"Nothing shows you how edgey you are like casually throwing away expensive equipment" 😂😂 This is awesome and I love getting to learn about the actual techniques behind my favorite games.
I'm such an animation nerd that I love going through the basics again and again. Your flow of script, editing + animations, and voice over make this video really nice to watch! Plus I learned something new about the composition of FPS gun design :0 Nice work!!
Overall a great video and I appreciate your effort, however I think your explanation of follow-through and arc is a bit off. Follow-through isn't really about the reaction of the things that get shot, it is the reaction of the weapon itself towards its own motion. One good example is KF2 Eviscerator: After the player puts in the new mag(could it be called a mag?don't know...) and dropping it back to the idle pose, the weapon doesn't just drop back to place, it went lower than the idle pose and then bounces back to the position. It really helps to convey how big and bulky the Eviscerator is and you can't control it with ease once it starts moving. And using the throwables as the example of arc is even more off, those things generally have nothing to do with animation and were often done through physics simulation. In fact it is really easy to explain the importance of arc in FP anims: Take a look at Valorant's Classic, that weapon recoils almost in a straight line and barely have any muzzle climb. Compare it to the KF2's pistol and you can instantly spot the difference.
"Nothing shows you how edgey you are like casually throwing away expensive equipment" 😂😂 This is awesome and I love getting to learn about the actual techniques behind my favorite games.
Yayyyy success then! And thanks!
Unlike the producer who would never throw away anything cheap OR expensive. Don't hate me too much Sam 🤣❤️
I'm such an animation nerd that I love going through the basics again and again. Your flow of script, editing + animations, and voice over make this video really nice to watch! Plus I learned something new about the composition of FPS gun design :0 Nice work!!
Thanks so much! Glad you liked the video and learned something from it!
Very nice, I like
Woo! Thanks!
Overall a great video and I appreciate your effort, however I think your explanation of follow-through and arc is a bit off. Follow-through isn't really about the reaction of the things that get shot, it is the reaction of the weapon itself towards its own motion. One good example is KF2 Eviscerator: After the player puts in the new mag(could it be called a mag?don't know...) and dropping it back to the idle pose, the weapon doesn't just drop back to place, it went lower than the idle pose and then bounces back to the position. It really helps to convey how big and bulky the Eviscerator is and you can't control it with ease once it starts moving.
And using the throwables as the example of arc is even more off, those things generally have nothing to do with animation and were often done through physics simulation. In fact it is really easy to explain the importance of arc in FP anims: Take a look at Valorant's Classic, that weapon recoils almost in a straight line and barely have any muzzle climb. Compare it to the KF2's pistol and you can instantly spot the difference.
Those are some great examples! We just expanded the scope a bit for the sake of clarity and entertainment, but you're absolutely right.
Excellent explanation video
Thanks, really glad to hear that you enjoyed it!
I hope you get more subs. Your content is good
Thanks, glad you like our stuff! And we certainly hope so too, haha.