3D Movement Animation + Weapon animation
Description
Budget: ₹1500 - ₹12500
We will follow a shared and optimized animation system for both characters and weapons to keep performance high (mobile) and development efficient.
CHARACTER ANIMATIONS:
- Create one master animation set to be used by all characters:
- Idle, walk, run, sprint
- Jump, fall, land
- Crouch
- Aim pose (support for weapon)
- Hit reaction, death
All 8 characters will use the same base animations (same rig and animator setup).
To create variation between characters:
- Provide 2–3 different idle styles (different personality types)
- Provide 1 unique animation per character (intro / inspect / signature pose)
- Variation in feel will also be adjusted via animation speed and minor pose offsets
WEAPON ANIMATIONS (FOR 11 GUNS):
- Weapons should not have separate animation sets per gun. Instead, group them into 3 categories:
- Light (pistol, SMG)
- Medium (AR, burst)
- Heavy (sniper, shotgun, LMG)
- Create one base animation set per category including:
- Idle (weapon sway)
- Fire (hip fire recoil)
- ADS enter
- ADS idle
- ADS fire
- Reload (main)
- Sprint / run pose
- Equip / draw
Only create unique reload animations for a few special weapons (like sniper, shotgun) where necessary.
Create one inspect/showcase animation per weapon to give identity.
INTEGRATION RULES:
Weapon animations must be separate from character animations (character handles body, weapon handles recoil/reload).
All animations should be clean, loopable, and compatible with a shared animator controller.
Keep animations optimized for mobile:
- Avoid unnecessary keyframes
- Keep transitions smooth and lightweight
GOAL:
One unified animation system with minimal assets but maximum visual difference and feel. No separate animation sets per character or per weapon.
Skills
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