Mauser C96 Mechanical Breakdown - 3D Animation

Hi everyone, here is the animated version of my latest project!

This is an animation showcasing all of the internals working when operating and shooting this mything firearm, along with a demonstration of the rig systems sued for the animation process.

More renders below:

Hope you like it!

8 Likes

Now that brought back memories! I used to own one of these back in the late 1970s, early 1980s. It caused no end of trouble when it was stolen, the Police were not pleased to know that such an item was on the loose. I never could shoot straight with it, so I used to shoot other people’s rifles at the shooting club and in return let them shoot the C96. As it was such a classic collectors piece I got to shoot a lot of rifles.

My take on what you have done:

The mechanics would be a lot clearer if you kept the camera static as the mechanism operates and progressed through the animation more slowly. I know that raises render times but you have done such a superb job of the model that it will be worth it. Zooming in too much makes it less clear what is going on, having a static view of the whole mechanism as it works would improve the clarity a lot.

The model is excellent and the cutaway technique you have used is superb.

3 Likes

Very nice!
How did you create the cutaway view?

1 Like

Many thanks for the feedback!

As for the render times, the video was rendered with Eevee, so it’s really not a big deal, it’s maybe just because that’s the kind of pacing I’m used to, I guess :sweat_smile:

Making a more static version of the video would not take me much time, maybe it could be worth making another version :wink:

Thanks!

The cutaway view was created in shader, using a linear gradient mapped to an empty in the scene, which is then plugged to the shader’s Alpha channel. Lastly, backfaces are replaced with a red solid colour.

The node setup for the transparency looks like this:

Translated node names, from left to right:

  1. Texture coordinates (used to get the object’s coordinates into the shader)
  2. Mapping (used to modify said coordinates to one’s liking)
  3. Gradient Texture (the gradient I keep mentioning here)
  4. Color Ramp (used to remap the gradient’s colours)
  5. Colour Attribute (I used Vertex Colours to mask some parts that I didn’t want to cut, so I used this node to read the data in shader)
  6. Mix (used to apply the Vertex Colour mask)
2 Likes

Great explanation, I’ll have to give that a try.