{"id":29941,"date":"2025-01-28T15:20:02","date_gmt":"2025-01-28T15:20:02","guid":{"rendered":"https:\/\/dejan.au\/index.php\/2025\/01\/28\/new-details-on-modern-warfare-weapons-revealed-new-reload-system-active-idle-and-more-dexerto\/"},"modified":"2025-01-28T15:20:02","modified_gmt":"2025-01-28T15:20:02","slug":"new-details-on-modern-warfare-weapons-revealed-new-reload-system-active-idle-and-more-dexerto","status":"publish","type":"post","link":"https:\/\/dejan.au\/index.php\/2025\/01\/28\/new-details-on-modern-warfare-weapons-revealed-new-reload-system-active-idle-and-more-dexerto\/","title":{"rendered":"New details on Modern Warfare weapons revealed \u2013 new reload system, Active Idle and more &#8211; Dexerto"},"content":{"rendered":"<p>New details on Modern Warfare weapons revealed \u2013 new reload system, Active Idle and more ActivisionCall of Duty publishers Activision have revealed new details about some of the weapon mechanics players can expect in Modern Warfare. Excitement and anticipation are constantly continuing to build up for Modern Warfare as its October 25 release date gets nearer and nearer. While not much information has been released about the game, especially in regards to the Multiplayer, it looks like the developers\u2019 silence could be broken soon. On July 2, Activision posted some new details about the weapon animation system and mechanics in the upcoming title, coming straight from Mark Grigsby, Animation Director at Infinity Ward. Essentially, the weapons aspect of the game has been made to look realistic, believable, and \u201cjust right,\u201d giving players the authentic feel of using what are virtual versions of real military equipment. \u2018Rethinking the Reload\u2019 Modern Warfare will feature a totally revamped reload system that will change based on factors such as the type of weapon being used, how much ammunition is left in a clip when reloaded, and what attachments are present on the gun. The most noteworthy take from this was regarding the reloading of weapons when aiming down sight, which will differ from traditional CoD titles. \u201cOne other thing we added this year is the ADS [Aiming Down Sight] reload,\u201d Grigsby said. \u201cIn the past, if you\u2019re ADS, and you\u2019re shooting and you reload, the weapon would go off to the side, and you\u2019d have to retrain to get to your target. This time if you reload, it stays on the target, so you can stay in the battle.\u201d New animations for Active Idle One aspect of weapons that Infinity Ward have spent some time on is their movements and animations when players aren\u2019t actively engaging in combat. New animations, called Active Idle, have been added to weapons that are in an idle state, such as movement on the gun \u201cto make it look like it\u2019s not bolted to the camera,\u201d or, when looking around, the player\u2019s head will slight lead, with the gun travelling behind. You can check out Activision\u2019s entire weapons post below: CALL OF DUTY\u00ae: MODERN WARFARE\u00ae INITIAL INTEL: DETAILING ADVANCEMENTS IN ANIMATION AND AUTHENTICITY Weapons Detail: We go deep into the aspects of Call of Duty: Modern Warfare\u2019s new weapon animation system with Mark Grigsby, Animation Director at Infinity Ward. by David Hodgson on July 02, 2019 One of the most important pieces of the Call of Duty: Modern Warfare game-creation puzzle; an aspect of the game that bridges the new engine, art, narrative, design, and even the performance capture, is the believable animations the team at Infinity Ward aim to achieve. How the various characters in the game move and interact is of paramount importance to creating both an entertaining and immersive game. Most importantly of all; the look and feel of the weapons need to be \u201cjust right\u201d. The Devil is in the Details: Making Badass Weaponry Mark Grigsby, Animation Director at Infinity Ward, takes up the story: The weapon is one of many important pieces to the game, and to the overall experience players will have. We wanted to make sure that the weapons were animating to a degree that would make the players feel like a Tier 1 Operator. Back in the day, Stephen Miller, Audio Director and I were responsible for getting the feeling of the first Modern Warfareweapons right, and to come back and do the same thing again\u2026one of my duties is to make sure that the weapons are that badass.\u201d Authentic-looking military equipment needs to pass meticulous inspection. \u201cThe devil\u2019s in the details,\u201d Grigsby agrees: \u201cIt may look simple. A lot of people play video games and there are tons of great first-person action games, with weapons that are ubiquitous. They have reload animations, they have different sounds and effects and that\u2019s all great\u2026 but to me, there is something special about Call of Duty.\u201d And this time around, the animation team put a whole lot of attention into the all of the details, to ensure the feeling of the weapons is as accurate as possible. This extends to the \u2018power\u2019 of each and every weapon too; the feeling you get when you launch a satisfying projectile strike against an enemy who refuses to yield. This includes \u201cinteracting with the environment itself, so when you shoot these weapons, you feel the power of the weapon, but you also see the impact of the weapon within the game world, in terms of the sound and physics.\u201d There\u2019s a real difference between the impact a .50 cal round has when it hits a wall, compared to a smaller caliber round. Tag an enemy with a larger caliber round and they\u2019re sent flying back, compared to a smaller round. Use beefier rounds to disintegrate doors more adeptly, too. Also expect to notice the difference the sound assault rifles make when you equip one with or without a muzzle brake, and the reverberations when such a weapon is firing in an enclosed room, or out in the open air. Other animations and effects simply add additional layers of believability to the impact a weapon makes, so you\u2019re not jarred out of the game\u2019s reality by a lack of impact accoutrements: \u201cWe needed to do different effects on the weapon\u2019s target, so that the power of these weapons translates into the targets that you shoot. The sparks, the smoke, the effects, all of it has to be representative of the power that you\u2019re releasing from your weapon, so it all comes through with our effects.\u201d Idle Hands Make Impressive Animations Grigsby and the team focused on many aspects of weapon animations to improve the overall appearance; even down to how your character reacts when you\u2019re not actively engaging the enemy in combat: \u201cWe developed a new level of model fidelity,\u201d Grigsby tells us: \u201cBack in the day, we saw a lot of idle [animations] that moved more like you were on the deck of a ship, swaying back and forth. You don\u2019t usually stand still in Modern Warfare, but when you do, we wanted to make sure it looked natural; real quick movements using your muscles. We call this the \u2018Active Idle\u2019. When you go up the stairs, we added a bit of movement on the weapon to make it look like it\u2019s not bolted to the camera. When you look around, we wanted to do a little bit of leading with the head, and then the gun travels behind. Our previous Call of Dutygames had a bit of that, but we\u2019ve actually deep-dived into it this time around.\u201d Rethinking the Reload Lugging around a variety of ordnance with a range of offensive capabilities also means taking a look at how each of them maneuvers relative to its perceived heft. \u201cDifferent calibers and different classes have different weights to them, and we\u2019ve assimilated that data. An LMG [light machine gun] here; it\u2019s a little stiffer, not as flimsy as an [assault rifle]. We worked on our reloads. The reload to me is the pinnacle of the weapon; it makes you feel \u2013 after you\u2019ve taken down five different dudes in a room \u2013 and you reload, you go \u2018shit yeah, you\u2019re done!\u2019 We wanted to bring that that flair but taken to a new level where it\u2019s just like one animation.\u201d Everything is as seamless as possible, with reloads dependent on weight, type, and without any stilted or odd transitions between animations. There\u2019s also differences depending on your bullet expenditure too: \u201cIf you reload from empty, you would reload the weapon, rack it, and then you\u2019re good to go. A tactical reload is when you maybe shot one or two rounds, and you want to replenish your magazine.\u201d An entirely separate animation was created depending on your ammunition use. \u201cIn the past, we would never physically show that transition of one mag to another, but this time around, everything\u2019s physical, so if you have an extended mag, like a drum perhaps, or a long magazine, all of the movements within every reload are visceral, strong, aggressive, it gives another feeling of power and representing the Tier 1 operators that utilize these machines.\u201d Advancements to weapon animation also led to improvements to the gameplay itself too, as Grigsby explains: \u201cOne other thing we added this year is the ADS [Aiming Down Sight] reload. In the past, if you\u2019re ADS, and you\u2019re shooting and you reload, the weapon would go off to the side, and you\u2019d have to retrain to get to your target. This time if you reload, it stays on the target, so you can stay in the battle.\u201d Welcome to the Gun Show The animation team spent months crafting, learning, and perfecting every single weapon movement in the game: \u201cWe used a lot of reference with our Navy SEALs advisors; how would they actually reload these weapons?\u201d The answers they gave lead the team to the results you see in the game itself. \u201cWe also sent the team out to firing ranges to shoot these weapons so they could actually get the feeling and the power of them. The first time I shot any of these weapons was on Call of Duty\u00ae 4: Modern Warfare\u00ae. I\u2019m a good animator, but I didn\u2019t think that the power and visceral nature came through until I shot. We educated all the animators this time around and I actually think it comes through really well.\u201d Another thing we wanted to do was use our scopes more realistically and showcase them in the environment. The detail and slight magnification you can see through a scope \u201cis another hint of detail, we give a little bit of magnification to the scopes when weapon is at the hip.\u201d As for sniper rifles? \u201cWe also have the higher scopes use the technical advancements created by the tech team headed by Principal Rendering Engineer Michel Drobot.\u201d But as Mark Grigsby quickly points out, there is something missing here. \u201cAll of this tech, this lighting, art, this animation\u2026\u201d well, it wouldn\u2019t be worth the time and effort to animate to new levels of believability if each weapon didn\u2019t have a distinct voice.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>New details on Modern Warfare weapons revealed \u2013 new reload system, Active Idle and more ActivisionCall of Duty publishers Activision have revealed new details about some of the weapon mechanics players can expect in Modern Warfare. Excitement and anticipation are constantly continuing to build up for Modern Warfare as its October 25 release date gets [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-29941","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts\/29941","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/comments?post=29941"}],"version-history":[{"count":0,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts\/29941\/revisions"}],"wp:attachment":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/media?parent=29941"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/categories?post=29941"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/tags?post=29941"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}