I'm going to assume that this is some old school grenade launcher physics. (look up: M1 garand grenade launcher) You need to shoot a bullet that propels the actual rocket.
Love that it shoots the very end of the slide backward while the rest goes blasting forward... an awesome little touch that I wouldn't have noticed without going frame by frame
Hyper really has the potential to change a games personality with just animations. imagine if a company just said do goofy shit for the reloads and he was like "okay" and then they made a game with the weapons
@@steelrain714 it would stay in the chamber because the whole barrel gets launched as he shoots, so it kinda gets pushed along with the whole slide. ( i think)
We desperately need a FPS that specifically utilizes all of Hyper's custom guns. My personal favorite would be the shotgun with barrel length shells. When fired, they pierce through any wall or surface, and travel across the entire map until they either hit someone or de-spawn.
You're one of the reasons why I play the video games you animate for. They just feel so good to play. Titanfall, Modern Warfare, and now Modern Warfare II... I hope you don't leave Infinity Ward because playing another Modern Warfare without your animations will feel very awkward.
@@jebalitabb8228 you gotta consider other games that were released in the same year. Remember the praise battlefield 1 got, no wonder titanfall 2 was overlooked
@@jebalitabb8228 modern warfare 2 is performing terribly right now lmfao, they just lost a massive amount of players oh and you're comparing a smaller game to a franchise that's been around for years that everyone knows not the sharpest tool in the shed are you
@@jebalitabb8228only reason it failed because EA were being dumb at the time and released the game around the same time when 7 days prior, Battlefield 1 came out and the CoD game at the time: Infinite Warfare, also released the following month(November)
Hyper applies the Twelve Principles of Animation to firearms, which is something that gun animators typically don't have the balls to do (something about a misplaced respect for guns and seeing it as heresy to cartoon-ify them or something). If you go frame-by-frame, you can see that the models deform and stretch in ways that real guns can't in order to add snappiness and impact. Animation is exaggeration :)
The detail of internal modelling and animation of the assembly mechanics is absolutely pristine. And with that classic hyper wacky just makes it so worth it to watch 8 times on repeat at 2:47 in the morning
Glocket launcher: A glock shaped armament that shoots a micro explosive. Low area damage but high damage on direct impact. 18 projectile rounds and 18(6 mags) primer rounds. Possible attachments: underbarrel laser, larger primers, smaller primers(less distance but now works like a grenade launcher), frag projectiles, bigger projectiles (moar boom), larger mag. A year since the glocket launcher dropped and we have some new stats: increased explosion radius by 12% and decreased damage by 8% which is still enough to kill on direct hit but not on any splash damage, removed damage falloff within the explosions radius to improve consistency in indoor engagements but added a 3 degree projectile deviation to decrease its sniper-like qualities. New attachments: shaped charges that penetrate walls with the explosion and guarantee kills on any armor level with a direct hit, increases explosion range but changes it from a radius into a large cone in front of the impact point and a smaller cone behind the impact point. Damage is greatly reduced when penetrating walls but it’s still enough to kill un-armored enemies. Napalm rounds: on contact deploys napalm that sticks to surfaces and enemies and ignites after .65 seconds, up from .45 to allow for potential diving out of the ignition zone. Railroad rounds: it’s just a giant railroad spike. Removes projectile deviation, removes explosives, increases velocity, kills up to medium armor on body shot and heavy armor on headshot. Proximity rounds: drills into any surface it’s shot at and waits for a player to get close. -35% radius, - 15% damage, .55 second detonation time. Double primers: a special primer that not only fires the projectile but also causes it to detonate at a certain distance (mid-range) Double chamber: allows for the pre-loading of a second projectile for a faster second firing at the cost of a longer reload. Under barrel taser: what’s funnier than tasing someone? Blowing both of you up afterwards! And finally my favorite attachment, the whirlybird chamber. Has different effects with each projectile but makes all of them spin. High velocity primers turn it into a discus shooter, low velocity primers turn it into a game of Russian roulette.
*"Mind telling us what are you doing?"* *"Sir, using the glock to shoot... The whole glock to shoot"* Seeing the reload animation just makes me happy, it's so nice
NO! NO! NO! Many people say I am sick in the head. NOOOO!!!! I don't believe them. But there are so many people commenting this stuff on my videos, that I have 1% doubt. So I have to ask you right now: Do you think I am sick in the head? Thanks for helping, my dear ooo
After a year later, looking back at this I can't believe so many people didn't notice the geo stretching to emphasize some movements. That's something I've never seen before in animations, and something that adds so much more. Great stuff!
This man made reload shitposts on RU-vid, got hired in the Industry as a professional animator, and is now back making more wacky reloads. THE RETURN OF THE KING
I just ordered 4 long slides so I can build a Glock in 10mm, 9×25 Dillion, 40 Super, and 460 Rowland, all in 6" barrels. Those are getting into 44 Magnum power, it's gonna be like this.
Watching you go from fan to developer has been wild af. Can’t wait to see your work in MW2 (here’s hoping they let you model something iconic like the ACR)
Ignore the RU-vid link in the other replied comment, it's just another "religious book quotes with music in the background" video. This is what happens when we lose the ability to see downvote numbers, these borderline spammy videos show up everywhere unchecked.
@@Giviero would not help tho. downvote numbers on comments have been hidden for like 10 years and you can't see video dislikes til you click through. i mean if comments could get disliked then it would help
@@ghastdude589 That is a close second. Also, in DooM (1993), one of the first designs for the super shotgun was that. A pump action double barrel shotgun.
I... want a game with deceiving weapons like this, I honestly think a game with wacky and strange, not expected weapons like this would be hilarious XD!
It’s so cool to know you worked on animations in COD, I can really tell a ton of emotes are made by you. You have a certain style thats really noticible
Yeah I can totally see it. Didn't he work on the New Modern Warfare ? I know people like to shit on COD but MW reboot was a good game and I played it a lot and then my friend convinced me to get cold War which I played the campaign and maybe 5 rounds of online and never played again.
Incredible animation work as always. I didn't think there would even be much room left for improvement by this point, yet this animation somehow seems even more impressive than usual. Hyper has mastered the art of first person character movement, balancing fluidity with impact. The movements are exaggerated while still feeling grounded, and punchy without looking stiff. I know that guns are his thing, but I'd absolutely love to see Hyper try his hand at animating a first person interaction with something that isn't directly tied to the player model. Honestly, I've just been freaking the heck out at how awesome it would be if Hyper could do the movement animations in a first-person parkour/platformer game like Mirror's Edge.
He did some of the cutscenes as well as pilot executions for Titanfall. I think that qualifies for the types of animations you were describing, unless I'm misunderstanding.
I’d love a video game that has normal guns that only fire in the most wacky way possible. Like the glock shoots like this and revolvers are miniguns, etc etc.
I CANNOT wait to see the animations you do for the MW2022 weapons. MW2019 still has the best looking, sounding, moving, hell, everything of all the AAA games out there and I am just so hype to see it again on the next gen!
This one would actually work really well in a game. Depending on how much damage it does and the impact of the explosion it would feel great to use, while also having a fun animation.
This is beautiful. The glock's mechanisms are so detailed, the sound design fits ever so nicely, but my GOD, that animation Is the stuff of perfection! It's so fluid, and feels almost cartoons, but not too much, especially compared to the call of duty reload of today. My sir, this is beautiful. I would love to see more!
I saw this for the first time today in my recommended, and after watching the first couple animations I have just started dying laughing at how amazingly creative these are