Hyper has had more of a online presence than most of us, despite us being in the industry longer. To his credit, he IS an amazing animator and his youtube channel certainly helped with that. But thank you though for saying so.
Moukha RBLX He set the benchmark years ago with the online content he did, came into Titanfall and brought that style forward into the mainstream and now he is going forward into even bigger things. Just look at the other weapon animators around the same time and after hypers work, all of which had taken influence from his style of “umph and punch”
Thank you! But for majority of the dev cycle, it was actually a quartet, Jun Chang(Expert Animator) being the 4th...although Mark Grigsby peeled off because he had bigger responsibilities as Anim Director so i guess it was mostly a trio of me, Hyper, and Jun until post launch. Towards Season 4, we became a quintet, adding Troy Irving(animator) to the team, and are now a Sextet, most recently with the addition of Parker Chapman(associate animator)
one thing i’ve never seen anyone appreciate is the realistic handling of pistols in this game. in almost any other shooter, you watch the characters bring the pistol up to their face, where in MW, the operator actually pushes it further away into a proper aiming position, which is how it is done in real life. great job on the finer details like this!
I don’t know how many times you would have heard this, but you are incredibly inspiring, both for other games to attempt to live up to this standard and for viewers and gamers to try as well. Thank you, you have done a massive service and o the gaming community.
Thank you, that means a lot. I don't hear it that often because most people assume my friend and colleague, Hyper, animated everything 1st person. He has a larger online presence and following for much longer time than I. It's a team effort for sure, and I share the success with Jun Chang, Mark Grigsby, Ranon Sarono(Hyper), and now Troy Irving and Parker Chapman who are both new to the team.
@@khoaleanimation ay yo you should be just as recognised. Sometimes stuff is just unfair. Btw your M13 and vector/fennec animations are my personal favourites.
Im so dumb. I saw this on reddit and thought it was MW2 footage and i thought "wow this looks looks like a good step up from MW2019". Anyways, youre absolutley killing it and im SO glad yall took the extra time to develop this game. It absolutely shows.
Theres the main details that make an animation look good like weight, imperfections and natural movements, accuracy, overall posing, easing and so on. This all has that and more. Something I need to take some inspiration from as I try out viewmodel animation.
@@TempusestIocundum SN is 2D. These animations are 3D and likely animated though keyframes rather than manual. Getting frame perfect details like this does would impossible unless you go to 60fps and manually animate every single frame like that which is straight madness.
amazing work, the passion and skill shines thru. that m4 reload is classic, i can hear my old sarge saying “SLAP the bolt release, don’t just press it!” every time i watch it haha
Glad you like the slap. Its an homage to how our devgru consultants handled their M4s, and yet I can hear all the internet know it alls scream, "why is he slapping it and not pressing?!"
While I feel I have improved, what was done for Infinite Warfare was a very specific style set for the game, which was a flowy "animated" feel. That was what the team set to do and they succeeded in that. I wouldn't call it 'worse' than the current MW, but rather different. Ive been wanting to do this level of detail/feel since Infinite Warfare, but it wasn't up to me at the time since I wasn't in charge of the 1st person stuff. It was also my responsibility to match the aesthetic of all the other weapons that had been shipped so the visual feel stayed consistent amongst all the guns done by the previous team.
@@khoaleanimation if i remember correctly, there was an animation of the broken armour being removed, and some people got it very rarely playing warzone?
Just had to thank you for putting so much heart and soul into these animations, which would have been without the efforts of you and the other creators that work with you; completely mundane. The animation smoothness itself added so much to the game that was already excellent. Thank you for all the efforts you put into making the animations look so great!
Thanks! We put in the effort because our work represents our passion and dedication to our craft. Every little thing we try and add, we feel enhances the experience, even if in subtle ways so im glad people notice the extra effort.
@@khoaleanimation It definitely is noticed, even the subtle bumping of the magazine on the gun with the Fennec is super realistic, as sometimes you might struggle to get it in the slot. The lengths you guys go to to make these animations look good is incredible, I love the work and hope to see your work in more FPS games.
Feels great now knowing it made a difference overall in how people perceive the importance of viewmodel animation beyond just functional. Funny thing is i don't see what my team and I did as a style. We simply made it feel more grounded and natural, which isn't a style we set. The style was set by ALL the games that mocap humans and make them look realistic. That was something i always questioned. Why stylize the viewmodel movements if everything else in your game is visually mimicking real life, and that always bugged me with every FPS ive played. So to me, I didn't make a style, i simply tailored it to match the overall product, but while doing it all from scratch hand key to keep the COD feel. We were all inspired by real life tactical shooters and we use that as our inspiration rather than other animations. Helps that shooting is a hobby and passion if mine so it helps in translating that into my anims.
Hey mr Le I just wanna say great job on your animations, I especially like how nice the fennec and m13 reloads are, I’m definitely looking forward to seeing more from you
Hey, great work man! Everyone’s praising the work that you guys did. Do you feel like this type of quality should be the standard for COD view model animations from now on?
I certainly hope so, and not just for COD but for ALL FPS games! I've always wanted to do what we did on MW sooner, but i wasn't on the Viewmodel team at the time on Infinite Warfare. But since I transferred to the Viewmodel team at the start of MW dev cycle, it gave me the opportunity to show the other devs and the studio heads where I'd always hoped FPS animations would go, especially since I was the only avid shooter in the anim department. We do have the luxery of mimicking a style that is supposed to be very real, so it isn't as subjective. Everything in MW world is based on realism and the anims have to support that stylistically. Cartoonier games have more leeway to push things stylistically, so quality cab be subjective. Whatever the new standard is, I'll aim to top it, but it's nice to be able to say at the moment that we have set the bar as far as Animations go, and I aim to stay there. It's 2020, so why shouldn't quality always be the top priority.
the little details are the most impressive ive ever seen in a video game cod went from cheap arcade animation to the top best animation in all fps game thanks to you guys! i hope cod 2021 cant improve upon this lets forget cold war XDDD
It's crazy to me just how influental this game's animations were to the entire FPS genre, nearly every shooter now stepped up their animation quality for FP animations and is trying to emulate this style.
Not really. It's a pretty standard way of reloading a AR15 platform back in those days. Some of our military consultants reload that way still because it's what they're used to.
You guys did an unbelievable job animating the camera movements mid animation. So visceral and frenetic. Even though the animations for this game get a lot of praise, they still aren't praised enough. Every single one of these are an easy 10/10. Even the spoon that Farah turns into a shiv is animated better than anything from any other game. Easily the best in the industry. No doubt.
To think it was you who was responsible for animating the 1911 my favorite weapon of all time. The skill behind it's genuinely inspiring. Such neat and clean animation work.
Stunning work, all of the little nudges and hand movements add so much personality to the game. Hope this changes the way the industry looks at viewmodel animation.
The M13 is one of my favorite weapon. The animations are just too good. Thank you so much for the innovating; floaty/flashy animations are a thing of the past after this game got released.
Honestly sir These animations and all cod animations are beyond imagination You guys are the best crispy realistic Mind blown animators Loved your Detailed animations Please keep doing that!
Hi Khoa, I just want to say huge congratulations for the exceptional work you and the whole team did on MWII's animations, I thought it would be hard for you guys to surpass MW19 but you knocked it out off the park with them, really, everything feels so much better, beefy, weighy and smooth, I admire how you expanded on the already great ones and made them even greater, my fav weapon atm is prob Expedite 12. Also I've noticed the new empty inspect animations! I was sooo happy to see them and they're EXTREMELY good too as the rest of them. I was wondering, those have been ready for some time now I figure? But for specific reasons couldn't be there at launch? I understand if you can't comment on that. Anyways, really loving MWII, it's everything I've wanted since MW19 lifespan ended, and I can't wait to see what more you guys have planned for us (also waiting for you to upload your showcase 😉) You have a great day!
I love the new MW22 animation team and the guys you guys bring onboard….heard you guys are basically building an avenger team over there….good luck can’t wait to see the “cartel influence” project and I can’t wait to see the new mechanics and the animations for it And I also, I love how you come back and respond to people and give a full flesh out answer to their questions
everything about this game is amazing. I dont like to call this game 'COD MW'. To me, its just 'MW'. And i CANT WAIT to see what y all are doing with the sequel.
First of all I just wanted to say really good job mate. You are truly a talented amazing person. This game was one of the best games for me. Loved the uniqueness to each anaimation. Really good job once again
1. Troy Irving animated the FiNN 2. I answer for several reasons. First off, keep in mind that people have lives outside of working, and replying to people can still feel work related, on top of still supporting the LIVE game non stop. It's exhausting. We simply are extremely busy with work AND family outside work. I am a family man, as many other devs and time is better spent with my family then replying to disrespectful people who demand we answer. I answer to give insight into what we deal with day in and day out that people simply don't have the chance to understand, and as long as the questions stay respectful, and people are genuinely just curious, I'm happy to have a conversation about it. However, if it asked disrespectfully, that's where I end it, people that feel entitled to an answer. I don't owe anyone an answer because it's not my job and those people aren't my boss, plain and simple. Also, I don't like misinformation being spread since there's always an abundance of people not in game dev who assume devs decided things for certain reasons that simply aren't true and they spread that as if it's fact. And lastly, I like knowing how people feel because I do want to make a great game and any feedback to make my work or the game better, I'm keen on listening and doing my part with what I can.
@@khoaleanimation I salute you bro, apart from your great work, you still have the time for us fans. You and your crew deserve an statue, I hope you and your family are fine and safe during these times. Peace ✌
@@tashkent561 Much appreciated, but you can save the statues for health care workers on the front lines of this pandemic. We just make video games, so people recognizing the passion and effort we put into the game is enough.
à quên còn một việc nữa , mw2019 ra lâu rồi nhưng tôi để ý thấy model của PKM có lỗi, khi ở animation equip thấy rõ dây đạn bị clipped qua tấm che bụi ở bên phải của súng nhé
I love it so much. I don't enjoy the game as much as the previous ones but the effort the animation and other things is outstanding! Really appreciate this. :)
@@khoaleanimation We are all quite hyped about the new CoD so having confirmation that we will be treated with high quality animations once again, it's so good. Congrats!
Really good stuff, I didnt know you animated the AUG which is one of the weapons I use the most, pretty cool Khoa I really wish my work will someday be as good as yours :)
First of all I want to say these anmations are incredible, fps games animations like these really inspire me to study 3D animation. It's my dream to become an animator for FPS games. Can I ask you something? Does study 3D animation is enough to make FPS games animations or do I need to study something else to make viewmodel animtions?
Studying animation def helps you understand how to do it much easier because it all involves the same fundamentals. As a artist, I put that above everything else and i want to be the best artist i can be...but I just happen to do viewmodels now. But my backround has always been animation in general. You never want to be known as a person that ONLY does viewmodels because that limits your value. In games, you need to be able to handle any animation task, whether its facial anim, full body, creature, etc. Is viewmodels easier? No. It's just different, but again...you need to understand the fundamentals of animation above all else to do it well. Generally when you're learning 3D, you also get basics of other disciplines like modelling,rigging, texturing as well
I know you've probably worked on other things, but how long have you worked on viewmodel animations specifically? Btw, thanks for raising the industry's standards on viewmodel animation. Hopefully every AAA FPS game made from here on can match up (or at least, get close) to this level from MW
3 years doing specifically weapons related stuff. Started at the tail end of Infinite Warfare post launch seasons in early 2017. Before that, i was on the campaign Single Player team as a senior narrative animator.
Truly exceptional, second to none, God-tier animation work. You and your team should be extremely proud of what you’ve made. I have an off-topic, although somewhat related question: how come certain announcers such as Griggs (voiced by your colleague Mark Grigsby AFAIK?) were removed from the game in the first couple of months after release? All the Coalition teams have the same British announcer now and I believe some Russian variants are missing as well. As I said I know this isn’t related to animations but maybe you have some insight to offer on the subject.
I don't know if I'll ever get noticed but I have a few questions for you guys! Have you seen the countless viewmodel animations that the community is making? And what are your thoughts about them? Do you have any tips for beginners who's struggling with 3D Animation? Anyways, thank you for your time!what you contributed in this game is phenomenal.
There's a lot of viewmodel animators/anims out there, even before MW was released, so are you asking if I've seen the ones from people specifically trying to mimic MW? It's cool, to see people inspired to animate and focus on Viewmodel animations. Whether or not it was due to my teams work, its just cool to see people having a interest in Arts. Tips for beginning animators: Focus on learning animation fundamentals, and mastering that before doing the more complex work. I see a lot of people diving straight into Viewmodel animation, and while its fine to do jump in, its more important to understand the basic fundamental animation principles so you can actually apply those principles to anything you animate. I didn't do any Viewmodel work until 2016, 7 years into my professional animation career.
It's a possibility, but it's really up to him if he wants or when he wants. He's very reserved so having your work out there, especially with as vocal a community as CoD, can bring certain unwanted attention. The response to our work has been very positive, but there are people who feel entitled to answers/responses from us that we can't answer, and then get angry at us for not answering it. Some may just rather go without that headache. I do make it a point to give him credit when I see it.
The animations we've seen for now on mwII are really impressive, amazing work; only thing im not really sure about is the running animation, is it just a placeholder or is that the actual animation that is gonna be used in the final build? I ask because it seems a bit out of place compared to the rest of the movement and also i remember seeing a really similar one in the alpha of mw19 that was then changed in the final release. Thanks!
Not sure what you mean by out of place. It's just something different we wanted to try so it's not always the same sprint movement seen since 2016. We mimicked how one of the operators moves in real life with the 'barrel up' sprinting: instagram.com/p/CEVJOqnln8f/?igshid=MDJmNzVkMjY=
@@khoaleanimation Hi Khoa, I guess what he means is that animation looks cumbersome and doesn't fit with the smooth movement that we're used to. That is one thing that popped out to me as well, I just don't like that sprinting animation as much as the MW19 one. The MW19 sprinting animation is just perfect in my opinion, it is fluid and connected to rest of the animations, and how I would expect to sprint in reality. I would much prefer the MW19 sprinting animation. Maybe a middle ground can be found? Just some feedback I wanted to provide. Love your work, I am very excited for MWII.
@@pyromancer14 Noted. I honestly feel the 2019 sprint is too smooth and didnt convey the impact during steps that conveyed the heaviness of a run. Ragardless, we are still fine tuning and testing to see what feels good and what doesn't. Thanks for the feedback.
@@pyromancer14 how you'd sprint in reality is valid, but clearly, there are people who sprint with the barrel up, so it can be a subjective thing in terms of feel. Others might find the barrel up technique more natural. Having said that, we like trying new things...even if it fails, cuz otherwise MW19 wouldn't have been what it was in terms of Animations
@@khoaleanimation Understood. I know it’s not a big deal, I’m just picky with sprint animations in every FPS haha. I still definitely prefer the ‘barrel down’ method, but I’m sure whichever style you go with, it will be of high quality. I trust you guys with this. As always, I appreciate the effort you guys put in to this. Keep up the great work!
The reloads are the only reason I continue to play this game lol, I really hope other shooters follow MW's lead. The FAL is eyecandy IMO. Why did yall put so much effort and care into it?
We put care into it because it's our passion and how we make our living doing what we love to do. We have very high expectations of ourselves and our craft. The other guys on my team can have different reasons for the effort they put in, but as artists, we all try to be better than the day before. My competitive nature helps fuel my drive to be the best and produce the best.
@@khoaleanimation gotcha, thanks for the reply. Will definitely be playing MW for a while. Thanks to you and your team for the beautigul art of relosdd
I know the game is a lil old right now, and is not having live support anymore. These animations are really amazing and it’s a shame that it’s not getting its support. Though you guys have to work on the next possible infinity ward title so it’s understandable. I want to ask about one minor flaw on the partial reload on the kar98k. How come the operator always and only put in 3 bullets from the stripper clip?
Had no time to integrate tech that tracks mag ammo reserve during reloads. I believe Vanguard fixed it on their kar98, but we simply had other priorities that the Code team had to focus on at the time.
- Thorough understanding of animation principals and anim fundamentals - Thorough knowledge of weapon mechanics and functionality - Keen eye for detail, with knowledge of natural human movement - Proof that you can apply all those anim principals and detail into your work with appropriate physics amd weight. - Ability to learn quickly. We deal alot with ever changing tools and gameplay design so adapting to changes on the fly is important. - Ability to take criticism and direction. - Ambition and Drive. My team doesn't like to lose. We strive and push VERY hard to be the best that we can be. Ive had interviews with veteran animators who say, "i half ass'd it." That attitude doesn't fly on my team. There's always things that could be better. - If your demo reel is decent, we will make candidates do a anim test to prove they're ability. People can talk, but can they walk the walk? Anim tests are great equalizers and we make EVERYONE do one no matter the experience or senority.
I remember that Mark DeRidder was working on weapon animations for CoD games (such as Modern Warfare 3, Ghosts, Infinite Warfare). Is he still a part of animators team in Infinity Ward? If not, what happened? And I can't not mention the hard work you put into CoD MW 2019 animations. Thank you for all your effort!
DeRidder is not part of IW anymore. I was his replacement. He chose to leave to work on the Star Wars Smugglers Run at Disneyland since hes a big SW fan. It was a personal choice to work on something special that will be around for generations. He's now at Raven Studios helping with support to other studios.
How was the inspect animation handled? It was introduced sometime after the game launched, so I'm curious if it's like an animation per weapon class (think pistols get one, smgs get another and so forth) or if it's per weapon, since they are so similar, at least within weapon classes. Which makes sense since you guys probably didn't have the time to add unique inspect animations to every previously existing weapon, but you did introduce unique ones for the AS VAL for example, after the inspect animation feature was released.
Yes to everything you said😉. Had a very small window to get them done due to fans asking and wanting to look at their custom gunsmithing. Once we actually had more time to do more complex manipulations for later weapons, we were able to flesh them out more to how we would have wanted it. Feature doesn't add any value to gameplay other than simply looking, so it wasn't high on my priority list for launch.
@@khoaleanimation Completely understandable, there were so many weapons at that point! I do know youtubers love that feature for creating video thumbnails though ahah. Oh, and I'm glad you didn't forget the minigun!
Great animation showcase! It’s great to recognize the people behind these games and the great work they’ve done. MW has incredible animations. My favorites weapons animations are the M4, M13, CR-56 AMAX, AS Val, 680, HDR, and SP-R. I’m curious, are blueprints animated differently? It seems the updates to the blueprints are only aesthetics such as weapon designs/camos. The only animation difference I see is the FR 5.56 “Insurgency” blueprint where the design and animation looks completely different than the base FR 5.56.
amazing work for soh on pistols use the slide stop lever located on the slide itd be smoother and cooler i prefer it to using left hand to cock back the slide
It can depend on the schedule and available weapons to animate. I try and ask which weapon my team wants to do because it makes the ownership of that weapon more meaningful, but sometimes the availability of the animator can dictate what weapon they have time to jump on. There's certainly been weapons I would have wanted to keep for myself, but the needs of the project or my responsibilities forced me to have to hand it off, especially if I know I wouldn't be able to take the full weapon to completion for time alotted. Animators can be assigned types of weapons that deals with different tech features that they haven't done before so it forces them to learn something new and to problem solve differently.
Someone else already asked so re-pasting: Humans move a lot to get our bodies postured to move efficiently and comfortably. Everything from head, neck, shoulders, spine, arms, will move together. But what a player sees in a video screen aspect ratio gives them feedback so everything for 1st person has to happen inside that margin of a screen. If raw mocap of weapon manipulation was played inside that screen window, it would never be as concise as we need it to be, because human bodies would move all over the place. From a fixed camera, not very easy on the eyes to follow. Itd take longer for us to clean all that extra movement to keep it inside the margin of the screen than it does for us to hand key it from scratch. We spend lots of time boiling down the details that we feel best convey human muscle impulses realistically but keep it concise to work within the screen margins. Killing Floor mocaps their weapon, and I feel most of the time, its too... 'noisy' if that makes sense, and makes it feel disconnected. Also, if we ever have to make a change, its easier/cleaner workflow to edit our own keys, than to stitch new mocap back into a mocapped action, or worse try and hand key to blend with mocap data. Certainly doable, but takes wayyy longer so in the end, not worth it for our needs. I've worked with mocap my entire career to know if its worth it. For certain things yes, and for teams that can't deliver the same gunplay quality as us, yes. But not worth it for us with current mocap tech.
While this absolutely is the best animation in first person shooters, I would have loved see some goofy animations like the rare animations in Battlefield! This game brought me back to CoD in a way I didn't think was possible. The PBR materials, gun models, sound design, art direction, animation, character designs, character models, cosmetics are all absolutely top-notch and right up there with Sony's first party studios. Best of luck to the devs at Treyarch because this game is a tough one to 1 up. I've had my fill of CoD for now anyways. Wait begins for MW2! Also, who animated the slow Revolver reload from the campaign?
I believe there were 2 slow revolver reloads in SP, one with Young Farah that Jun Chang animated, and one that was a 'pick up' animation of Player loading the revolver while interrogating The Butcher, which was animated by me.
In MW19, prob the .50 GS and the MGL32 launcher. .50 GS because all the nuance of the recoil, I was able to capture the feel of it accurately. That can be said for most of the weapons in the game cuz we do the research, but the .50 GS was the first one where I felt I nailed it. Lots of people have shot the real one so to hear that I captured that feel thru some moving pixels, makes me very proud. Besides that one, the MGL32 launcher is another fav even though its seen 1% of the time, because I was able to capture the mechanical nature of the cylinder and the mechanical feel of using the speed loader. There's a ton of nuanced movement that made it feel mechanical and heavy. 3rd fav would prob be the 725, just cuz ive seen so many other games attempt the break action flicking the barrel closed, but none capture that feel quite right. I'm happy with how I got the mechanics of the flick right while conveying the weight of the flick. 725 might actually be my 2nd fav and MGL 32 the 3rd.
I'm not really expecting an answer to this, but it would be great if I could get a response: why didn't Treyarch and Raven fully adopt the IW engine used for Modern Warfare 2019? Because I still play the game you worked on more than Black Ops Cold War.
Can't answer for Treyarch cuz I don't work there and dont know. Maybe they feel their engine is better for their needs. It's not a easy task to swap engines cuz it's a massive productivity show stopper. Raven is a support studio so they just work in whatever engine of the Lead Studio they're helping.
I'm gonna try to keep this vague as I know you're obviously under an NDA, and if you can't answer it, that's completely understandable; Given the overwhelmingly positive feedback you've gotten from the community when it comes to these animations, do you think it would be wise to stick to this style and level of detail for future Infinity Ward titles?
The details aren't really a style. The details we put into our anims were dictated by the overall MW product to fit in the world. MW isn't a stylized looking game, and is pretty realistic in terms of art, characters, environments, cinematics, etc...so the animation and details need to also support that. You can't go cartoony stylized Overwatch for MW cuz it wouldn't fit within the world and vise versa. So it isn't a matter of being wise or not, but rather if it fits with the type of game.
@@khoaleanimation I suppose my question then is, IF your next game were to be set in the modern era and have the same tone, would you stick to this animation style and attention to detail? Like for instance, Cold War is set 35 years in the past and isn't aiming to be a stylized Overwatch or Fortnite type game yet lacks attention to detail when it comes to weapons and has significantly less impressive viewmodel animations than MW, in my opinion.
All the animations look great and realistic and that's something i appreciated so much, being a gun guy and all. This and the gunsmith made Modern Warfare a must have for me. One thing i don't understand is with all the research you guys on the animations did, why most of the pistols are not held with a high "thumbs forward" grip that's standard nowadays (the Renetti is the only one who has that). Also, did you plan on adding animations for the 1911, Desert Eagle and Renetti for engaging and disengaging the safety everytime they were holstered and drawn? I noticed a small sound detail with the 1911 that sounds like a safety being put on when holstering it. Either way love the animations, i hope your team gets to work on future CoDs like Black Ops 2020
All the other pistols were done earlier on in the dev cycle, so the hand geo was different. Since anims were finaled, we simply didn't have time to go back and adjust all of it. The Renetti was a more recent post launch weapon so we simply just had time to pose it to more modern techniques. Sometimes, we do deliberately change hand posing simply to get a different "character" feel for that weapon. It's the same logic with some weapons having a C-clamps, and some don't. The design and attachment pool of a weapon can also dictate how we have to pose out the hands. As far as disengaging safety, we did have that detail at beginning but noticed that Players were interrupting and spamming their weapon swap. Since the engine just blends thru the anim, you'd see a bug where the safety would float back to its base idle pose. In the end, we had to remove that action to fix the visual bug. So yes, we do a lot of research and my team does consider everything that goes into shooting(it's a passion and hobby of mine as well), but sometimes, because it's gave dev, there are things out of our control due to number of reasons, whether it's tech, or gameplay reasons etc.
@@khoaleanimation Very nice explanation, i didnt know the hand models could change the way you would animate certain things. I noticed that most character models with gloves look better when manipulating and shooting the guns, while skins without them tend to have gaps and little imperfections that look quite weird, did you have to work around that, to account for the size of the character's hands?
@@andreavacca9182 yep. Hands with gloves are thicker, but the same anim applies to both, so you have to make a decision as to which version you finalize your animation to. If we animate to Gloves, then the bare hands make fingers float. So we animate to bare hand models instead. And yes, character geo can change mid production, so in certain cases, certain appendages will emd up longer/shorter, which the affects how a pose will look. Depending on when that happens in a dev cycle, can affect how much we can re-tweak, cuz by then, we may already have other things we absolutely must move onto.
oh no biggie, just gonna raise the entire industry standards for viewmodel animations.
@Jason Kim FN FAL
@@Z_Berkut go brrbrbbrb
i can't see how a lot of people only admire Hyper's work in COD MW, people like these should also be noticed
Hyper has had more of a online presence than most of us, despite us being in the industry longer. To his credit, he IS an amazing animator and his youtube channel certainly helped with that. But thank you though for saying so.
Moukha RBLX He set the benchmark years ago with the online content he did, came into Titanfall and brought that style forward into the mainstream and now he is going forward into even bigger things. Just look at the other weapon animators around the same time and after hypers work, all of which had taken influence from his style of “umph and punch”
@@cashewmoney u
I've never seen this hyper before but only heard about him. I've only ever heard of this animator and Mark Grigsby.
Fr
Watching the video: "Man i love how he slightly misses the magweld for the Vector"
Playing the game: "God i hate how he misses the magweld"
SoH is important for vector.. because of that miss..
Ikr, it’s a nice animation but takes foreverrrr
"Nooooo, you can't just set a new standard for first person animations!"
"Haha, viewmodel go brrr."
I’ve never heard anybody say that but ok.
@@sovietcosmonaut2595 many people did, trust me
Really? People were actually upset at how good the animations are?
@@sovietcosmonaut2595 not upset, fascinated. And the phrasing i used is a meme
@@MZA-b3e funny meme...
Infinity Ward has the Industries best animators, hands down. Fucking amazing job at making the game and the guns feel as clean as they do.
congrats on your promotion man! really deserved. i hope that the whole team are giving their all without any trouble on MW2022.
Dang, didn't think anyone would notice other than people on LinkedIn. Thank you though!
You,mark and hyper. What a fantastic trios
Thank you! But for majority of the dev cycle, it was actually a quartet, Jun Chang(Expert Animator) being the 4th...although Mark Grigsby peeled off because he had bigger responsibilities as Anim Director so i guess it was mostly a trio of me, Hyper, and Jun until post launch. Towards Season 4, we became a quintet, adding Troy Irving(animator) to the team, and are now a Sextet, most recently with the addition of Parker Chapman(associate animator)
one thing i’ve never seen anyone appreciate is the realistic handling of pistols in this game. in almost any other shooter, you watch the characters bring the pistol up to their face, where in MW, the operator actually pushes it further away into a proper aiming position, which is how it is done in real life. great job on the finer details like this!
I don’t know how many times you would have heard this, but you are incredibly inspiring, both for other games to attempt to live up to this standard and for viewers and gamers to try as well. Thank you, you have done a massive service and o the gaming community.
Thank you, that means a lot. I don't hear it that often because most people assume my friend and colleague, Hyper, animated everything 1st person. He has a larger online presence and following for much longer time than I. It's a team effort for sure, and I share the success with Jun Chang, Mark Grigsby, Ranon Sarono(Hyper), and now Troy Irving and Parker Chapman who are both new to the team.
@@khoaleanimation ay yo you should be just as recognised. Sometimes stuff is just unfair.
Btw your M13 and vector/fennec animations are my personal favourites.
Im so dumb. I saw this on reddit and thought it was MW2 footage and i thought "wow this looks looks like a good step up from MW2019".
Anyways, youre absolutley killing it and im SO glad yall took the extra time to develop this game. It absolutely shows.
Theres the main details that make an animation look good like weight, imperfections and natural movements, accuracy, overall posing, easing and so on. This all has that and more. Something I need to take some inspiration from as I try out viewmodel animation.
Didn't thought to find ya there.
@@TempusestIocundum I get around.
@@explosivebullet do you think of animating in sticknodes like this? xD would be really difficult
@@TempusestIocundum SN is 2D. These animations are 3D and likely animated though keyframes rather than manual. Getting frame perfect details like this does would impossible unless you go to 60fps and manually animate every single frame like that which is straight madness.
Yoo man great work! I already told you how I feel about your work so no need to repeat that :)🤙
amazing work, the passion and skill shines thru. that m4 reload is classic, i can hear my old sarge saying “SLAP the bolt release, don’t just press it!” every time i watch it haha
Glad you like the slap. Its an homage to how our devgru consultants handled their M4s, and yet I can hear all the internet know it alls scream, "why is he slapping it and not pressing?!"
Man comparing this to your older animations is crazy. You've really improved.
While I feel I have improved, what was done for Infinite Warfare was a very specific style set for the game, which was a flowy "animated" feel. That was what the team set to do and they succeeded in that. I wouldn't call it 'worse' than the current MW, but rather different. Ive been wanting to do this level of detail/feel since Infinite Warfare, but it wasn't up to me at the time since I wasn't in charge of the 1st person stuff. It was also my responsibility to match the aesthetic of all the other weapons that had been shipped so the visual feel stayed consistent amongst all the guns done by the previous team.
@@khoaleanimation ah yeah that makes a ton of sense very fascinating to hear your perspective on this stuff
Tbh i have never seen animations so well made for a video game, everything is so smooth and realistic it is almost unbelievable
Who animated the "putting on armor" animation in Warzone? I find it extremely aesthetic and satisfying.
Jun Chang animated the armor plate equip.
@@khoaleanimation if i remember correctly, there was an animation of the broken armour being removed, and some people got it very rarely playing warzone?
Great stuff, the whole viewmodel team really showing off what this niche art is all about. Keep it up :)
I know you!
You're the post scriptum weapon animator right?
Just had to thank you for putting so much heart and soul into these animations, which would have been without the efforts of you and the other creators that work with you; completely mundane. The animation smoothness itself added so much to the game that was already excellent. Thank you for all the efforts you put into making the animations look so great!
Thanks! We put in the effort because our work represents our passion and dedication to our craft. Every little thing we try and add, we feel enhances the experience, even if in subtle ways so im glad people notice the extra effort.
@@khoaleanimation It definitely is noticed, even the subtle bumping of the magazine on the gun with the Fennec is super realistic, as sometimes you might struggle to get it in the slot. The lengths you guys go to to make these animations look good is incredible, I love the work and hope to see your work in more FPS games.
Wherever this animator goes, I'll follow the game, you've made a big fan of your work, Sir!
I really love the style you set for the animations in the game!
How do you feel that now people are doing stuff like "Call of Duty inspired reloads"?
Feels great now knowing it made a difference overall in how people perceive the importance of viewmodel animation beyond just functional. Funny thing is i don't see what my team and I did as a style. We simply made it feel more grounded and natural, which isn't a style we set. The style was set by ALL the games that mocap humans and make them look realistic. That was something i always questioned. Why stylize the viewmodel movements if everything else in your game is visually mimicking real life, and that always bugged me with every FPS ive played. So to me, I didn't make a style, i simply tailored it to match the overall product, but while doing it all from scratch hand key to keep the COD feel. We were all inspired by real life tactical shooters and we use that as our inspiration rather than other animations. Helps that shooting is a hobby and passion if mine so it helps in translating that into my anims.
@@khoaleanimation if u also translate your shooting experience to this, then you are a artist while shooting!
Hey mr Le I just wanna say great job on your animations, I especially like how nice the fennec and m13 reloads are, I’m definitely looking forward to seeing more from you
I was watching Ranon's work, when I came across this. Amazing work!
MW's animation team inspired me to get back into animating again, phenomenal work. I look forward to more games with your animations man, top notch.
Hey, great work man!
Everyone’s praising the work that you guys did. Do you feel like this type of quality should be the standard for COD view model animations from now on?
I certainly hope so, and not just for COD but for ALL FPS games! I've always wanted to do what we did on MW sooner, but i wasn't on the Viewmodel team at the time on Infinite Warfare. But since I transferred to the Viewmodel team at the start of MW dev cycle, it gave me the opportunity to show the other devs and the studio heads where I'd always hoped FPS animations would go, especially since I was the only avid shooter in the anim department. We do have the luxery of mimicking a style that is supposed to be very real, so it isn't as subjective. Everything in MW world is based on realism and the anims have to support that stylistically. Cartoonier games have more leeway to push things stylistically, so quality cab be subjective. Whatever the new standard is, I'll aim to top it, but it's nice to be able to say at the moment that we have set the bar as far as Animations go, and I aim to stay there. It's 2020, so why shouldn't quality always be the top priority.
@@disc2919 Grau was animated by Ranon Sarono(aka Hyper). Striker 45 was done by me and shown on this video at 3:45 mark.
im speechless even after 2 years, what you did really set the standard for what to expect, absolutely amazing work
the little details are the most impressive ive ever seen in a video game cod went from cheap arcade animation to the top best animation in all fps game thanks to you guys! i hope cod 2021 cant improve upon this lets forget cold war XDDD
Amazing work! Also, the hands look _too_ damn realistic with the veins and everything. Crazy.
It's crazy to me just how influental this game's animations were to the entire FPS genre, nearly every shooter now stepped up their animation quality for FP animations and is trying to emulate this style.
I just realized that the M4A1's empty reload might be a reference to Heat where Val Kilmer reloads his Colt Model 723.
Not really. It's a pretty standard way of reloading a AR15 platform back in those days. Some of our military consultants reload that way still because it's what they're used to.
The IW animation, audio and modelling team deserve a ton of credit for making a game with such satisfying weapon feel!
remarkable
2:17 The M13 😌 It's so good! Love this reel
You guys did an unbelievable job animating the camera movements mid animation. So visceral and frenetic. Even though the animations for this game get a lot of praise, they still aren't praised enough. Every single one of these are an easy 10/10. Even the spoon that Farah turns into a shiv is animated better than anything from any other game. Easily the best in the industry. No doubt.
Every animator who worked in this game really set a VERY high standard.
To think it was you who was responsible for animating the 1911 my favorite weapon of all time. The skill behind it's genuinely inspiring. Such neat and clean animation work.
Stunning work, all of the little nudges and hand movements add so much personality to the game. Hope this changes the way the industry looks at viewmodel animation.
The M13 is one of my favorite weapon. The animations are just too good. Thank you so much for the innovating; floaty/flashy animations are a thing of the past after this game got released.
0:16 and 1:10 have the best animations and sounds, thank you so much for animating the M4A1, it's my personal favourite
I love this
All of the people that contributed to this anims are incredible talented, so beatiful. Congrats on the promo Khoa! Totally deserved, enjoy.
Way to go to you and your team! Often Id play this over other FPS games purely because of the animations
Honestly sir These animations and all cod animations are beyond imagination You guys are the best crispy realistic Mind blown animators Loved your Detailed animations Please keep doing that!
You and your team did an amazing job on MW and i thank you for that
Hi Khoa, I just want to say huge congratulations for the exceptional work you and the whole team did on MWII's animations, I thought it would be hard for you guys to surpass MW19 but you knocked it out off the park with them, really, everything feels so much better, beefy, weighy and smooth, I admire how you expanded on the already great ones and made them even greater, my fav weapon atm is prob Expedite 12.
Also I've noticed the new empty inspect animations! I was sooo happy to see them and they're EXTREMELY good too as the rest of them. I was wondering, those have been ready for some time now I figure? But for specific reasons couldn't be there at launch? I understand if you can't comment on that.
Anyways, really loving MWII, it's everything I've wanted since MW19 lifespan ended, and I can't wait to see what more you guys have planned for us (also waiting for you to upload your showcase 😉)
You have a great day!
I love the new MW22 animation team and the guys you guys bring onboard….heard you guys are basically building an avenger team over there….good luck can’t wait to see the “cartel influence” project and I can’t wait to see the new mechanics and the animations for it
And I also, I love how you come back and respond to people and give a full flesh out answer to their questions
@Rand 😂😂😂idc he’s a good dev nevertheless
Phenomenal work, as you know! Can’t wait to see what your team brings to the table next year.
everything about this game is amazing. I dont like to call this game 'COD MW'. To me, its just 'MW'. And i CANT WAIT to see what y all are doing with the sequel.
Amazing work, I live for this shit. This is what every FPS game should strive for.
I appreciate using the skin on the M4A1 that has the blue magazine release, so you can see it actually being operated in the reload animation
First of all I just wanted to say really good job mate. You are truly a talented amazing person. This game was one of the best games for me. Loved the uniqueness to each anaimation. Really good job once again
Wow , you're a vietnamese and i'm a vietnamese
I am really happy that there's a vietnamese working with all of these beautiful animations . God damn .
I wanna ask some things:
First, who animates the FiNN LMG? Second, why u'r the only IW's staff that always answer questions?
1. Troy Irving animated the FiNN
2. I answer for several reasons. First off, keep in mind that people have lives outside of working, and replying to people can still feel work related, on top of still supporting the LIVE game non stop. It's exhausting. We simply are extremely busy with work AND family outside work. I am a family man, as many other devs and time is better spent with my family then replying to disrespectful people who demand we answer. I answer to give insight into what we deal with day in and day out that people simply don't have the chance to understand, and as long as the questions stay respectful, and people are genuinely just curious, I'm happy to have a conversation about it. However, if it asked disrespectfully, that's where I end it, people that feel entitled to an answer. I don't owe anyone an answer because it's not my job and those people aren't my boss, plain and simple. Also, I don't like misinformation being spread since there's always an abundance of people not in game dev who assume devs decided things for certain reasons that simply aren't true and they spread that as if it's fact. And lastly, I like knowing how people feel because I do want to make a great game and any feedback to make my work or the game better, I'm keen on listening and doing my part with what I can.
@@khoaleanimation 😀😀Inspiring words...thanks for explaining a lot. Hope u and ur family also ur crews fine out there.
@@khoaleanimation I salute you bro, apart from your great work, you still have the time for us fans. You and your crew deserve an statue, I hope you and your family are fine and safe during these times. Peace ✌
@@tashkent561 Much appreciated, but you can save the statues for health care workers on the front lines of this pandemic. We just make video games, so people recognizing the passion and effort we put into the game is enough.
@@khoaleanimation I see that it was not only hyper who developed everything, but still are there any guns for which animation was made by hyper?
Wonderful work! Great balance of urgency and visual flair.
à quên còn một việc nữa , mw2019 ra lâu rồi nhưng tôi để ý thấy model của PKM có lỗi, khi ở animation equip thấy rõ dây đạn bị clipped qua tấm che bụi ở bên phải của súng nhé
INCREDIBLE
I would like to see OG Modern Warfare Series Guns to be re-animated like this
You guys did such a great job on the animations honestly hella dope
I love it so much. I don't enjoy the game as much as the previous ones but the effort the animation and other things is outstanding! Really appreciate this. :)
Good stuff, you and the boys did some really good work on the anims
You guys at infinity ward raised the bar for reloads! Huge congrats for everyone in your team!
Chú làm animation đỉnh thế, cháu khâm phục luôn.
Came here from a Reddit post about your promotion. Congratulations, and absolutely well-deserved. Fantastic animation work.
Thank you! Didnt even know it was worthy Reddit news hahaha
@@khoaleanimation We are all quite hyped about the new CoD so having confirmation that we will be treated with high quality animations once again, it's so good. Congrats!
These animations are really untouchable ...... simply amazing 👏👏👏
This is fantastic! Also i thought Ranon animated the fennec too :P keep up the amazing work my friend!
Really good stuff, I didnt know you animated the AUG which is one of the weapons I use the most, pretty cool Khoa
I really wish my work will someday be as good as yours :)
First of all I want to say these anmations are incredible, fps games animations like these really inspire me to study 3D animation. It's my dream to become an animator for FPS games.
Can I ask you something? Does study 3D animation is enough to make FPS games animations or do I need to study something else to make viewmodel animtions?
Studying animation def helps you understand how to do it much easier because it all involves the same fundamentals. As a artist, I put that above everything else and i want to be the best artist i can be...but I just happen to do viewmodels now. But my backround has always been animation in general. You never want to be known as a person that ONLY does viewmodels because that limits your value. In games, you need to be able to handle any animation task, whether its facial anim, full body, creature, etc. Is viewmodels easier? No. It's just different, but again...you need to understand the fundamentals of animation above all else to do it well. Generally when you're learning 3D, you also get basics of other disciplines like modelling,rigging, texturing as well
Thank you for the reply, I really appreciate the advice!
holy heckkkk you guys added inspect anims for empty guns😱😱
Wow you animated my favorite guns especially aug and kriss vector
I know you've probably worked on other things, but how long have you worked on viewmodel animations specifically?
Btw, thanks for raising the industry's standards on viewmodel animation. Hopefully every AAA FPS game made from here on can match up (or at least, get close) to this level from MW
3 years doing specifically weapons related stuff. Started at the tail end of Infinite Warfare post launch seasons in early 2017. Before that, i was on the campaign Single Player team as a senior narrative animator.
Truly exceptional, second to none, God-tier animation work. You and your team should be extremely proud of what you’ve made.
I have an off-topic, although somewhat related question: how come certain announcers such as Griggs (voiced by your colleague Mark Grigsby AFAIK?) were removed from the game in the first couple of months after release? All the Coalition teams have the same British announcer now and I believe some Russian variants are missing as well.
As I said I know this isn’t related to animations but maybe you have some insight to offer on the subject.
Unfortunately I don't have insight. Too busy worrying about my own team and responsibilities, I didn't even notice myself.
@@khoaleanimation Completely understandable! Keep up the great work.
i can't wait for this year! pls tell me MW2 will have the PKM with proper reloading technique
May i ask? Who did the MP5? Nice work btw
Our Animation Director Mark Grigsby did that one. He also did the AK47 and P90.
@@khoaleanimation Ah, thanks! Beautiful work again!
@@khoaleanimation I like the M4A1 you did
Prob cuz it’s my fav gun
I don't know if I'll ever get noticed but I have a few questions for you guys!
Have you seen the countless viewmodel animations that the community is making? And what are your thoughts about them?
Do you have any tips for beginners who's struggling with 3D Animation?
Anyways, thank you for your time!what you contributed in this game is phenomenal.
There's a lot of viewmodel animators/anims out there, even before MW was released, so are you asking if I've seen the ones from people specifically trying to mimic MW? It's cool, to see people inspired to animate and focus on Viewmodel animations. Whether or not it was due to my teams work, its just cool to see people having a interest in Arts.
Tips for beginning animators: Focus on learning animation fundamentals, and mastering that before doing the more complex work. I see a lot of people diving straight into Viewmodel animation, and while its fine to do jump in, its more important to understand the basic fundamental animation principles so you can actually apply those principles to anything you animate. I didn't do any Viewmodel work until 2016, 7 years into my professional animation career.
It's a major shame Activision wouldn't stop the CoD cycle once MW2019 came out, this was the highest quality CoD game of all time.
Is there a possibility of Jun Chang to make his own reel on MW viewmodel animations? Unless he already made one, can't find it though
It's a possibility, but it's really up to him if he wants or when he wants. He's very reserved so having your work out there, especially with as vocal a community as CoD, can bring certain unwanted attention. The response to our work has been very positive, but there are people who feel entitled to answers/responses from us that we can't answer, and then get angry at us for not answering it. Some may just rather go without that headache. I do make it a point to give him credit when I see it.
The animations we've seen for now on mwII are really impressive, amazing work; only thing im not really sure about is the running animation, is it just a placeholder or is that the actual animation that is gonna be used in the final build? I ask because it seems a bit out of place compared to the rest of the movement and also i remember seeing a really similar one in the alpha of mw19 that was then changed in the final release. Thanks!
Not sure what you mean by out of place. It's just something different we wanted to try so it's not always the same sprint movement seen since 2016. We mimicked how one of the operators moves in real life with the 'barrel up' sprinting:
instagram.com/p/CEVJOqnln8f/?igshid=MDJmNzVkMjY=
@@khoaleanimation Hi Khoa, I guess what he means is that animation looks cumbersome and doesn't fit with the smooth movement that we're used to. That is one thing that popped out to me as well, I just don't like that sprinting animation as much as the MW19 one. The MW19 sprinting animation is just perfect in my opinion, it is fluid and connected to rest of the animations, and how I would expect to sprint in reality. I would much prefer the MW19 sprinting animation. Maybe a middle ground can be found? Just some feedback I wanted to provide. Love your work, I am very excited for MWII.
@@pyromancer14 Noted. I honestly feel the 2019 sprint is too smooth and didnt convey the impact during steps that conveyed the heaviness of a run. Ragardless, we are still fine tuning and testing to see what feels good and what doesn't. Thanks for the feedback.
@@pyromancer14 how you'd sprint in reality is valid, but clearly, there are people who sprint with the barrel up, so it can be a subjective thing in terms of feel. Others might find the barrel up technique more natural. Having said that, we like trying new things...even if it fails, cuz otherwise MW19 wouldn't have been what it was in terms of Animations
@@khoaleanimation Understood. I know it’s not a big deal, I’m just picky with sprint animations in every FPS haha. I still definitely prefer the ‘barrel down’ method, but I’m sure whichever style you go with, it will be of high quality. I trust you guys with this. As always, I appreciate the effort you guys put in to this. Keep up the great work!
This style really pushed the visual bar in viewmodel work! : -)
The reloads are the only reason I continue to play this game lol, I really hope other shooters follow MW's lead. The FAL is eyecandy IMO. Why did yall put so much effort and care into it?
We put care into it because it's our passion and how we make our living doing what we love to do. We have very high expectations of ourselves and our craft. The other guys on my team can have different reasons for the effort they put in, but as artists, we all try to be better than the day before. My competitive nature helps fuel my drive to be the best and produce the best.
@@khoaleanimation gotcha, thanks for the reply. Will definitely be playing MW for a while. Thanks to you and your team for the beautigul art of relosdd
I know the game is a lil old right now, and is not having live support anymore. These animations are really amazing and it’s a shame that it’s not getting its support. Though you guys have to work on the next possible infinity ward title so it’s understandable.
I want to ask about one minor flaw on the partial reload on the kar98k. How come the operator always and only put in 3 bullets from the stripper clip?
Had no time to integrate tech that tracks mag ammo reserve during reloads. I believe Vanguard fixed it on their kar98, but we simply had other priorities that the Code team had to focus on at the time.
the kar 98 k reload in modern warfare is all glitched when the player reloads a few bullets are missing
Limitations of the reload tech back then.
@@khoaleanimation no i mean the actual bullets in the clip are invisible when reloading as in its a glitch in the reload
@@AndyTate This is Raven's doing. I doubt Mr. Le can do much about that.
What qualities and qualifications are needed to work as a viewmodel gun animator if the job opportunity arose at an infinityward studio?
- Thorough understanding of animation principals and anim fundamentals
- Thorough knowledge of weapon mechanics and functionality
- Keen eye for detail, with knowledge of natural human movement
- Proof that you can apply all those anim principals and detail into your work with appropriate physics amd weight.
- Ability to learn quickly. We deal alot with ever changing tools and gameplay design so adapting to changes on the fly is important.
- Ability to take criticism and direction.
- Ambition and Drive. My team doesn't like to lose. We strive and push VERY hard to be the best that we can be. Ive had interviews with veteran animators who say, "i half ass'd it." That attitude doesn't fly on my team. There's always things that could be better.
- If your demo reel is decent, we will make candidates do a anim test to prove they're ability. People can talk, but can they walk the walk? Anim tests are great equalizers and we make EVERYONE do one no matter the experience or senority.
I remember that Mark DeRidder was working on weapon animations for CoD games (such as Modern Warfare 3, Ghosts, Infinite Warfare). Is he still a part of animators team in Infinity Ward? If not, what happened?
And I can't not mention the hard work you put into CoD MW 2019 animations. Thank you for all your effort!
DeRidder is not part of IW anymore. I was his replacement. He chose to leave to work on the Star Wars Smugglers Run at Disneyland since hes a big SW fan. It was a personal choice to work on something special that will be around for generations. He's now at Raven Studios helping with support to other studios.
How was the inspect animation handled? It was introduced sometime after the game launched, so I'm curious if it's like an animation per weapon class (think pistols get one, smgs get another and so forth) or if it's per weapon, since they are so similar, at least within weapon classes. Which makes sense since you guys probably didn't have the time to add unique inspect animations to every previously existing weapon, but you did introduce unique ones for the AS VAL for example, after the inspect animation feature was released.
Yes to everything you said😉. Had a very small window to get them done due to fans asking and wanting to look at their custom gunsmithing. Once we actually had more time to do more complex manipulations for later weapons, we were able to flesh them out more to how we would have wanted it. Feature doesn't add any value to gameplay other than simply looking, so it wasn't high on my priority list for launch.
@@khoaleanimation Completely understandable, there were so many weapons at that point! I do know youtubers love that feature for creating video thumbnails though ahah. Oh, and I'm glad you didn't forget the minigun!
amazing showcase
this is the dude who made the m4 reload?
legend.
Damn, Ur animation is damn really good
Great animation showcase! It’s great to recognize the people behind these games and the great work they’ve done. MW has incredible animations. My favorites weapons animations are the M4, M13, CR-56 AMAX, AS Val, 680, HDR, and SP-R. I’m curious, are blueprints animated differently? It seems the updates to the blueprints are only aesthetics such as weapon designs/camos. The only animation difference I see is the FR 5.56 “Insurgency” blueprint where the design and animation looks completely different than the base FR 5.56.
I kinda wonder why cod akimbo reload animations is always off screen
Technical limitations in how the rigs/models are spawned in game as well as how the reload logic is set up.
@@khoaleanimation thanks for the reply sir
@@khoaleanimation I'm excited In oct 28 2022 my birthday and mw2 release date, even though I can't even play mw2022 in my pc
You're the man Khoa!
amazing work for soh on pistols use the slide stop lever located on the slide itd be smoother and cooler i prefer it to using left hand to cock back the slide
Question: did the team get to decide what weapons that they wanted to animate? or were they tasked to work on certain guns?
It can depend on the schedule and available weapons to animate. I try and ask which weapon my team wants to do because it makes the ownership of that weapon more meaningful, but sometimes the availability of the animator can dictate what weapon they have time to jump on. There's certainly been weapons I would have wanted to keep for myself, but the needs of the project or my responsibilities forced me to have to hand it off, especially if I know I wouldn't be able to take the full weapon to completion for time alotted. Animators can be assigned types of weapons that deals with different tech features that they haven't done before so it forces them to learn something new and to problem solve differently.
found ya
@@benzrascal shush frinx
Idk man
Can you comment on who did the weapons in the beta? I absolutely the FSS Hurricane
Why can't you use motion capture. Technology for reloading animation for weapons
Someone else already asked so re-pasting:
Humans move a lot to get our bodies postured to move efficiently and comfortably. Everything from head, neck, shoulders, spine, arms, will move together. But what a player sees in a video screen aspect ratio gives them feedback so everything for 1st person has to happen inside that margin of a screen. If raw mocap of weapon manipulation was played inside that screen window, it would never be as concise as we need it to be, because human bodies would move all over the place. From a fixed camera, not very easy on the eyes to follow. Itd take longer for us to clean all that extra movement to keep it inside the margin of the screen than it does for us to hand key it from scratch. We spend lots of time boiling down the details that we feel best convey human muscle impulses realistically but keep it concise to work within the screen margins. Killing Floor mocaps their weapon, and I feel most of the time, its too... 'noisy' if that makes sense, and makes it feel disconnected. Also, if we ever have to make a change, its easier/cleaner workflow to edit our own keys, than to stitch new mocap back into a mocapped action, or worse try and hand key to blend with mocap data. Certainly doable, but takes wayyy longer so in the end, not worth it for our needs. I've worked with mocap my entire career to know if its worth it. For certain things yes, and for teams that can't deliver the same gunplay quality as us, yes. But not worth it for us with current mocap tech.
Wow 😳 lots Of knowledge
Thanks for info ☺️
But I thought it only saves your Lots Of Time instead of Hand keying in blender
You might not answer this question, but here's the question
-Who made the AN94 animation and the Charlie9 (APC9) animation?
Jun Chang animated the AN-94. I animated the ISO SMG
While this absolutely is the best animation in first person shooters, I would have loved see some goofy animations like the rare animations in Battlefield!
This game brought me back to CoD in a way I didn't think was possible. The PBR materials, gun models, sound design, art direction, animation, character designs, character models, cosmetics are all absolutely top-notch and right up there with Sony's first party studios. Best of luck to the devs at Treyarch because this game is a tough one to 1 up. I've had my fill of CoD for now anyways. Wait begins for MW2!
Also, who animated the slow Revolver reload from the campaign?
I believe there were 2 slow revolver reloads in SP, one with Young Farah that Jun Chang animated, and one that was a 'pick up' animation of Player loading the revolver while interrogating The Butcher, which was animated by me.
@@khoaleanimation Thanks for all your hardwork!
How was wiring with Hyper?
Working with Ranon is fantastic. Insanely talented dude, super fast animator, and all around good person.
I've already said this on vimeo but fantastic work!
amazing work from you and your team, i just have a quick question. what’s your favorite weapon that you’ve animated?
In MW19, prob the .50 GS and the MGL32 launcher. .50 GS because all the nuance of the recoil, I was able to capture the feel of it accurately. That can be said for most of the weapons in the game cuz we do the research, but the .50 GS was the first one where I felt I nailed it. Lots of people have shot the real one so to hear that I captured that feel thru some moving pixels, makes me very proud. Besides that one, the MGL32 launcher is another fav even though its seen 1% of the time, because I was able to capture the mechanical nature of the cylinder and the mechanical feel of using the speed loader. There's a ton of nuanced movement that made it feel mechanical and heavy. 3rd fav would prob be the 725, just cuz ive seen so many other games attempt the break action flicking the barrel closed, but none capture that feel quite right. I'm happy with how I got the mechanics of the flick right while conveying the weight of the flick. 725 might actually be my 2nd fav and MGL 32 the 3rd.
I'm not really expecting an answer to this, but it would be great if I could get a response: why didn't Treyarch and Raven fully adopt the IW engine used for Modern Warfare 2019? Because I still play the game you worked on more than Black Ops Cold War.
Can't answer for Treyarch cuz I don't work there and dont know. Maybe they feel their engine is better for their needs. It's not a easy task to swap engines cuz it's a massive productivity show stopper. Raven is a support studio so they just work in whatever engine of the Lead Studio they're helping.
I'm gonna try to keep this vague as I know you're obviously under an NDA, and if you can't answer it, that's completely understandable;
Given the overwhelmingly positive feedback you've gotten from the community when it comes to these animations, do you think it would be wise to stick to this style and level of detail for future Infinity Ward titles?
The details aren't really a style. The details we put into our anims were dictated by the overall MW product to fit in the world. MW isn't a stylized looking game, and is pretty realistic in terms of art, characters, environments, cinematics, etc...so the animation and details need to also support that. You can't go cartoony stylized Overwatch for MW cuz it wouldn't fit within the world and vise versa. So it isn't a matter of being wise or not, but rather if it fits with the type of game.
@@khoaleanimation I suppose my question then is, IF your next game were to be set in the modern era and have the same tone, would you stick to this animation style and attention to detail? Like for instance, Cold War is set 35 years in the past and isn't aiming to be a stylized Overwatch or Fortnite type game yet lacks attention to detail when it comes to weapons and has significantly less impressive viewmodel animations than MW, in my opinion.
@@runescp0wn123 No comment on future, even in "IF" scenarios, sorry.
@@khoaleanimation completely understandable! Can't wait to see what's next from you guys :)
All the animations look great and realistic and that's something i appreciated so much, being a gun guy and all. This and the gunsmith made Modern Warfare a must have for me. One thing i don't understand is with all the research you guys on the animations did, why most of the pistols are not held with a high "thumbs forward" grip that's standard nowadays (the Renetti is the only one who has that). Also, did you plan on adding animations for the 1911, Desert Eagle and Renetti for engaging and disengaging the safety everytime they were holstered and drawn? I noticed a small sound detail with the 1911 that sounds like a safety being put on when holstering it.
Either way love the animations, i hope your team gets to work on future CoDs like Black Ops 2020
All the other pistols were done earlier on in the dev cycle, so the hand geo was different. Since anims were finaled, we simply didn't have time to go back and adjust all of it. The Renetti was a more recent post launch weapon so we simply just had time to pose it to more modern techniques. Sometimes, we do deliberately change hand posing simply to get a different "character" feel for that weapon. It's the same logic with some weapons having a C-clamps, and some don't. The design and attachment pool of a weapon can also dictate how we have to pose out the hands.
As far as disengaging safety, we did have that detail at beginning but noticed that Players were interrupting and spamming their weapon swap. Since the engine just blends thru the anim, you'd see a bug where the safety would float back to its base idle pose. In the end, we had to remove that action to fix the visual bug.
So yes, we do a lot of research and my team does consider everything that goes into shooting(it's a passion and hobby of mine as well), but sometimes, because it's gave dev, there are things out of our control due to number of reasons, whether it's tech, or gameplay reasons etc.
@@khoaleanimation Very nice explanation, i didnt know the hand models could change the way you would animate certain things. I noticed that most character models with gloves look better when manipulating and shooting the guns, while skins without them tend to have gaps and little imperfections that look quite weird, did you have to work around that, to account for the size of the character's hands?
@@andreavacca9182 yep. Hands with gloves are thicker, but the same anim applies to both, so you have to make a decision as to which version you finalize your animation to. If we animate to Gloves, then the bare hands make fingers float. So we animate to bare hand models instead. And yes, character geo can change mid production, so in certain cases, certain appendages will emd up longer/shorter, which the affects how a pose will look. Depending on when that happens in a dev cycle, can affect how much we can re-tweak, cuz by then, we may already have other things we absolutely must move onto.