# Blender animations With the current bevy engine limitations and all things considered, these will be the techniques and systems to be used. ## Character The game character will move by animations except for the actual translation and rotation, which will be computed by the engine. Unfortunately, due to my limited animation knowledge, split body animations won't be made. For now, Manually create every single animation, and try to reuse concepts as much as posible Examples: - Pistol grip should always be in the same position - Foregrip should be in the same position for same gun types