Give me feedback on the 3D ironsights here.
To let me explain, there are 4 animations for each of the 3D ironsights, 6 animations for guns with rifle calibers (for sway).
Generic animations:
-tozoom: the transition between standing and zoom_stand. Bren and BAR for example have a longer animation than M1 Garand of Enfields tozoom.
-zoom_stand: the main ironsight animation. Rifles: have sway here, +/- 0.15 degrees. SMGs: usually have an up/down sway, mostly irrelevant to gameplay since they're not accurate enough for sway to make a difference.
-zoom run: animation that moves the gun right/down, back to center, then left/down.
-Zoom fire: The animation played when firing. Cycles the bolt, makes the weapon bounce full of recoil.
Rifle caliber only animations:
-zoom_crouch: the ironsight animation played when crouching. Only rifles have this one. +/- 0.10 degree sway
-zoom_prone: ironsight animation with no sway. Makes shooting prone extremely accurate.
Note about sway: it goes down/right, back to center, down/left, back to center, and loops. The bullet will always shoot center!
Technical notes sway: It rotates down .15 degrees, and right/left .15 degrees, pivoting from the camera.
Technical notes M1 Garand/G43 zoom_fire: It rotates, pivoting from the camera, upwards 4.5 degrees. It returns to normal after 9 frames, which means 0.36 seconds after firing, the ironsight will return to center. I can supply more technical data on other guns by request.
Keep to constructive criticism, and try to keep it technical. For example, if you want less sway, tell me how many degrees of sway you want. I'll add good suggestions to our internal build for gameplay testing by our testers, however I will not guarantee anything will make it into the public version unless the testers approve of it.