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3.22 / 5.00

Feb 25, 2016 | 12:16 PM EST
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1024 x 1024 px
627 kb

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Author Comments

My first time animating a full female figure aktually. Was for an assignment. Speaking of assignments.. One more week of student projects. Then I'm free for soooo loongg. I'm feeling very itchy and I can't wait to getting back to making adult content.

I've observed my animated gif for quite awhile. I can spot most of my mistakes. The boobs however, It was just there to screw around with the lecturers there.

Also for the future, if anyone has any requests for a-content please do send me a pm. I'll most probably not do them :p. but itd probably help to spark an idea if I ever need one.



Rated 3 / 5 stars

Unless firing at something up close, that is not how you use a gun as it causes a severe drop in accuracy.

Not going to bring up more on it as the other reviewer covered it.


Rated 3 / 5 stars

Jesus Christ!! That's some recoil ya' got there!! lol
But yeh. Generally quite a nice animation. Even thought there are a few problems with... proportions *perversion intensifies* Sorry! Lost track. That, the angle of her right foot and, like the previously stated, the recoil (which even though it looks fluid and seems like... you know... that's how the arm would look at the different angles we see it in) seems a bit too 'dramatic'. If that's what you wanted to achieve well done, but it seems like she'd loose a lot of accuracy if she didn't control the weapon enough.
I would recomend: (even though it illustrates how to minimise recoil for a vertically held pistol, it still provides some idea of how pistol recoil is managed). If I were to provide some tips on how it could be improved, ignore these if you wish but I would like to word them:
Hyper extent arm - This would allow you to maintain a straighter arm when aiming, which would move the force from the gun, meaning all the force will now act your frame. Whatever isn't cushioned will be forced into your shoulder/deltiod muscle.
Tense deltiod - This will suppress any additional force from the firing of the weapon.

This in turn minimizes left-right and up-down motion. However, what motion there will most likely be will be back-forth with only a small amount of left-right and up-down motion.
But yeh... Nice work. *thumbs up*

ZDgreen responds:

I never used any references, but now that youve mentioned it, maybe I should have. I generally agree with most of your suggestions, though at the time I was focusing on emphasis on the movement. (maybe i never thought things true) but I appreciate the feedback! Thank you very much. :)