CompanyRemote

3D Movement Animation + Weapon animation

Deadline: 2026-04-10
Project-Based

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:

  1. 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
  1. All 8 characters will use the same base animations (same rig and animator setup).

  2. 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):

  1. 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)
  1. 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
  1. Only create unique reload animations for a few special weapons (like sniper, shotgun) where necessary.

  2. Create one inspect/showcase animation per weapon to give identity.

INTEGRATION RULES:

  1. Weapon animations must be separate from character animations (character handles body, weapon handles recoil/reload).

  2. All animations should be clean, loopable, and compatible with a shared animator controller.

  3. 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

Unity 3D3D RiggingMayaBlender3D AnimationAnimation

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