Combat

First Person Sawed-Off Shotgun Animations

A fully rigged, game-ready sawed-off shotgun with 2K textures and a detailed first-person animation set covering firing, movement, reloads, and weapon idles.

First Person Sawed-Off Shotgun AnimationsCombat

Resource overview

Dropping a sawed-off shotgun into a first-person project means solving for 2 things at once: how the weapon reads at close range and how it behaves when the player moves, aims, and fires. This asset pairs a fully rigged model with a focused animation set shaped by exactly those moments, giving developers a package that covers both visual fidelity and the gameplay loop a combat shotgun needs.

Visual Foundation and Rigging

The model is Game-Ready and built with high-quality 2K textures alongside realistic detailing. The texture resolution places it in a practical range for first-person use, where the weapon occupies a large portion of the screen and surface detail is noticeable during idle, aim, and inspection moments. The realistic detailing reinforces that close-up readability, supporting the kind of scrutiny players naturally apply to held weapons.

The model is fully rigged, which is the structural detail that makes the included animation set possible in the first place. A rigged shotgun is not just a static prop; it has the internal bone structure needed to drive firing, reload, and handling motions. That rigging also means developers can extend or retarget animations beyond the included set if the project demands custom handling.

Animating the First-Person Combat Loop

The core first-person animation set is arranged through the full player interaction sequence with the weapon. It begins with Draw and Holster, the 2 states that bracket the player's decision to have the weapon equipped. From there, the set moves into handling with Idle and a full Aim Down Sights (ADS) chain: ADS In, ADS Fire, and ADS Out. That ADS coverage is meaningful because it separates aiming down sights from hipfire, giving developers distinct motion branches for each firing context.

The firing category includes both a standard Fire animation and a dedicated ADS Fire animation, which allows the weapon's discharge visual to differ depending on whether the player is aiming precisely or firing from a looser stance.

Movement and Locomotion Integration

The animation set extends beyond firing into the locomotion states that surround it: Walk, Sprint, Jump Start, Jump Loop, and Land. This is the layer that makes a first-person weapon feel attached to the player rather than floating in front of the camera. Walk and Sprint cover the 2 primary ground movement speeds, while the jump sequence is split into 3 distinct phases so the transition into the air, the airborne hold, and the landing impact each get their own motion.

Having the jump broken into Jump Start, Jump Loop, and Land gives developers the pieces needed to blend the weapon's motion with the player's vertical movement state without relying on a single generic jump animation. Land in particular can be used to sell the weight of the shotgun when the player returns to the ground.

Reload Choreography

Reloading a sawed-off shotgun carries its own visual weight, and the set includes both a full Reload and a Partial Reload. By offering both variants, the animation set gives developers flexibility in how they represent the weapon's reload state. A full reload can play when the player reloads from empty or performs a complete refill, while the partial reload can cover situations where the player tops off or interrupts the sequence. The distinction between the 2 reload types supports more granular control over the weapon's feel.

Fitting the Weapon to Different Contexts

The asset is positioned for First-Person Shooters (FPS), Virtual Reality (VR), and cinematic scenes. In VR, these animations could be used directly or repurposed for motion-driven interactions, and the fully rigged state of the model is what makes that adaptable. In cinematic scenes, the Draw, Holster, and ADS In/ADS Out animations could function as framing actions for shots that need a character to prepare, aim, or stow the weapon with clear intent.

Weapon Animation Subset

Separate from the first-person arms and body motion, the set includes a weapon-only animation list: Idle, Fire, Reload, and Partial Reload. These are the self-contained animations that can be bound to the gun mesh independently of the first-person rig. Developers can use this subset when they need the weapon itself to animate in isolation, such as when it is dropped, inspected in a menu, or mounted on a rig that handles its own arm motion.

The weapon Idle gives the gun a subtle resting state even when no player arms are driving it. The Fire and Reload animations in this subset mirror the broader first-person set but focus purely on the shotgun's own mechanical response. Partial Reload appears again here, maintaining the 2-tier reload system at the weapon-only level.

Tags, Context, and Fit

The asset is tagged across a cluster of related descriptors that map directly to its intended use and technical state: FPS, Firstperson, Animation, Gameready, Sawedoff, Animated, Realistic, Shotgun, Combat, Rigged, and Weapon. Taken together, these tags signal a combat-oriented first-person shotgun package with an animation-driven workflow. The Gameready tag aligns with the model's stated readiness for direct implementation, while the combination of Rigged and Animated confirms that the package includes both the structural rigging and the resulting motion data.

For a developer pipeline, the package is a cohesive weapon implementation resource. The 2K textures and realistic detail handle the visual fidelity question. The full rig opens the door to animation work. The first-person animation set covers the gameplay interaction layer from draw through locomotion to reload, and the weapon-only subset handles cases where the gun animates independently of the player's body.

As a production-ready fit, the asset covers the full chain a combat shotgun needs in a first-person context: it looks the part up close, it is rigged to move, and the motion set is shaped by the exact states a player will trigger during gameplay.

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