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Dev log

Behind the build: rigging a katana that reads on screen

Put an accurate katana in GTA V and it looks broken. The blade is about 70–80 cm; add the grip and you're near a metre of straight geometry hanging off a hand that was rigged for a pistol. It clips the leg on the idle, clips the ground on the low swings, and the camera never finds a good angle on it.

So the job isn't “model a katana.” It's “make something that reads as a katana while the player is moving, fighting and getting shot at.”

Reference first, always

We start every melee weapon the same way: a reference board of the real object, then a second board of how that object moves. For the katana that meant kendo and iaido footage, slowed down, tracing where the tip actually travels. Two things jump out:

  • The cut is mostly draw, not chop. The edge slices along its length; the arm barely swings.
  • The recovery position matters more than the strike. A held chudan stance is what makes it look like a sword and not a stick.

The compromises

Three deliberate lies made it work:

1. Shorten the blade ~12%

Nobody measures a sword in a firefight. Twelve percent off the blade kills most of the leg clipping on the idle and buys room for a faster attack chain. Side by side with a real one you'd notice; in game you never see them side by side.

2. Raise the guard bone

The default melee grip sits the weapon low and slightly behind the leg. We offset the attach so the guard rides higher and forward — closer to how someone actually holds a drawn sword — which also lifts the whole silhouette into frame.

3. Two-beat attacks, not one

A single swing animation looks like a baseball bat. Splitting every attack into a draw-cut and a return-to-stance gave it rhythm, and the return pose is where it looks most like a katana. Players read the loop, not the frame.

The trick with stylised realism is deciding which details carry the read. For a katana it's the stance and the draw. Everything else can bend.

What shipped

The katana went out in the Tempest pack as the Officer's Sabre's straight-bladed sibling. Same grip bones, same holster prop system, its own two-beat attack set. If you're building your own melee content, the short version is: film the real thing moving, then break whatever you have to.

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