Want to try this Exercise?

Join CG Cookie and gain access to 100's of Blender Courses

Watch course trailer Get Started
  • Software:Blender 2.8x  ·
  • Difficulty:Advanced

Rules of the Exercise

  • 1
    Animation must be made with a weapon other than the rifle shown in the course
  • 2
    All animations must look natural, without any glitches, pops, or awkward spacing
  • 3
    Video must be at least 1080p or 720p
  • 4
    Video must at least include each of the six required actions listed in the description

Time to give it a shot

Using what you've learned in the Animating First Person Character Weapons in Blender course, animate a completely different weapon on your own! You can use the pistol or rocket launcher provided with this course, the revolver from our resources, or one of your own creation. 

Steps to complete:

  1. Create a fresh file and link or append a character and weapon
  2. Constrain the weapon to the character
  3. Animate actions for at least:
    1. Pulling the weapon out
    2. Doing nothing (idle)
    3. Shooting
    4. Reloading
    5. Running or walking
    6. Putting the weapon away
  4. For extra kudos you could also try animating any of the following if you want an extra challenge:
    1. Shift when the character idles for too long
    2. Jump
    3. Melee Attack
    4. Semi-auto to full-auto transition and back
    5. Iron sights transition and back
  5. Render out a viewport, Eevee, or Cycles animation and upload it to YouTube
  6. Submit the YouTube video to the exercise submission form on this page

Tips for success

To get the most out of this animation exercise, really think through how the weight and power of the weapon will effect how the character holds it. Heavy weapons take more force to get going and more force to slow down, and so won't be as snappy to move and will have more of an exaggerated settle than lighter weapons. 

Also consider your character and how you want to portray their relationship with the weapon. Is he or she well practiced, or do they fumble a bit? Are their movements mechanical and utilitarian, or do they have a bit of flair and finesse? From grabbing the clip to reload to running or walking, add a bit of character and make that consistent throughout all of the animations.