The most common errors in game animation

Expose the camera “later”

We may easily fall into the trap of placing and positioning the camera after the animation has been generated in 3D animation. First and foremost, this should be approved, because your characters’ postures vary dependent on where the camera is positioned. You won’t be able to do anything “on camera” or cheat because gimmicks are almost never excellent from every viewpoint. Start by exposing your camera!

 Trying to do too much, too soon

Everybody wants to get to the “fun” portion of the game animation as soon as possible. Stunning visual effects or heartfelt situations with characters. And, with today’s tools and skills, it’s quite simple to skip over what appears to be unimportant. It’s also one of the easiest methods to pick up bad animation skills. Fundamentals and principles are highly vital, and while constructing another bouncing ball isn’t really enjoyable, it is a basis that will help you when you encounter more difficult scenarios. Before you attempt to build an ice palace inspired by Frozen, you must first master the fundamentals and concepts. (The most common blunder made by ambitious animators who end up banging their heads against the wall after many years.) If you want to know more about game development, game animation mistakes, or you need a reliable game development company, here is a great resource: https://whimsygames.co/services/casino/

 Source motion is scaled, rather being added or subtracted

The most common errors in game animation

Often we need to add movement to the animation so that the character reaches a certain point for interaction. For example, the character steps forward to get closer to the doorknob. Games often need to transform animation movement during execution so that inverse kinematics bring the character’s hand close enough to the handle. In this case, you do not need to add movement, which should occur at a constant speed throughout the animation. Instead, it is worth noticing when the animation is moving and transforming the speed of the movement, taking into account the amount of additional movement needed. In other words, if the character in some segments of the animation is motionless, then you should not add movement to these segments. Otherwise, the following situation may arise: the character must be standing, but instead he is moving and his feet slide on the floor.

 Keeping track of the quality of a huge number of animations

In situations like this, it is useful to have a framework that allows you to perform data verification and create fix scripts for some or all of your animation errors. Such scripts can perform verification according to a certain set of rules, creating a list of assets that require manual verification, automatically fix problems, or even add metadata at certain points in the required assets.

It is usually best to fix such data problems ahead of time. Otherwise, the elimination of errors in the process of their appearance can take a very long time. In addition, you will have to interrupt your current work to correct such data errors. Typically, when I spend energy on data verification scripts, I save a lot more time compared to solving problems as they arise. In addition, by gaining experience in the implementation of such scripts, you will be able to better and faster create new ones. Once you have scripts, you can quickly recheck all assets for new animations with problems. This is quite useful in development where new animations are constantly being added to the game.

 Ensure that you have enough animation frames to cover the blending out process.

You want one character to tackle another in rugby, right? Although the action may be animated with high accuracy, some embellishment is required to make it appear more realistic:

  • Assaulters should be depicted when they are about to engage the fray with a look that conveys their purpose.
  • While making the tackle, their bodies may tense up, causing them to shift their weight before making contact.
  • You want to demonstrate both momentum conservation and gravity’s influence.
  • Prepared was the one whose back was slammed against the wall. In the event that this is not the case, express your surprise and response.
  • Having been preceded and followed by anticipation and aftermath, this activity’s result seems substantial and meaningful. Beginners in the animation industry are taught this as one of the first things that they are instructed on. Small visual cues that make an activity appear real aren’t instantly apparent until you’re forced to look at every frame.


Hopefully, some of the above pointers may help you save a few hours of work here and there during your production. At the very least, some of these pointers may assist you in creating an atmosphere in which scaling up the number of animations and animation transitions in your project becomes easier. If you do not want to face the difficulties of animation, Whimsy will help you in animation and development of any complexity. Our qualified specialists have been working in this area for more than one year and know how to complete everything quickly and efficiently. Find them by following the link: https://whimsygames.co/



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