"c9bb39e1ee8c4725"{"id":"1000828","slug":"first-person-sawed-off-shotgun-animations","title":"First Person Sawed-Off Shotgun Animations","category":"Combat","engine":"5.3+","assetVersion":"","engineVersion":"Engine Version: 5.3+","tag":"Combat","accent":"cyan","visual":"animation","summary":"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.","platform":"Unreal Engine","publishedAt":"2026-08-03T11:57:04.869Z","updatedAt":"2026-08-03T11:57:04.869Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine Version: 5.3+"],"featuredImage":{"alt":"First Person Sawed-Off Shotgun Animations","src":"/wp-content/uploads/published/2026/08/b764514bb1cc-465f1b46-302c-46cf-8d34-b9d3416843be-658369eb7d.webp"},"hasDownloadLink":true,"pageviews":1,"galleryImages":[{"src":"/wp-content/uploads/published/2026/08/68164302b90c-8ec07275-9dda-402c-8e12-8380912e5fcb-3776ffe28b.webp","alt":"First Person Sawed-Off Shotgun Animations"},{"src":"/wp-content/uploads/published/2026/08/3cd30c4731ba-8d423f24-eac4-43ee-b823-95d14771e6c1-f0bb26330a.webp","alt":"First Person Sawed-Off Shotgun Animations"},{"src":"/wp-content/uploads/published/2026/08/bfa4ac55fe15-78461e5f-5f7f-44fa-bf22-a453b2adfbdf-3cd23a106c.webp","alt":"First Person Sawed-Off Shotgun Animations"},{"src":"/wp-content/uploads/published/2026/08/2ecb7b1eb2ef-2ee3ff70-750c-43bc-a46a-36f6633e90c8-3989c7e39f.webp","alt":"First Person Sawed-Off Shotgun Animations"}],"accessPanel":{"kind":"resource","title":"Download this resource","eyebrow":"Free Download","message":"Log in or create a free account to start your download.","fileName":"Content.7z","safetyNote":"Resources are manually reviewed before listing to improve quality and reduce obvious risks.","actionLabel":"Download Free","resourceType":"Resource archive","sourceShortcode":"cryptomus_member"},"contentHtml":"\u003cp\u003eDropping 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.\u003c/p\u003e\n\n\u003ch2\u003eVisual Foundation and Rigging\u003c/h2\u003e\n\u003cp\u003eThe 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.\u003c/p\u003e\n\n\u003cp\u003eThe 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.\u003c/p\u003e\n\n\u003ch2\u003eAnimating the First-Person Combat Loop\u003c/h2\u003e\n\u003cp\u003eThe core first-person animation set is arranged through the full player interaction sequence with the weapon. It begins with \u003ccode\u003eDraw\u003c/code\u003e and \u003ccode\u003eHolster\u003c/code\u003e, the 2 states that bracket the player's decision to have the weapon equipped. From there, the set moves into handling with \u003ccode\u003eIdle\u003c/code\u003e and a full Aim Down Sights (\u003ccode\u003eADS\u003c/code\u003e) chain: \u003ccode\u003eADS In\u003c/code\u003e, \u003ccode\u003eADS Fire\u003c/code\u003e, and \u003ccode\u003eADS Out\u003c/code\u003e. That \u003ccode\u003eADS\u003c/code\u003e coverage is meaningful because it separates aiming down sights from hipfire, giving developers distinct motion branches for each firing context.\u003c/p\u003e\n\n\u003cp\u003eThe firing category includes both a standard \u003ccode\u003eFire\u003c/code\u003e animation and a dedicated \u003ccode\u003eADS Fire\u003c/code\u003e animation, which allows the weapon's discharge visual to differ depending on whether the player is aiming precisely or firing from a looser stance.\u003c/p\u003e\n\n\u003ch3\u003eMovement and Locomotion Integration\u003c/h3\u003e\n\u003cp\u003eThe animation set extends beyond firing into the locomotion states that surround it: \u003ccode\u003eWalk\u003c/code\u003e, \u003ccode\u003eSprint\u003c/code\u003e, \u003ccode\u003eJump Start\u003c/code\u003e, \u003ccode\u003eJump Loop\u003c/code\u003e, and \u003ccode\u003eLand\u003c/code\u003e. This is the layer that makes a first-person weapon feel attached to the player rather than floating in front of the camera. \u003ccode\u003eWalk\u003c/code\u003e and \u003ccode\u003eSprint\u003c/code\u003e 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.\u003c/p\u003e\n\n\u003cp\u003eHaving the jump broken into \u003ccode\u003eJump Start\u003c/code\u003e, \u003ccode\u003eJump Loop\u003c/code\u003e, and \u003ccode\u003eLand\u003c/code\u003e 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. \u003ccode\u003eLand\u003c/code\u003e in particular can be used to sell the weight of the shotgun when the player returns to the ground.\u003c/p\u003e\n\n\u003ch2\u003eReload Choreography\u003c/h2\u003e\n\u003cp\u003eReloading a sawed-off shotgun carries its own visual weight, and the set includes both a full \u003ccode\u003eReload\u003c/code\u003e and a \u003ccode\u003ePartial Reload\u003c/code\u003e. 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.\u003c/p\u003e\n\n\u003ch2\u003eFitting the Weapon to Different Contexts\u003c/h2\u003e\n\u003cp\u003eThe 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 \u003ccode\u003eDraw\u003c/code\u003e, \u003ccode\u003eHolster\u003c/code\u003e, and \u003ccode\u003eADS In\u003c/code\u003e/\u003ccode\u003eADS Out\u003c/code\u003e animations could function as framing actions for shots that need a character to prepare, aim, or stow the weapon with clear intent.\u003c/p\u003e\n\n\u003ch3\u003eWeapon Animation Subset\u003c/h3\u003e\n\u003cp\u003eSeparate from the first-person arms and body motion, the set includes a weapon-only animation list: \u003ccode\u003eIdle\u003c/code\u003e, \u003ccode\u003eFire\u003c/code\u003e, \u003ccode\u003eReload\u003c/code\u003e, and \u003ccode\u003ePartial Reload\u003c/code\u003e. 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.\u003c/p\u003e\n\n\u003cp\u003eThe weapon \u003ccode\u003eIdle\u003c/code\u003e gives the gun a subtle resting state even when no player arms are driving it. The \u003ccode\u003eFire\u003c/code\u003e and \u003ccode\u003eReload\u003c/code\u003e animations in this subset mirror the broader first-person set but focus purely on the shotgun's own mechanical response. \u003ccode\u003ePartial Reload\u003c/code\u003e appears again here, maintaining the 2-tier reload system at the weapon-only level.\u003c/p\u003e\n\n\u003ch2\u003eTags, Context, and Fit\u003c/h2\u003e\n\u003cp\u003eThe asset is tagged across a cluster of related descriptors that map directly to its intended use and technical state: \u003cem\u003eFPS\u003c/em\u003e, \u003cem\u003eFirstperson\u003c/em\u003e, \u003cem\u003eAnimation\u003c/em\u003e, \u003cem\u003eGameready\u003c/em\u003e, \u003cem\u003eSawedoff\u003c/em\u003e, \u003cem\u003eAnimated\u003c/em\u003e, \u003cem\u003eRealistic\u003c/em\u003e, \u003cem\u003eShotgun\u003c/em\u003e, \u003cem\u003eCombat\u003c/em\u003e, \u003cem\u003eRigged\u003c/em\u003e, and \u003cem\u003eWeapon\u003c/em\u003e. Taken together, these tags signal a combat-oriented first-person shotgun package with an animation-driven workflow. The \u003cem\u003eGameready\u003c/em\u003e tag aligns with the model's stated readiness for direct implementation, while the combination of \u003cem\u003eRigged\u003c/em\u003e and \u003cem\u003eAnimated\u003c/em\u003e confirms that the package includes both the structural rigging and the resulting motion data.\u003c/p\u003e\n\n\u003cp\u003eFor 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.\u003c/p\u003e\n\n\u003cp\u003eAs 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.\u003c/p\u003e\n\n\u003ch2\u003eRelated Resources Worth Checking\u003c/h2\u003e\n\u003cul\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/first-person-bow-and-arrow-animation-set/\" title=\"First Person Bow \u0026amp; Arrow Animation Set\"\u003eFirst Person Bow \u0026amp; Arrow Animation Set\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/ultimate-fps-animations-pack/\" title=\"Ultimate FPS Animations Pack\"\u003eUltimate FPS Animations Pack\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/first-person-baseball-bat/\" title=\"First Person baseball bat\"\u003eFirst Person baseball bat\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/ak-rifle-character-animation-pack-first-third-person/\" title=\"AK Rifle Character Animation Pack First \u0026amp; Third Person\"\u003eAK Rifle Character Animation Pack First \u0026amp; Third Person\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/fps-animations-pistol-tactical-shield/\" title=\"FPS ANIMATIONS PISTOL (TACTICAL SHIELD)\"\u003eFPS ANIMATIONS PISTOL (TACTICAL SHIELD)\u003c/a\u003e\u003c/li\u003e\n\u003c/ul\u003e","contentTextLength":6215,"navigation":{"current":13,"total":2786,"previous":{"id":"1000829","slug":"foliage-vol-19-scraggly-bushes-nanite-and-low-poly","title":"Foliage VOL.19 - Scraggly Bushes (Nanite and Low Poly)","category":"Trees","platform":"Unreal Engine","updatedAt":"2026-08-03T12:04:08.713Z"},"next":{"id":"13584","slug":"runtime-ai-chatbot-integrator-tts","title":"Runtime AI Chatbot Integrator (+TTS)","category":"Artificial Intelligence","platform":"Unreal Engine","updatedAt":"2026-08-03T02:06:54.252Z"}},"relatedResources":[{"id":"1000827","slug":"first-person-bow-and-arrow-animation-set","title":"First Person Bow \u0026 Arrow Animation Set","category":"Combat","engine":"5.5+","assetVersion":"","engineVersion":"Engine Version: 5.5+","tag":"Combat","accent":"cyan","visual":"animation","summary":"Thirty hand-crafted first-person bow and arrow animations for Unreal Engine, featuring AnimBP with right-hand IK and integration with the Unreal First Person te","platform":"Unreal Engine","publishedAt":"2026-08-02T16:25:19.371Z","updatedAt":"2026-08-02T16:25:31.100Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine Version: 5.5+"],"featuredImage":{"alt":"First Person Bow \u0026 Arrow Animation Set","src":"/wp-content/uploads/published/2026/08/8d06c9ece5db-2366ec5e-d77b-4568-8881-90f8004c9619-78d18d3f2c.webp"},"hasDownloadLink":true,"pageviews":4},{"id":"24852","slug":"ultimate-fps-animations-pack","title":"Ultimate FPS Animations Pack","category":"Combat","engine":"5.1+","assetVersion":"Engine version: 5.1+","engineVersion":"","tag":"Combat","accent":"violet","visual":"animation","summary":"This Unreal Engine pack focuses on first-person weapon motion, with idle, fire, reload, movement, and aim-down-sights states for a broad set of firearms. It also includes a demo weapon system, pickup and drop behavior, UI, sway, and several supporting effects.","platform":"Unreal Engine","publishedAt":"2026-04-17T10:10:24.000Z","updatedAt":"2026-04-20T06:12:36.000Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine version: 5.1+"],"featuredImage":{"alt":"Ultimate FPS Animations Pack","src":"https://3dcghub.com/wp-content/uploads/2026/04/03918a632525_4347bcc2-6ebb-4e23-84a2-637bdc754e2b.webp"},"hasDownloadLink":true,"pageviews":56},{"id":"1000367","slug":"first-person-baseball-bat","title":"First Person baseball bat","category":"Combat","engine":"4.26+,5.0+","assetVersion":"","engineVersion":"Engine Version: 4.26+,5.0+","tag":"Combat","accent":"cyan","visual":"mech","summary":"A collection of 43 hand-keyed first-person melee animations built on the Unreal Engine 4 and 5 Epic Skeleton, featuring integrated head-bone camera shakes.","platform":"Unreal Engine","publishedAt":"2026-07-06T08:25:58.586Z","updatedAt":"2026-07-06T08:25:58.586Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine Version: 4.26+,5.0+"],"featuredImage":{"alt":"First Person baseball bat","src":"/wp-content/uploads/published/2026/07/d769b372cc69-9e224cf6-bbe6-4a10-9f99-27edb1009e43-ffdfdd3742.webp"},"hasDownloadLink":true,"pageviews":0}]}
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.
Platform: Unreal EngineEngine Version: 5.3+Published: Aug 3, 2026
Combat
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.