The most common mistakes in game animation


Expose the camera “later”

One can easily fall into the trap of placing and positioning the camera once the animation has been generated into 3D animation. First of all, this must be approved, as the postures of your characters vary depending on the location of the camera. You won’t be able to do anything “on camera” or cheat because gimmicks are hardly ever great in every way. Start by exposing your camera!

Trying to do too much, too soon

Everyone wants to get to the “fun” part 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 pretty straightforward to skip over what appears to be unimportant. It is also one of the easiest methods to learn bad animation skills. The basics and principles are very vital, and while building another bouncing ball isn’t exactly fun, it is a foundation that will help you when you come across more difficult scenarios. Before attempting to build a Frozen-inspired ice palace, you must first master the fundamentals and concepts. (The most common mistake made by ambitious animators who end up banging their heads against the wall after many years.) If you want to learn more about game development, game animation mistakes, or if you need a reliable game development company, here’s a great Resource:

Source motion is scaled, instead of being added or subtracted

Often times we have to add movement to the animation to get the character to a certain point of interaction. For example, the character comes forward to approach the doorknob. Games often need to transform the movement of the animation during execution so that the reverse kinematics bring the character’s hand close enough to the grip. In this case, you don’t need to add movement, which should occur at a constant speed throughout the animation. Instead, it should be noticed when the animation moves and transforms the speed of movement, taking into account the amount of extra movement needed. In other words, if the character in some segments of the animation is stationary, you should not add movement to those segments. Otherwise, the following situation may arise: the character must be standing, but instead he is moving and his feet slide on the ground.

Monitoring the quality of a large number of animations

In situations like this, it helps to have a framework that allows you to perform data verification and create correction scripts for some or all of your animation errors. Such scripts can verify against a certain set of rules, create a list of assets that require manual verification, automatically troubleshoot issues, or even add metadata to certain points of the required assets.

It is usually best to resolve these data issues in advance. Otherwise, the elimination of errors in the process of their appearance can take a very long time. Moreover, 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 fixing issues as they arise. Moreover, by gaining experience in implementing such scripts, you will be able to create new ones better and faster. Once you have scripts, you can quickly recheck all assets for new animations with issues. This is very useful in development where new animations are constantly being added to the game.

Make sure you have enough animation frames to cover the merging process.

You want one character to face another in rugby, right? While the action can be animated with great precision, a few embellishments are needed to make it more realistic:

  • Aggressors should be portrayed when they are about to enter the fray with a gaze that conveys their purpose.
  • During the tackle, their bodies may tense up, forcing them to shift their weight before making contact.
  • You want to demonstrate both conservation of momentum and the influence of gravity.
  • Prepared was the one whose back was slammed against the wall. If not, express your surprise and response.
  • Having been preceded and followed by anticipation and after, the result of this activity seems substantial and significant. Newbies in the animation industry learn this as one of the first things they are educated about. Little visual cues that make activity seem like real aren’t immediately apparent until you have to look at each image.


Hope some of the pointers above can help you save a few hours of labor here and there during your production. At the very least, some of these pointers can help you create an atmosphere in which increasing the number of animations and animation transitions in your project becomes easier. If you don’t want to face the difficulties of animation, Whimsy will help you in the animation and development of any complexity. Our qualified specialists have been working in this field for over a year and know how to finish everything quickly and efficiently. Find them by following the link:


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