#Procedural Recoil Animation

1 messages · Page 1 of 1 (latest)

hidden star
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So I have made procedural animations for walking, looking around, and idling but I can not figure out how to make a good looking visual recoil function/system.
I am also not sure if using something like TweenService:smoothDamp() would be good for this kind of thing, or if using mathematical formulas would also be a good solution.
I am curious as to what solutions you guys may have.
Also if snippets of my code is needed I can provide it. All I am looking for is at least concepts or pointers on how to do it.
Thanks for reading this far.

analog harbor
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yes.

snow sphinx
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😭

hidden star
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so far i have this prototype and im using the spring module

analog harbor
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recoil is usually accompanied with a kick to the camera, like camerashake but controlled in a different way

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that's wat ur missing

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  • crosshair + relative viewmodel kickback
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etc

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recoil is more than just the gun on its own, it's a bunch of things together

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nerd

hidden star
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well yes but as of now im only applying it to a model; figuring out how to even accomplish it on its own

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then i will branch out to the camera

hidden star
hidden star
hidden star
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aight well i guess i figured it out so i dont need help now

all i did was use the spring module; pretty cool stuff