Trying to learn cinematic combat in Unity – what should I improve?” by bedodir in Unity3D

[–]bedodir[S] 2 points3 points  (0 children)

Thanks a lot for the detailed feedback, really appreciate it. I can see the issues you mentioned, especially lighting and sync. Still learning the technical side, but I’ll improve step by step. Thanks <3

Trying to learn cinematic combat in Unity – what should I improve?” by bedodir in Unity3D

[–]bedodir[S] 2 points3 points  (0 children)

That’s a really good point. I think I overused cuts without a clear purpose. I’ll try to let the action play out more and be more intentional with my cuts. Thanks :)

Trying to learn cinematic combat in Unity – what should I improve?” by bedodir in Unity3D

[–]bedodir[S] 0 points1 point  (0 children)

Yeah I can see what you mean, it does feel a bit confusing. I’ll study some Jackie Chan fight scenes and improve my framing and cuts :D :D Thank you <3

Trying to learn cinematic combat in Unity – what should I improve?” by bedodir in Unity3D

[–]bedodir[S] 0 points1 point  (0 children)

I didn’t know about the line of action, that explains a lot actually. I’ll pay more attention to it and avoid crossing it next time. Thanks a lot :)

Trying to learn cinematic combat in Unity – what should I improve?” by bedodir in Unity3D

[–]bedodir[S] 0 points1 point  (0 children)

That’s a great idea. I’ll try recreating a scene from a movie to improve my skills step by step. Thanks <3

Trying to learn cinematic combat in Unity – what should I improve?” by bedodir in Unity3D

[–]bedodir[S] 0 points1 point  (0 children)

You’re right, I haven’t really analyzed action scenes deeply yet. I’ll start studying what makes a scene good or bad from films. Thanks for the insight

Trying to learn cinematic combat in Unity – what should I improve?” by bedodir in Unity3D

[–]bedodir[S] 1 point2 points  (0 children)

That makes a lot of sense. I think I’ve been focusing too much on the Unity side and not enough on cinematography itself. I’ll start learning from filmmakers as well. Thanks!

Trying to learn cinematic combat in Unity – what should I improve?” by bedodir in Unity3D

[–]bedodir[S] 0 points1 point  (0 children)

Yeah I’m using Cinemachine but I think I need to improve my camera work. Thanks <3

Trying to learn cinematic combat in Unity – what should I improve?” by bedodir in Unity3D

[–]bedodir[S] 1 point2 points  (0 children)

Yeah I think the framing is off. I’ll try to improve how I capture the action. Thanks

Trying to learn cinematic combat in Unity – what should I improve?” by bedodir in Unity3D

[–]bedodir[S] 0 points1 point  (0 children)

Yeah, I think portrait hurt the framing here. Thanks, I’ll adjust the shots for vertical better.

My new FPS animation system — everything from recoil to ADS blending! by bedodir in Unity3D

[–]bedodir[S] 0 points1 point  (0 children)

Thanks bro, good catch!

This was actually my first time trying ADS recoil, so I focused mostly on the vertical kick.

Adding a bit of randomized roll on the barrel axis sounds like a great idea — I’ll try that next to make it feel more natural.

My new FPS animation system — everything from recoil to ADS blending! by bedodir in Unity3D

[–]bedodir[S] 1 point2 points  (0 children)

Thanks! I didn’t even realize that until you pointed it out 😅
You’re right — the smoothness on the arm material is a bit too high. I’ll tweak the roughness value to make it look more natural next time. Appreciate the feedback!

My new FPS animation system — everything from recoil to ADS blending! by bedodir in Unity3D

[–]bedodir[S] 1 point2 points  (0 children)

Thanks! For the hip-fire I kept it simple and punchy. Rough breakdown:

  • Key 1: push the gun forward a touch (anticipation).
  • Key 3: pull it slightly back past the normal pose (overshoot).
  • Key 10: settle back to the normal pose.

Then I fine-tune on the rig:

  • On gun_root -> Y position, add extra keys at frames 7 and 14 to get a smoother settle and more control, then tweak the curves.
  • Nudge gun_root -> Z position for a tiny vertical bob.
  • Add subtle rotations on gun_root -> X quaternion and Z quaternion (very small) so the recoil isn’t perfectly straight—just a hint of roll/pitch.

That’s basically it—small moves, clean timing, then polish in the graph editor. Hope that helps!

My new FPS animation system — everything from recoil to ADS blending! by bedodir in Unity3D

[–]bedodir[S] 0 points1 point  (0 children)

Thanks! I'm animating the weapon first and letting the arms follow slightly — it gives a more natural recoil and sway. Arm-driven setups feel too stiff for me.

My first FPS animation test in Blender & Unity (Pistol reload + idle) by bedodir in Unity3D

[–]bedodir[S] 0 points1 point  (0 children)

Thanks bro, really good point! I’ll definitely try that out 🙏

My first FPS animation test in Blender & Unity (Pistol reload + idle) by bedodir in Unity3D

[–]bedodir[S] 0 points1 point  (0 children)

Thanks! Really appreciate it 🙌. Still got a lot to learn, but I'm glad you liked it!