Animations c Call of Duty: Modern Warfare A lot of attention has been paid, and in particular, weapon animations. Game Informer talked about this with the leading animator Infinity Ward Mark Grigsby (Mark Grigsby), who played Sergeant Griggs in the original Modern Warfare.
A number of the main facts from the interview:
• The developer notes that before working on the upcoming shooter he was proud of the animation in Call of Duty: Modern Warfare 2. However, now everything has changed – the new game should become its new peak.
• They tried to make animation less cinematographic, but more realistic and aggressive – for example, the redemption of a shotgun in the video looks like a character “sleeping with this weapon in his hands”. Nevertheless, in full realism, the action movie will not hit.
• The reload was deliberately made measured – so that, having interrupted a pack of enemies, you could enjoy the animation and get a sense of superiority in the spirit of “Well, who is next?".
• Hand animation was created without motion capture technology.
• For the first time in the series, weapons can be reloaded without leaving the aiming regime.
• Grigsby listened to those who do not engage in animation professionally. According to him, in matters of human movements, each a little an animator, since it observes people around him daily and can share his vision.
Call of Duty: Modern Warfare It comes out on October 25 on PC, PlayStation 4 and Xbox One. Do not miss the beta testing of the multiplayer-you will find the schedule here. Owners PS4 this weekend will also be able to test Alpha (details – in this news).
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Call of Duty: Modern Warfare
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“For the first time in the series, weapons can be reloaded without leaving the aiming regime."
From the video:
– Amazing. Why didn’t they do it before?
– Without a concept. In general, without a concept.
It is nice to see a person who clearly loves his work and knows what to tell about, although he has an unusual approach that he tries not to look back at his previous works. I would love to look with him an expanded interview on animation and related processes.
The shotgun works incorrectly.
Shot – the fraction flew – the sleeve in the weapon – twitched – the sleeve flew out – a new cartridge got up.
In the video, after the shot, he twitches, throwing the sleeve, a new cartridge enters the barrel, the reload begins, the cartridges are sent to the store, and then the shutter is twitched, throwing a new cartridge from the trunk.
A similar problem was with a gun: in the beginning there were 7 rounds, they shot a part, an inserted new store – still 7, although there should be 8. Where the cartridge from the barrel went?
That is, I understand the little things, but still for the game about weapons and shooting rather strange assumptions.
In self -respecting Militari Shutan, +1 cartridges have long become the norm, it has long been not a replacement of Army, etc., it is strange that they made such a jamb, this is no longer a trifle of IMHO, but simply hack.
Soul uncle. It is always nice to see people who enthusiastically and burning eyes talk about their work
With all dubious decisions in the weapons aspects of MW2019, those animations that I saw are just sex. And I, in my immodest glance, are rather picky in this regard.
Perhaps this animation is still in the process, because they even took into account the features of the tactical reloading of the MP5, for example (more details specifically about the MP5 and why it does not know how to read 31 cartridges here). Although specifically in this case, 31 cartridges are impossible, it seems from the cartridge in the chamber as a whole refused to please the balance – but at the same time there are “accelerated” tactical reloading tactical animations (the time difference is not so great) that you can see on other game videos published earlier, here you can make different things without excessive speakers.
Well, let’s not forget that reloading of incomplete stores even in our realistic 2019 still magically returns unused cartridges to other stores. And the same is that this is not a simulator 🙂
Do not think that I am finding fault, but say that it does not bother you? The game has a bunch of other information and press releases, much more suitable for the project of such a budget. But such moments go to the public for a certain purpose.
Firstly, so that people have the impression that the game is created with love and attention to the little things, such ordinary guys and fans of their craft, like a person on a video. Because in the eyes of the witch players is created personally by the greedy Bobby Kotik and his goblins in some gloomy dungeon, somewhere and somewhere the phrase “needs more gold” sounds. Activated for a long time ignored this reputation problem, but in the new column they decided to seriously take up its decision. For the first time in five years, the series is of such interest as now. The desire to buy this game was revealed by those who were the last time from the series bought Black OPS 2 or even MV2. Just because of the two frankly unsuccessful games (MV3 and GOSTS) a huge part of the audience fell off. All these pathos trailers and expensive advertising actions did not give anything-the audience did not return, only interest in the series only faded away, because the hardcore audience needs something specific. Here they are this specific and provide.
Well, secondly, such videos are inexpensively recorded, but if there are a lot of them, the desired advertising effect is created, when it seems to people that everything that is happening now is a new witch (I will exaggerate a little, but you understand). As for me – the video is excellent and all the promotion of the game is very correct, I am sure of good sales of the game, and this is the main thing for any commercial organization and it is the only measure of its success.
Well, directly about animations. They are so cool to make a separate video about them. Not because "beautiful". Beautiful animations have learned to do something about everything, tassers are a good example. Yes, only behind this "beauty" everyone was gleeping a feeling of weapons. The fact is that the firearm is not at all smooth, in any way. This is a hard, harsh, twitched and even slightly discomfort. This is all her charm. I went to the shooting range many times, I personally tested more than 20 units of weapons, and I shot more than one store from each. And after that I understand how shitty the animation of the weapon in games is made, even in my beloved Batlefield. The problem is precisely in excessive smoothness of movements. The weapon does not behave like that. And the person shooting from him, too. I did not play Tarkov, but judging by the video, he is a great example of how to do it, because it turns the weapon into a bundle.
Alas, +1 do not make fundamentally in order not to affect the balance of a conditional three -plant ivory. Well, until recently, there was no distinction between empty and tactical reloading in principle, the duration was always the same, and the character always distorted the shutter or lived a bolt delay.
It should be understood that this very interview Griegsby first of all boasts not specifically by his work on animations, but sells the entire product as a whole. If it took, one of the artists would give the same interview exactly the same interview. In which he would talk about how he repainted a barrel of combustible. Made her colors "realistic and aggressive". And how cool it is. And therefore, the game preparing for the exit is very cool. Buy it.
Oh, and by the way: in the attached Gunfight video at the very end you can see (already on the screen of the match account) that there is no shutter of the shutter in the tactical reload of this very shotgun.
Until recently? Actually, it was already in the fourth column, and she went out in 2007 https: // www.YouTube.COM/Watch?v = wb6azv7kigm
First you look, like a butterfield, then you look closely – yes this is a witch! At least visual and animation are very great progress compared to other parts
In Tarkov, the return is generally cool, but because of the need to give customization the functionality and the meaning of the sights and appearance, expensive meta-assembly with huge shops and zero returns are specially collected on Khaylev. Expensive (50k for a machine, 250k for a body kit for it), boring (the return is really like on a striking drive), ugly – but effectively and at all vidos run with such assemblies, filling everyone and all of the thigh.
And the stock trunks kick quite strongly and expressively. Firing animations are not as hypertrophied as in the new column with a trembling screen and smoke from all the cracks, but the conditional Kalash is hard to keep on the target. Therefore, shootings in the game are either very adrenaline … either end with one line without the ability of the enemy to react.


