If you have played an FPS (offset-person shooter) game before, you lot know for sure the i thing you will inadvertently look at the about is the game'south weapon arsenal. Of course, there is so much more to making a expert FPS game than just having cool-looking weapons: gameplay, controls, worldbuilding, and stat balancing — to name a few important ones. But you lot have to admit, if the player is going to be having a weapon in their immediate field of view constantly, we desire them to look crawly, correct? If you have wanted to learn how to make FPS game animations, and then look no further.

This tutorial volition run you through the basics, providing footstep-by-step instructions on how to properly rig a weapon and breathing information technology in Blender, an amazing open up-source tool that is free to use. Let's dive right in.

Getting Started: Grab a Weapon

First things get-go, you will need a weapon for this tutorial. Feel gratuitous to import one into Blender. We have tons of neat options in our expansive 3D library. Simply import them into Blender using our Daz to Blender Span , a gratuitous tool that will seamlessly import your Daz files into Blender! If yous would prefer, you can also look for a costless-to-use model elsewhere, or, if yous are up to the claiming, model your own.

This tutorial will teach you the basics of rigging and animating weapons. It will work with literally any gun. For demonstration purposes, I am using a model of an AR imported from Daz 3D. Whichever weapon blazon you choose, the principles you larn here will work just besides!

How to Rig a Weapon in Blender

If yous aren't familiar with the blitheness process, rigging is a crucial step in preparing a model to animate information technology. Rigging is the procedure of building a skeleton for your model. Each piece of the rig is like a bone in your trunk. They connect at hinges, allowing them to move and bend in realistic motion. While that anatomical metaphor works great in referencing humanoid blitheness, you may exist dislocated well-nigh how that correlates to a weapon. Never fear, nosotros will walk through every step of the process in detail and so that you can follow along. The nice affair is, each os doesn't have to exist directly touching each other at their hinges similar basic in the human torso do. This is perfect for rigging objects like weapons.

For this tutorial, I am using Blender ii.ix, only this volition work just the same in 2.eight as well. Become ahead and open up your model in Blender. If you lot have never used Blender earlier, yous may need a moment to orient yourself. We will be working in the Layout Tab of Blender.

a screenshot showing where to find the layout tab in blender

We can work in several dissimilar modes in Blender. For this tutorial, nosotros volition exist cycling through Object Mode , Edit Style , and Pose Mode . Information technology is important to be aware of which fashion you are in, as different actions are only bachelor within certain modes. For example, object mode is best for selecting objects, whereas in edit manner, you lot can manipulate and edit objects. Pose manner is how you lot tin test your rig to brand sure it is working properly. You tin select the interaction mode you lot desire from the drop-down card usually located in the top left or with the shortcut Tab Key . Utilize Ctrl + Tab to enter Pose Mode.

You are going to desire to set your viewport and so that you can examine the weapon from one side. Do this by clicking the Light-green Circle and Y in the viewport indicator located in the upper right.

a screenshot of the viewport

Now, we are ready to starting time rigging! First, enter Object Mode if yous are not currently in it. Press Shift + A to open a menu, and select Armature . This will create your first bone. It is probably oversized, and that is okay. Beginning, navigate to the far right and locate the os under your scene collection list. Select and rename it Root . Naming our bones volition be important in a few steps, so you volition want to do this correctly.

With the bone selected, press Due south , and then move the mouse up or down to resize the bone. Employ my picture beneath as a reference for proper sizing. Detect that the bone has a "hat" and "tail" with spheres at the height and bottom. These are the hinges or connecting points of the bone. Press G to change to the movement tool, which will let yous to motion the object along the X, Y, and Z axis. Make certain that the bone's Y centrality stays at zero, while you tin motility it freely along the X and Z axis. This is to ensure that the bones stay in line with the weapon.

Once you lot accept the os about in place, printing Tab to switch to Edit Mode . Select the top "hat" of the bone with the mouse, so click G . Now, you tin can spin the bending of the bone. Drag the mouse to the right or left slightly until yous angle the bone forward like my sample beneath. Click the Left Mouse Button when yous are satisfied with the placement to set it in identify.

a screenshot showing where to place the root bone on your gun

Y'all should size your root bone and then that it pokes out from the gun, and angled about like this. This Root bone is going to serve as the chief bespeak around which the unabridged gun moves. If someone was property the gun, this is truthful to the point at which the gun would motion up and downward as they moved their arm up and downward.

Pro Tip: If you lot are having a hard time seeing the os considering it is disappearing within the weapon model, become to the Armature Tab , select Viewport Display to reveal its drib-down options, then check In Front end .

a screenshot showing which boxes to check in the viewport display

Now, let'due south create the remaining basic. While in Edit Mode , select the Root bone, then printing Shift + D to duplicate the bone. Using the aforementioned tools and controls, size and place this bone on the handle of your weapon so that it is touching the magazine. If you lot are using a Handgun model with a removable clip, or, in the instance of a rifle like my sample, place the next bone over the magazine wherever it is located.

Repeat this process for every piece of your gun that you desire to individually be able to move during the animation process. For me, this resulted in 3 additional bones, which I labeled: Mag, Trigger, and Action. Make sure that your basic follow this hierarchy and are properly named:

a screenshot displaying the hierarchy and names of each bone

Hither is a look at my rifle and how I positioned all of the bones that you can use as a reference for your own weapon.

showing where each bone is placed on the weapon

Once you take placed all your bones and yous accept verified that each bone's Y axis is yet at exactly 0, we tin beginning linking the bones and so that they move together equally a system. We do this past creating what we call a Parent. In Edit Mode select your magazine bone if you have one, so, holding Shift , select the Root bone. Delight annotation, the society in which y'all select is very important. Blender is automatically going to associate the os you select 2nd as the parent bone. With both bones selected, in the proper order, press Ctrl + P to bring together the two bones. Be certain to select Keep Beginning .

displaying how to select "keep offset"

Repeat this step with every bone, conjoining each bone to the Root os, with the Root os set as the parent. Notice that a thin, black, dotted line connects the linked bones. When you lot finish, you will accept a system that should resemble this:

showing the dotted black lines that connect to the parent root

Now, you could enter Pose Manner and outset manipulating the basic, and if done properly, you should be able to move the whole arrangement past moving the Root bone. However, y'all would detect that the weapon itself does not motility. If you tested this, exist sure to undo what y'all moved with Ctrl + Z to return the armature to its original place. I merely wanted to explicate how it works and help you sympathise the next step. Now we need to acquaintance these bones with the model so that they actually motility the model.

Switch to Object Mode . We are going to define the armature every bit a parent of the weapon. Commencement, select the weapon object, and so, while property Shift , select the Armature. Press Ctrl + P to parent, and then select With Empty Groups . This volition create what we phone call Vertex Groups for every os. You can run into these in the Data Tab on the right panel, pictured below. If you don't see the Information Tab , be sure y'all are in object way with your weapon object selected.

a display of the vertex groups in blender

Now, nosotros can select which parts of the model we want to associate with each bone within the Vertex Groups. First, select the Root Vertex Grouping, then select the entire weapon mesh. Deselect the trigger, mag, action, and whatever other part that you are associating with another bone beneath the Root os by pressing Shift + L over that object. Then, under the Vertex Groups, click Assign .

Repeat this step for each boosted os by selecting the trigger, mag, action, etc., assigning it to the respectively named bone.

And there you have information technology! Y'all have rigged your weapon. At present when you lot enter Pose Style and select whatsoever bones, moving them effectually volition manipulate the rig. Using the root bone will motion the entire weapon.

a gif demonstrating how the gun will move

How to Animate Your Weapon in Blender

Now that your weapon is properly rigged, it is time to learn how to brand FPS game animations in Blender. Allow's become over a few big-moving picture elements. First, think in terms of the player. What parts of the weapon will the player run into from their perspective? How can you portray dramatic movement with a few frames, when all the role player tin can see is a weapon, hands, and forearms? How tin can you make something that looks absurd, while also being conscious of not being too frame-heavy and slowing down your game's performance?

With these in mind, a expert identify to get-go would be looking for references. Find a video or 2 of the weapon that you are working with, or something shut to it. This can be tricky if you lot are working with sci-fi weapons that don't necessarily take existent-world counterparts. Is your weapon big and heavy? If and so, try to convey that in your animations. You could exercise this by animating a fleck of a "current of air upwards" before moving the weapon into place. Think near when you lift something heavy, at that place is commonly a moment of hesitation or strain as you heave the item before it really moves. On the other hand, a lightweight weapon should snap into identify chop-chop with ease and accuracy.

Another element you could blend into your animation is correlated with the firepower of your weapon. The stronger the weapon, the more likely it will kicking in the hands of the user. Adding this particular will make the weapon feel so much more real to the player.

In Blender, go to the bottom of the editor, open a new window, and select Dope Sheet . Then, set the type every bit Action Editor . Open another window below that, and select the editor type as Timeline .

a screenshot showing your setup before animating

At present that we have that ready, enter Pose Mode by pressing Ctrl + Tab . In the Action Editor window, select Add to create a new Action . You tin can name that action to help stay organized. Be certain to have the blue mark on the showtime frame in the sequence (all the mode to the left). Now, in Pose Fashion, select the first os that you lot want to breathing and printing the I key. Select Location. This will store the location information into Frame 1 for the selected bones. You can turn on the Motorcar Key feature, located forth the tiptop of the Timeline window so that every fourth dimension yous make a change to the bone's position, it volition automatically shop that information in the current frame. Click the circular button to actuate this feature.

showing where to turn on the auto key feature

Pro Tip: Every bit you create your blitheness beyond the timeline, keep in mind that you can vary the speed at which an animation occurs past how many frames you use to convey that action. For example, if yous want office of your animation to happen speedily, then y'all would want to build that move out of fewer frames and put those frames close together. You can have no change at all occur over a number of frames, on the other hand, to portray immobility in the blitheness.

showing the keyframes in blender

You can see beyond the Action Editor the orangish circles that represent each keyframe as we create them. My AR is fully automated, and so information technology shoots fairly apace and with a fair amount of kicking. To simulate this, I am going to primarily use the Root bone so that the unabridged object moves. Select the Root os and edit it slightly to raise the rifle up and back. Information technology doesn't need to buck similar a equus caballus, only I do want to convey a sense of power backside each shot!

Because this is an FPS animation, set upward a camera behind and to a higher place the gun. It should exist shut plenty that you experience equally if you lot were holding the gun in a video game. Test your animation by pressing Play in the editor. From this perspective, y'all may realize your animations are too dramatic or not dramatic enough. Simply you tin be the judge of that.

To shine off my animation, I decided to take the AR start in more of a resting position, and then motility into identify equally if I am looking downward the sights. Then, equally I pull the trigger, it starts to shoot and boot dorsum. Accept every bit much time as you lot want in this stage to arrive entirely your own.

a gif of the final animation for an fps game in blender

Learn 3D Modeling with Daz Studio

If yous enjoyed this tutorial on how to make FPS Game Animations in Blender and desire to keep learning most 3D modeling and blitheness, nosotros would love for you lot to check out our free 3D software, Daz Studio . Daz Studio is a great fashion to larn and master principles of modeling, animating, lighting, and more.

Check out our expansive library for models, environments, and animations that could save you lot valuable fourth dimension while vastly boosting the product value of your FPS game!

Check out the latest Blender Bridge update here. (Spoiler: It has everything to do with animations!)

Featured Image past sourpunk.