy MW19/22/23 animations:
Did you work on the character movements too ?
Only some of them, not the entire set.
@@OskarWetterbrandt
Did DICE plan to communicate with the community about them for the future of the franchise ? It is part of the core mechanics that have a major influence on the gameplay .