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L4D2 The Last Stand - Changelog_Survivor_Animations.txt

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  1. By Salad
  2. Weapon world model animations by Lt. Rocky
  3. Thanks to Splinks for help converting raw motion capture files
  4.  
  5.  
  6. === September 10 - v12.1 ===========
  7.  
  8. - [Teenangst]
  9. - Renamed several sequences to match old compile
  10.  
  11. === February 9 - v9 ===========
  12.  
  13. - [ALL] Blended move animations into stationary melee attack animations to prevent survivors from sliding around
  14. - [ALL] Fixed incorrect hand rotation on chainsaw backwards limp run
  15. - [ALL] Adjusted calm idle noise layer so that calm idles would have a bit of lower body movement
  16. - [L4D1 shared] Created new chainsaw limprun by altering NamVet rifle limprun
  17. - [L4D1 shared] Fixed janky O2 limp run
  18. - [Teenangst] Added fidgets
  19. - [Teenangst] Adjusted idle noise layers so knees wouldn't lock so often on standing idles
  20. - [Teenangst] Fixed skeleton on DLC1 intro idle
  21. - [Gambler/Mechanic] Added new chainsaw idle
  22. - [Gambler/Biker] Added an old unused Idle_Rescue (trapped in closet) animation
  23. - [Gambler/Producer] Switched to Teenangst pistol shoot animation as it is more appropriate for these characters' stances
  24. - [Biker] Touched up rifle idle poses to prevent neck clipping through vest collar
  25. - [Coach] Added unused unique fidgets from raw mocap
  26. - [Producer] Added grenade idle, pistol run, calmwalk, calmrun
  27. - [Producer] Fixed up calm idles on rifle and elites
  28. - [Mechanic] Added grenade idles
  29.  
  30.  
  31. === March 7 - v10.1 ===========
  32.  
  33. - [Biker/Manager/Producer/Mechanic/Coach] Fixed misaligned weapon magazines
  34. - [Coach/Teenangst/L4D1 Shared] Changed melee (fire axe/bat/frying pan) walk zero moves to fix weird legs when going from walk to idle
  35. - [ALL] Changed guitar walk zero moves to fix weird legs when going from walk to idle
  36. - [ALL] (Lt. Rocky) Assault rifles, sniper rifles and auto shotguns now visually cycle when firing
  37. - [ALL] Adjusted timing on reloading sounds
  38. - [ALL] Improved shotgun & pump shotgun reload loops
  39. - [ALL] Changed rifle crouchwalk zero moves to prevent snapping when going from crouch walk to crouching idle
  40. - [ALL] Changed IK rule on adrenaline use anim to lock the right hand to the right thigh, instead of locking it to the left hand
  41. - [ALL] Improved pounded-against-wall-by-charger animation
  42. - [ALL except Teenangst] (Lt. Rocky) Assault rifle reload animation now features an animated charger / bolt, a less janky magazine, and a smoother fade-out
  43. - [ALL except Teenangst] (Lt. Rocky) Sniper rifle reload animation now features an animated bolt and bullets in the magazine
  44. - [ALL except Teenangst] (Lt. Rocky) Created new animation for auto shotgun reload ending
  45. - [ALL except Teenangst] (Lt. Rocky) Extended auto shotgun shoot animation to smooth out ending
  46. - [Producer] Added bandage particles to "new" healing animation
  47. - [Producer] Adjusted finger, hand and weapon placement on rifle and elites idles, elites run & walk anims
  48. - [Producer] Redid rifle standing, running, walking and calm aim matrices to improve posture and fix twisted neck
  49. - [Producer] Redid elites standing, calm, running and walking aim matrices to improve posture
  50. - [Producer] Improved loop on military sniper limpwalk
  51. - [Teenangst] SMGs now visually cycle when firing
  52. - [Teenangst] Reworked C6M3 (The Passing) outro animation to use a new pose, and to accomodate Teenangst skeleton
  53. - [Teenangst] Now features a complete unique military sniper animation set
  54. - [Teenangst] Created crouching variant of Heal Friend animation
  55. - [L4D1 Shared/Teenangst] Created unique injured animations for melee weapons
  56. - [L4D1 Shared/Teenangst] Changed fall-from-charge-knockback animation to use L4D1 idle falling animation
  57. - [Coach] Altered auto shotgun animations so the right hand would hold the auto shotguns' pistol grips properly
  58. - [Coach] Added auto shotgun crouchwalk
  59.  
  60. - [Producer] New animations:
  61. > Pistol: Crouch idle, crouch walk, walk, limp run
  62. > Grenade: Throw
  63. > Military sniper: Calm idle, injured idle [CUSTOM]
  64. > SMG [CUSTOM]: Idle, run, calm idle, calm walk
  65. > First Aid [CUSTOM]: Idle, run
  66.  
  67. - [Mechanic] New animations:
  68. > Heal Incap Standing (raw)
  69. > Heal Friend (raw)
  70. > Incap to Standing (raw)
  71. > Pounced to Standing (raw)
  72. > Hit by Tank (raW)
  73.  
  74.  
  75. === April 18 - v10.2 ===========
  76.  
  77. - [Mechanic]
  78. - Reworked shotgun injured idle and limp run to look less jank
  79. - Created shotgun aim matrices specific to running and walking for improved aiming
  80. - Trimmed a few frames from Heal Friend, as to try and better fit the 5-second heal timer
  81. - New animations:
  82. > Shotgun: Walk, calm run
  83.  
  84. - [Producer]
  85. - Remade all remaining unique aim matrices for improved postures
  86. - Altered elites, rifle, military sniper injured idles to improve postures
  87. - New animations:
  88. > Pistol: Limp walk
  89. > Grenade: Injured idle, walk, crouch walk, limp run, ready-to-throw moves
  90.  
  91. - [Gambler]
  92. - Remade pistol idle standing aim matrix
  93.  
  94. - [Coach]
  95. - Edited Heal_Incap_01 to better fit the 5-second incap revival timer
  96. - Altered grenade walk for less over-exaggerated arm movement
  97.  
  98. - [L4D1 Shared]
  99. - Added bandage particles to alternate crouch heal self animation
  100. - Changed shared run anims on axe and chainsaw for variety's sake
  101. - New animations [CUSTOM]:
  102. > Bat: Idle, run, walk
  103. > Axe: Injured idle, limp walk, limp run
  104. > Frying Pan: Injured idle, limp walk, limp run
  105. > Guitar: Injured idle, limp walk, limp run
  106. > Chainsaw: Injured idle, limp walk, limp run
  107.  
  108. - [Teenangst]
  109. - Adjusted gas can pour animation for teenangst skeleton
  110. - Changed shared run anim on guitar for variety's sake
  111. - New animations [CUSTOM]:
  112. > Axe: (ALL IDLES AND WALK CYCLES)
  113. > Guitar: (ALL IDLES AND WALK CYCLES)
  114. > Frying Pan: (ALL IDLES AND WALK CYCLES)
  115. > Bat: (ALL IDLES AND WALK CYCLES)
  116. > Chainsaw: (ALL IDLES AND WALK CYCLES)
  117.  
  118.  
  119. === August 14 - v11 ===========
  120.  
  121. - [All survivors]
  122. - [Lt. Rocky] Added slide movement to elites reload
  123. - Survivors should now grip their weapons properly during gesture animations
  124. - Changed blending style on several gestures for (usually) less stiff movement on right arm
  125. - Added pump movement to (unused) M3S90 shoot animation (for a pump shotgun with pistol grip)
  126. - Added IK ranges to all reload animations to keep hands aligned with moving parts when using modded survivors with unique proportions
  127. - Added IK to all intro animations to keep hands aligned with pistol when using modded survivors with unique proportions
  128. - Implemented foley for survivors switching weapons/items
  129. - Removed minigun idle noise -- made the wonky IK on the hands worse
  130.  
  131. - [All survivors except Teenangst]
  132. - [Lt. Rocky] Fixed wonky shoulders on auto shotgun reload
  133. - Created altered aim matrix and changed a weightlist to reduce jank level when looking around during auto shotgun reload
  134. - Added "over here" gesture to Namvet, Biker and Manager
  135. - Somewhat dejankified "over here" for L4D2 survivors
  136. - Changed blending on a coughing animation that assumed the survivor in question was in the Namvet rifle stance that would look wrong with most other stances
  137.  
  138. - [L4D2 Shared]
  139. - Remade frying pan aim matrix again
  140. - Fixed incorrect weapon_bone placement on Bat south limp walk and crouch idle
  141. - Replaced altered pointLeft anim with L4D1 version -- L4D2 version was even faster than "pointLeft_quick"
  142.  
  143. - [Biker/Manager/Producer/Mechanic/Coach]
  144. - Fixed misaligned magazines during jump animations
  145.  
  146. - [Gambler]
  147. - New animations:
  148. > Gas can: Run, walk
  149. > Aim matrices: Pistol limp run, elites limp walk, elites limp run, rifle limp walk, rifle limp run, rifle calm idle
  150. - Fixed incorrect frame on northwest run anim
  151. - Improved pistol limp walk animations - north move now looks and aims straighter, south has less extremely-arched back, less jittery and awkwardly-placed legs, and a stable left hand
  152. - Replaced elites limp walk animations with altered improved pistol limp walks, and created a new aim matrix to match
  153. - Fixed hitch on left hand in elites north limp run
  154. - Improved posture in elites south limp run
  155. - Slightly improved pistol south limp run
  156. - Corrected loop timing on diagonal limp walk animations
  157. - Corrected improper bolt movement on sniper reload
  158.  
  159. - [Producer]
  160. - Fixed IK detaching on rifle run (again)
  161. - Changed IK on bat idle from right-to-left to left-to-right
  162. - Created unique aim matrix for SMG idle
  163. - Created Producer-specific gestures file (gestures_producer.mdl) with corrected scale and unique "over here" and "gogo" animations
  164. - Removed unique bat idle and run anims -- The set wasn't complete, there were some cases where the melee weapon would clip through her head, and I just wasn't that big a fan of the anims to begin with
  165.  
  166. - [Mechanic]
  167. - New animations:
  168. > Grenade: Run, walk
  169. > Shotgun: Walk
  170. > Pistol: Unholster (teenangst, altered), Reload (namvet, altered)
  171. > Elites: Unholster (teenangst, altered)
  172. > Aim matrices: Rifle calm idle, rifle crouchwalk, pump shotgun crouchwalk, shotgun crouchwalk, SMG crouch idle
  173. - Altered auto shotgun animations so the right hand would hold the auto shotguns' pistol grips properly
  174. - Altered SMG animations so the gun would aim straight
  175. - Fixed incorrect weapon_bone placement on c6m1 intro
  176. - Fidget_Roll_Shoulders now blends more smoothly
  177. - Converted part of an unused idle into a fidget
  178. - Corrected aim matrix assignment on military sniper calm idle
  179.  
  180. - [Teenangst]
  181. - Adjusted the following shared animations for teenangst skeleton:
  182. > Shoved (Bat, frying pan, chainsaw)
  183. > Grenade launcher reload
  184. > Cola deposit
  185. > Ammo pack deploy / crouched variant
  186. > Death / incap death
  187. > Defib revival
  188. > First aid / ammo pack / cola melee sweep
  189. > Defib melee sweep
  190. - [Lt. Rocky] Added bolt movement and loaded magazines to reload animations
  191.  
  192. - [Coach]
  193. - Remade elites idle aim matrix and fixed improperly placed weapon_bone on elites idle anim
  194. - Fixed improperly placed weapon_bone and reduced overblown arm movement on grenade limp run
  195. - Pants fidget is less likely to occur
  196.  
  197. - [Coach/Mechanic]
  198. - New animations:
  199. > SMG: Reload (namvet, altered)
  200. - Adjusted pistol jump animations to reflect Coach & Mechanic single-handed pistol animations
  201.  
  202. - [Mechanic/Gambler]
  203. - Changed rifle crouchwalk zero moves to prevent snapping when going from crouchwalk to idle
  204.  
  205. - [MESHES]
  206. - Adjusted weights on coach left thumb
  207. - Adjusted weights on namvet thumbs
  208. - Various revisions to L4D1 first person arm meshes and weights
  209.  
  210.  
  211. === September 5 - v12 FINAL? ===========
  212.  
  213. - [All survivors]
  214. - Lowered fps on sniper scope idle noise to give the illusion of survivors steadying their aim while using the scope
  215. - Reverted all right-to-left IK back to left-to-right -- caused some weird bugs that were far more noticable than an occasional axe clipping out of someone's hand
  216. - Minor improvements to one-handed melee stagger animations - fingers and weapon bone are now properly posed, fixed some wonky frames
  217. - Changed blending on chainsaw startup animation to prevent arms going wild when doing anything other than standing still
  218. - Improved blend-out timing on a cough animation
  219.  
  220. - [All survivors except Teenangst]
  221. - New animations:
  222. > Aim matrices: Sniper walk, sniper crouch walk
  223. - Tweaked pump shotgun shoot animation so the left elbow would be less likely to lock
  224.  
  225. - [Gambler]
  226. - New animations:
  227. > Aim matrices: Pistol run, pistol walk, pistol crouch walk, shotgun standing idle, shotgun run
  228. - Improved unique auto shotgun idle, calm idle, walk, run, removed crouch idle and crouch walk
  229. - Edited the following to look less stupid: elites crouch idle, elites injured idle, elites crouchwalk, pistol crouch idle, pistol walk, all relevant aim matrices
  230. - Changed calm aim / head movement matrix to compensate for typical Gambler posture
  231. - Corrected idlenoise fps on military sniper crouch idle
  232. - Changed blending on a shove animation to include lower body movement
  233. - Edited a cough animation so the character wouldn't put his arm through his head
  234.  
  235. - [Mechanic]
  236. - New animations:
  237. > Gestures: Point left, point left quick (namvet, altered)
  238. > Grenade: Crouchwalk
  239. > Aim matrices: Elites injured idle, elites limpwalk, elites limprun, pistol walk, pistol run, pistol crouchwalk
  240. - Edited the following to look less stupid: elites injured idle, gascan injured idle, elites crouchwalk, all elites aim matrices
  241. - Corrected idlenoise fps on military sniper crouch idle
  242. - Cleaned up incap collapse -- shouldn't slide quite so blatantly anymore
  243. - Fixed up finger poses on shotgun & pump shotgun animations
  244.  
  245. - [Coach]
  246. - New animations:
  247. > Aim matrices: Rifle running, rifle standing, pump shotgun standing idle, pump shotgun crouching idle, smg walk, smg run
  248. - Improved SMG run animations by pulling the gun and left shoulder further forward to minimize clipping
  249. - Fixed incorrect weapon/hand/finger posing on SMG walk
  250. - Fixed incorrect aim matrices on first aid limpwalk & limprun
  251. - Made pants fidget much less common
  252.  
  253. - [Producer]
  254. - Cleaned up unique overhere / gogo gestures
  255. - Adjusted some animations to fix clipping with certain weapons as a result of the weapon scaling being removed
  256. - Swapped gambler frying pan injured idle out for mechanic equivalent
  257. - Adjusted IK timing on pump shotgun shoot animation
  258.  
  259. - [Teenangst]
  260. - Changed blending on a coughing animation to match its equivalent on the other survivors
  261. - Fixed another cough animation that wasn't working properly
  262. - Adjusted some animations to fix clipping with certain weapons as a result of the weapon scaling being removed
  263. - Fixed some animations where the character's feet were floating off of the ground (i.e. pistol idle)
  264. - Moved fidgets to the end of the gestures ANI to (hopefully) mitigate issues with mods swapping survivor animations
  265. - Fixed an issue where the right elbow would bend the wrong way during some fidgets if a fidget played while standing idle with a pistol
  266. - Fixed a few animations (adrenaline use, charger stuff) being scaled incorrectly
  267. - Adjusted adrenaline use anim for Teenangst skeleton
  268.  
  269. - [Biker_Light]
  270. - Added idle noise to biker_light
  271.  
  272. - [Biker/Manager]
  273. - Eliminated extraneous "idle" sequence from gestures
  274.  
  275. - [L4D1 Shared]
  276. - New animations:
  277. > Aim matrices: Bat run
  278. - Fixed thumb clipping on pump shotgun animations
  279.  
  280. - [L4D2 Shared]
  281. - Replaced pointleft_quick gesture with Namvet original - There's very little difference except the L4D2 edit sometimes causes some characters (coach) to lock their knees and briefly float off the ground
  282. - Changed activity names on two previously-unused shove animation variants so the game would use them (which ones play on which survivors varies; this is intentional)
  283.  
  284. - [MESHES]
  285. - Gambler: Copied knee & elbow helper data from Namvet to fix issues with certain poses (pump shotgun crouch idle)
  286. - Teenangst & Producer: Adjusted melee attachment
  287. - Producer: Adjusted primary weapon attachment
  288. - Coach: Corrected attachments for scale
  289.  
  290.  
  291. [everything below this line is a MESS i'm SORRY]
  292.  
  293. ======================================================================================================
  294. ===== (mostly) ALL survivors =========================================================================
  295. ======================================================================================================
  296.  
  297. - Restored additional head tracking/aim/look layer from L4D1 -- results in more responsive and dynamic animations for looking around (Modders will find the head_pitch/yaw sliders in HLMV now work)
  298. - Removed Coach melee swing sounds from fire axe running attack
  299. - Replaced rifle reload sounds on grenade launcher reload animation with proper grenade launcher sounds
  300. - Fixed overly-snappy fade out on grenade launcher reload animation
  301. - Added shotgun pump sound to pump shotgun shoot animations
  302. - Cleaned up adrenaline use animation (left fist reopens, right arm motion is more fluid)
  303. - Added sounds to adrenaline use animation
  304. - Added missing clip locked sounds to all reload animations
  305. - Limp walk & limp run for bat, axe, frying pan and chainsaw now loop properly, and now use limping animations for diagonal & strafe anims
  306. - Footstep effects on many movement cycles are now more closely aligned with their animations
  307. - Fixed a bug where a character's feet would sometimes clip into the ground when landing after a jump
  308. - Adjusted some shared strafe-running animations to avoid characters' legs clipping through each other
  309. - Fixed a bug where some characters would have their right arm overextend when picking up items if they were holding an axe, bat, katana or golf club
  310. - Fixed a pump shotgun reload animation erroneously using an auto shotgun reload sound
  311. - Smoothed transitions from idle-to-moving and moving-to-idle for several weapons
  312. - Added footstep sounds to (unused?) Land_Injured sequence
  313. - Added footstep sounds to shoved (stagger / stun / stumble) animations
  314. - All reload animations fade in and out a bit more smoothly thanks to added spline blending
  315. - Added sounds to incap collapse and death animations
  316. - Added sounds to weapon-switching animations
  317. - Fixed strange overly-low crouch poses that could be seen occasionally when a survivor was starting or stopping a crouch walk with a rifle (most noticable on ellis)
  318. - Improved blending on melee weapon attack animations
  319. - Altered frying pan idle animations to correct awkward postures (particularly on the neck) and to increase idle motion
  320. - Fixed improper weapon_bone position on one-handed melee calm idle
  321. - Trimmed the beginning of the chainsaw shove animation to more properly sync up with the actual shove
  322. - Altered chainsaw shove animation so the left hand will maintain its grip on the chainsaw handle
  323. - Locked feet on incap idles and increased leg movement on incap idlenoise layer to compensate
  324. - Changed weightlist on dozens of move anims to improve blending between upper and lower body
  325. - Fixed up loops on guitar idles
  326. - Cleaned up janky guitar attack animation
  327. - Edited defib revived animation so you don't strike a chainsaw pose when returning from the dead
  328. - Fixed incorrect hand rotation on chainsaw backwards limp run
  329. - Adjusted calm idle noise layer so that calm idles would have a bit of lower body movement
  330. - [Lt. Rocky] Weapons now visually cycle when firing
  331. - [Lt. Rocky] Pistol magazines move on reload (single pistols only)
  332. - Blended move animations into stationary melee attack animations to prevent survivors from sliding around
  333. - Added a crouching variant of the Heal Friend animation
  334. - Changed guitar walk zero moves to fix weird legs when going from walk to idle
  335. - Remade frying pan aim matrix
  336. - Fixed incorrect weapon_bone placement on Bat south limp walk and crouch idle
  337. - Added pump movement to unused M3S90 shoot animation
  338. - Added IK ranges to all reload animations to keep hands aligned with moving parts when using modded survivors with unique proportions
  339. - Added IK to all intro animations to keep hands aligned with pistol when using modded survivors with unique proportions
  340. - Reduced jank level when looking around during auto shotgun reload
  341. - Adjusted timing on reloading sounds
  342. - Improved shotgun & pump shotgun reload loops
  343. - Changed rifle crouchwalk zero moves to prevent snapping when going from crouch walk to crouching idle
  344. - Changed IK rule on adrenaline use anim to lock the right hand to the right thigh, instead of locking it to the left hand
  345. - Improved pounded-against-wall-by-charger animation
  346. - Changed blending on gestures to reduce stiffness
  347.  
  348.  
  349. ======================================================================================================
  350. ===== Coach ==========================================================================================
  351. ======================================================================================================
  352.  
  353. - Replaced a slew of reused NamVet animations with unimplemented animations from the game's official animation sources:
  354. > SMG: Run, walk, calm idle, calm walk, calm run, crouch walk, injured idle, limp walk, limp run
  355. > Rifle: Calm idle, calm walk, calm run
  356. > Shotgun: Calm idle, calm walk, calm run, walk, crouch walk [All edited to use pistol grip]
  357. > Pump Shotgun: Run, Calm idle, calm walk, calm run, walk, crouch walk
  358. > Pistol: Calm idle, calm walk, calm run, crouch walk, walk
  359. > Elites: Run, walk, calm idle, calm walk, calm run, [crouch walk]
  360. > Grenade: Run, walk, injured idle, limp walk, limp run
  361. > Chainsaw: Crouch idle, calm idle, injured idle (SHARED across all L4D2 survivors)
  362. > Sniper: Calm idle [CUSTOM]
  363. > Military Sniper: Calm idle [CUSTOM]
  364. > Heal Incap Standing
  365. > Heal Self Standing (L4D1 - unused)
  366. > Incap to Standing
  367. > Fidgets
  368.  
  369. - Fixed spazzy arm on pistol and shotgun run animations
  370. - Fixed wild finger posing and jittery leg on SMG crouch idle
  371. - Fixed broken pistol crouch aiming caused by an aim matrix that was missing a frame
  372. - Fixed misaligned left arm on pump shotgun shoot animation
  373. - Fixed momentarily misaligned left arm on shotgun & pump shotgun reload end animations
  374. - Adjusted elites idle animation to make the left gun point straighter
  375. - Fixed bad aiming on military sniper injured idle caused by incorrect aim matrix
  376. - Bat calm idle is no longer a copy of regular idle and now works as it does on all other L4D2 survivors
  377. - Fixed finicky IK on rifle move anims
  378. - Fixed misaligned weapon magazines
  379. - Altered auto shotgun animations so the right hand would hold the auto shotgun grips properly
  380. - Changed melee (fire axe/bat/frying pan) walk zero moves to fix weird legs when going from walk to idle
  381. - Remade elites idle aim matrix and fixed improperly placed weapon_bone on elites idle anim
  382.  
  383. ======================================================================================================
  384. ===== Gambler ========================================================================================
  385. ======================================================================================================
  386.  
  387. - Replaced some reused animations with unimplemented animations from the game's official animation sources:
  388. > Shotgun: Idle, calm idle, run, walk
  389. > Gas can: Idle, run, walk
  390. > Incap collapse
  391. > Idle_Rescue (L4D1 - unused)
  392. > Heal Self Crouching
  393. > Aim matrices: Pistol limp run, elites limp walk, elites limp run, rifle limp walk, rifle limp run, rifle calm idle
  394.  
  395. - Corrected aim matrix assignments on several animations:
  396. > Pistol Idle Crouching
  397. > Elites Idle Crouching
  398. > Rifle Idle Crouching
  399. > Rifle LimpWalk
  400. > Bat Idle Calm
  401. > SMG Limpwalk
  402. > SMG Limprun
  403. > Sniper Limpwalk
  404. > Sniper Limprun
  405. > Shotgun Jump
  406. > Shotgun Jump 02
  407. > SMG Injured Idle
  408.  
  409. - Replaced horrible pistol calm aim matrix with shared rifle calm aim matrix
  410. - Altered shared calm aim matrix to replace repeated look-up-left frame with a proper look-straight-up frame
  411. - Added missing IK to standing pistol idle
  412. - Cleaned up loop on rifle limprun
  413. - Fixed minor hitch in military sniper limprun loop
  414. - Fixed misaligned weapon bone on all rifle crouch animations
  415. - Fixed finicky IK on rifle move anims
  416.  
  417. [to sort through]
  418. - Fixed incorrect frame on northwest run anim
  419. - Improved pistol limp walk animations - north move now looks and aims straighter, south has less extremely-arched back, less jittery and awkwardly-placed legs, and a stable left hand
  420. - Replaced elites limp walk animations with altered improved pistol limp walks, and created a new aim matrix to match
  421. - Fixed hitch on left hand in elites north limp run
  422. - Improved posture in elites south limp run
  423. - Slightly improved pistol south limp run
  424. - Corrected loop timing on diagonal limp walk animations
  425.  
  426.  
  427. ======================================================================================================
  428. ===== Mechanic =======================================================================================
  429. ======================================================================================================
  430.  
  431. - Replaced some reused NamVet animations with unimplemented animations from the game's official animation sources:
  432. > Shotgun/Pump Shotgun (shared): Idle, calm idle, crouch idle, injured idle, walk, crouch walk, calm walk, calm run, limp walk, limp run (COMPLETE SET)
  433. > Heal Incap Standing
  434. - Adjusted shotgun and pump shotgun firing animations to avoid clipping with abdomen on new idle
  435. - Fixed weapon clipping on bat calm idle caused by incorrect aim matrix
  436. - Fixed misaligned left arm on pump shotgun shoot animation
  437. - Fixed momentarily misaligned left arm on shotgun & pump shotgun reload end animations
  438. - Fixed misaligned weapon magazines
  439. - Changed left hand IK on pistol crouch idle to stick to the left knee instead of the right hand
  440. - Removed left hand IK from pistol calm idle (RIP Ellis Crotch Grab)
  441. - Changed aim matrix on frying pan standing idle for cleaner aiming
  442. - Altered auto shotgun animations so the right hand would hold the auto shotgun grips properly
  443.  
  444.  
  445. ======================================================================================================
  446. ===== Producer =======================================================================================
  447. ======================================================================================================
  448.  
  449. - Replaced some reused animations with unimplemented animations from the game's official animation sources:
  450. > Pistol: Idle, run, walk, calm idle, calm walk, calm run, crouch idle, crouch walk, limp walk, limp run (COMPLETE SET)
  451. > Grenade: Idle, run, throw, injured idle, walk, crouch walk, limp run
  452. > Shoot: Pistol (teenangst), rifle
  453. > Incap collapse (teenangst)
  454. > Incap idles (teenangst)
  455. > Incap to Standing
  456. > Heal Self Standing (L4D1 - unused)
  457. > Military sniper: Calm idle, injured idle, injured zoomed idle [CUSTOM]
  458. > SMG [CUSTOM]: Idle, run, calm idle, calm walk
  459. > First Aid [CUSTOM]: Idle, run
  460.  
  461. - Remade all unique aim matrices to improve postures
  462. - Corrected aim matrix assignments on several animations
  463. - Replaced generic noise on rifle and elites calm idles with unimplemented unique idle animations
  464. - Fixed weapon clipping on bat calm idle caused by incorrect aim matrix
  465. - Removed left hand IK from pistol injured idle
  466. - Fixed misaligned weapon magazines
  467. - Fixed finicky IK on rifle move anims
  468. - Adjusted finger, hand and weapon placement on rifle and elites idles, elites run & walk anims
  469. - Improved loop on military sniper limpwalk
  470. - Altered elites and rifle injured idles to improve postures
  471.  
  472.  
  473. ======================================================================================================
  474. ===== SHARED: L4D1 Males - Namvet / Biker / Manager ==================================================
  475. ======================================================================================================
  476.  
  477. - Changed aim matrix assignments on several run/limprun/limpwalk animations and on shotgun jumps for improved aiming animations
  478. - Restored missing incap collapse animation
  479. - Melee weapon idle animations now look more like L4D1 idles
  480. - Bat idles now work (see above)
  481. - Created new animations for the military sniper by altering NamVet rifle animations, to better match the rest of the L4D1 survivors' animations
  482. - Created new injured gascan idle (to replace the duplicated standing idle) by merging gascan aim matrix with injured pistol aim matrix
  483. - Made hand/finger poses consistent across all gas can animations
  484. - Adjusted shotgun crouchwalking aim matrix to prevent right arm clipping into body when aiming to the right
  485. - Added a missing bone that is necessary for the grenade launcher reload animation
  486. - Added idle noise to DLC1 outro animations
  487. - Fixed janky O2 limp run
  488. - Created new chainsaw limprun by altering NamVet rifle limprun
  489. - Changed melee (fire axe/bat/frying pan) walk zero moves to fix weird legs when going from walk to idle
  490. - Added bandage particles to alternate crouch heal self animation
  491.  
  492.  
  493. ======================================================================================================
  494. ===== Biker ==========================================================================================
  495. ======================================================================================================
  496.  
  497. - Rifle animations...
  498. > Fixed weird legs when aiming
  499. > Fixed broken sniper walk animation caused by overridden shared rifle animations
  500. > Added missing IK
  501. > Fixed misaligned magazine
  502. -> Still seeing this on a custom model that uses these rifle animations? Add weapon_bone_clip to your definebones.
  503. > Created walk, crouch idle and crouch walk animations to complete the animation set
  504. > Touched up idle poses to prevent neck clipping through vest collar
  505. - Switched Idle_Rescue animation out for an old unused one for comedy
  506. - Fixed misaligned weapon magazines
  507.  
  508.  
  509. ======================================================================================================
  510. ===== Manager ========================================================================================
  511. ======================================================================================================
  512.  
  513. - Rifle animations...
  514. > Fixed weird legs when aiming
  515. > Fixed weird-looking run anims on pistol, SMG, sniper caused by overridden shared rifle animations
  516. > Added missing IK
  517. > Fixed foot rotation on idle
  518. > Fixed misaligned magazine
  519. -> Still seeing this on a custom model that uses these rifle animations? Add weapon_bone_clip to your definebones.
  520.  
  521. - Removed unique rifle animations
  522. - Fixed misaligned weapon magazines
  523.  
  524.  
  525. ======================================================================================================
  526. ===== Teenangst ======================================================================================
  527. ======================================================================================================
  528.  
  529. - Restored missing frying pan injured idle
  530. - Fixed strange calm & injured idle poses caused by incorrect aim matrix
  531. - Removed alternate death pose that wouldn't sync up with defibrillator revive
  532. - Fixed bugged grenade launcher reload animation
  533. - Fixed C6M3 outro ending too early
  534. - Bat calm idle is no longer a copy of regular idle and now works as it does on all L4D2 survivors
  535. - Fixed rifle reload animation ending too early (Animation was modified to slow down bolt pull and add on to the ending)
  536. - Fixed out-of-sync bolt pull SFX on SMG reload animation and improved fade-out
  537. - Replaced a few unused sequences with some L4D2 campaign intro animations -- consider this a mapper's resource
  538. - Melee weapon idle animations now look more like L4D1 idles
  539. - Changed aim matrix assignments on several run/limprun/limpwalk animations for improved aiming animations
  540. - Added fidgets
  541. - Adjusted idle noise layers so knees wouldn't lock so often on standing idles
  542. - Weapons now visually cycle when firing
  543. - Created new animations for the military sniper by altering Teenangst rifle & shotgun animations, to better match the rest of the L4D1 survivors' animations
  544. - Created new animations for melee weapons by altering various Teenangst animations
  545.  
  546.  
  547.  
  548.  
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