FPS Animation in Maya
Jingtian Li, Adam Watkins, Kassandra Arevalo, Matthew Tovar · 2020
First-person shooter (FPS) animations are utilized in games where player immersion is significant. It is as if the player were stepping into the character’s shoes and becoming that character. The player will usually only see their character’s hands and weapon if the gameplay calls for one. Creating FPS animations is usually simpler than animating characters. Referencing in the rig will allow to animate an instance of the character while leaving the original file untouched. Display layers can be used to hide certain aspects of the model or rig when they are not needed, while also removing the need to dig through the Outliner every single time you want to hide those character parts. In FPS games, a reticle is a small icon, like a crosshair or dot, in the center of the screen that is used to assist the player with aiming. There will be a different reticle created in the game engine.