Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- By Salad
- Weapon world model animations by Lt. Rocky
- Thanks to Splinks for help converting raw motion capture files
- === September 10 - v12.1 ===========
- - [Teenangst]
- - Renamed several sequences to match old compile
- === February 9 - v9 ===========
- - [ALL] Blended move animations into stationary melee attack animations to prevent survivors from sliding around
- - [ALL] Fixed incorrect hand rotation on chainsaw backwards limp run
- - [ALL] Adjusted calm idle noise layer so that calm idles would have a bit of lower body movement
- - [L4D1 shared] Created new chainsaw limprun by altering NamVet rifle limprun
- - [L4D1 shared] Fixed janky O2 limp run
- - [Teenangst] Added fidgets
- - [Teenangst] Adjusted idle noise layers so knees wouldn't lock so often on standing idles
- - [Teenangst] Fixed skeleton on DLC1 intro idle
- - [Gambler/Mechanic] Added new chainsaw idle
- - [Gambler/Biker] Added an old unused Idle_Rescue (trapped in closet) animation
- - [Gambler/Producer] Switched to Teenangst pistol shoot animation as it is more appropriate for these characters' stances
- - [Biker] Touched up rifle idle poses to prevent neck clipping through vest collar
- - [Coach] Added unused unique fidgets from raw mocap
- - [Producer] Added grenade idle, pistol run, calmwalk, calmrun
- - [Producer] Fixed up calm idles on rifle and elites
- - [Mechanic] Added grenade idles
- === March 7 - v10.1 ===========
- - [Biker/Manager/Producer/Mechanic/Coach] Fixed misaligned weapon magazines
- - [Coach/Teenangst/L4D1 Shared] Changed melee (fire axe/bat/frying pan) walk zero moves to fix weird legs when going from walk to idle
- - [ALL] Changed guitar walk zero moves to fix weird legs when going from walk to idle
- - [ALL] (Lt. Rocky) Assault rifles, sniper rifles and auto shotguns now visually cycle when firing
- - [ALL] Adjusted timing on reloading sounds
- - [ALL] Improved shotgun & pump shotgun reload loops
- - [ALL] Changed rifle crouchwalk zero moves to prevent snapping when going from crouch walk to crouching idle
- - [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
- - [ALL] Improved pounded-against-wall-by-charger animation
- - [ALL except Teenangst] (Lt. Rocky) Assault rifle reload animation now features an animated charger / bolt, a less janky magazine, and a smoother fade-out
- - [ALL except Teenangst] (Lt. Rocky) Sniper rifle reload animation now features an animated bolt and bullets in the magazine
- - [ALL except Teenangst] (Lt. Rocky) Created new animation for auto shotgun reload ending
- - [ALL except Teenangst] (Lt. Rocky) Extended auto shotgun shoot animation to smooth out ending
- - [Producer] Added bandage particles to "new" healing animation
- - [Producer] Adjusted finger, hand and weapon placement on rifle and elites idles, elites run & walk anims
- - [Producer] Redid rifle standing, running, walking and calm aim matrices to improve posture and fix twisted neck
- - [Producer] Redid elites standing, calm, running and walking aim matrices to improve posture
- - [Producer] Improved loop on military sniper limpwalk
- - [Teenangst] SMGs now visually cycle when firing
- - [Teenangst] Reworked C6M3 (The Passing) outro animation to use a new pose, and to accomodate Teenangst skeleton
- - [Teenangst] Now features a complete unique military sniper animation set
- - [Teenangst] Created crouching variant of Heal Friend animation
- - [L4D1 Shared/Teenangst] Created unique injured animations for melee weapons
- - [L4D1 Shared/Teenangst] Changed fall-from-charge-knockback animation to use L4D1 idle falling animation
- - [Coach] Altered auto shotgun animations so the right hand would hold the auto shotguns' pistol grips properly
- - [Coach] Added auto shotgun crouchwalk
- - [Producer] New animations:
- > Pistol: Crouch idle, crouch walk, walk, limp run
- > Grenade: Throw
- > Military sniper: Calm idle, injured idle [CUSTOM]
- > SMG [CUSTOM]: Idle, run, calm idle, calm walk
- > First Aid [CUSTOM]: Idle, run
- - [Mechanic] New animations:
- > Heal Incap Standing (raw)
- > Heal Friend (raw)
- > Incap to Standing (raw)
- > Pounced to Standing (raw)
- > Hit by Tank (raW)
- === April 18 - v10.2 ===========
- - [Mechanic]
- - Reworked shotgun injured idle and limp run to look less jank
- - Created shotgun aim matrices specific to running and walking for improved aiming
- - Trimmed a few frames from Heal Friend, as to try and better fit the 5-second heal timer
- - New animations:
- > Shotgun: Walk, calm run
- - [Producer]
- - Remade all remaining unique aim matrices for improved postures
- - Altered elites, rifle, military sniper injured idles to improve postures
- - New animations:
- > Pistol: Limp walk
- > Grenade: Injured idle, walk, crouch walk, limp run, ready-to-throw moves
- - [Gambler]
- - Remade pistol idle standing aim matrix
- - [Coach]
- - Edited Heal_Incap_01 to better fit the 5-second incap revival timer
- - Altered grenade walk for less over-exaggerated arm movement
- - [L4D1 Shared]
- - Added bandage particles to alternate crouch heal self animation
- - Changed shared run anims on axe and chainsaw for variety's sake
- - New animations [CUSTOM]:
- > Bat: Idle, run, walk
- > Axe: Injured idle, limp walk, limp run
- > Frying Pan: Injured idle, limp walk, limp run
- > Guitar: Injured idle, limp walk, limp run
- > Chainsaw: Injured idle, limp walk, limp run
- - [Teenangst]
- - Adjusted gas can pour animation for teenangst skeleton
- - Changed shared run anim on guitar for variety's sake
- - New animations [CUSTOM]:
- > Axe: (ALL IDLES AND WALK CYCLES)
- > Guitar: (ALL IDLES AND WALK CYCLES)
- > Frying Pan: (ALL IDLES AND WALK CYCLES)
- > Bat: (ALL IDLES AND WALK CYCLES)
- > Chainsaw: (ALL IDLES AND WALK CYCLES)
- === August 14 - v11 ===========
- - [All survivors]
- - [Lt. Rocky] Added slide movement to elites reload
- - Survivors should now grip their weapons properly during gesture animations
- - Changed blending style on several gestures for (usually) less stiff movement on right arm
- - Added pump movement to (unused) M3S90 shoot animation (for a pump shotgun with pistol grip)
- - Added IK ranges to all reload animations to keep hands aligned with moving parts when using modded survivors with unique proportions
- - Added IK to all intro animations to keep hands aligned with pistol when using modded survivors with unique proportions
- - Implemented foley for survivors switching weapons/items
- - Removed minigun idle noise -- made the wonky IK on the hands worse
- - [All survivors except Teenangst]
- - [Lt. Rocky] Fixed wonky shoulders on auto shotgun reload
- - Created altered aim matrix and changed a weightlist to reduce jank level when looking around during auto shotgun reload
- - Added "over here" gesture to Namvet, Biker and Manager
- - Somewhat dejankified "over here" for L4D2 survivors
- - 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
- - [L4D2 Shared]
- - Remade frying pan aim matrix again
- - Fixed incorrect weapon_bone placement on Bat south limp walk and crouch idle
- - Replaced altered pointLeft anim with L4D1 version -- L4D2 version was even faster than "pointLeft_quick"
- - [Biker/Manager/Producer/Mechanic/Coach]
- - Fixed misaligned magazines during jump animations
- - [Gambler]
- - New animations:
- > Gas can: Run, walk
- > Aim matrices: Pistol limp run, elites limp walk, elites limp run, rifle limp walk, rifle limp run, rifle calm idle
- - Fixed incorrect frame on northwest run anim
- - 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
- - Replaced elites limp walk animations with altered improved pistol limp walks, and created a new aim matrix to match
- - Fixed hitch on left hand in elites north limp run
- - Improved posture in elites south limp run
- - Slightly improved pistol south limp run
- - Corrected loop timing on diagonal limp walk animations
- - Corrected improper bolt movement on sniper reload
- - [Producer]
- - Fixed IK detaching on rifle run (again)
- - Changed IK on bat idle from right-to-left to left-to-right
- - Created unique aim matrix for SMG idle
- - Created Producer-specific gestures file (gestures_producer.mdl) with corrected scale and unique "over here" and "gogo" animations
- - 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
- - [Mechanic]
- - New animations:
- > Grenade: Run, walk
- > Shotgun: Walk
- > Pistol: Unholster (teenangst, altered), Reload (namvet, altered)
- > Elites: Unholster (teenangst, altered)
- > Aim matrices: Rifle calm idle, rifle crouchwalk, pump shotgun crouchwalk, shotgun crouchwalk, SMG crouch idle
- - Altered auto shotgun animations so the right hand would hold the auto shotguns' pistol grips properly
- - Altered SMG animations so the gun would aim straight
- - Fixed incorrect weapon_bone placement on c6m1 intro
- - Fidget_Roll_Shoulders now blends more smoothly
- - Converted part of an unused idle into a fidget
- - Corrected aim matrix assignment on military sniper calm idle
- - [Teenangst]
- - Adjusted the following shared animations for teenangst skeleton:
- > Shoved (Bat, frying pan, chainsaw)
- > Grenade launcher reload
- > Cola deposit
- > Ammo pack deploy / crouched variant
- > Death / incap death
- > Defib revival
- > First aid / ammo pack / cola melee sweep
- > Defib melee sweep
- - [Lt. Rocky] Added bolt movement and loaded magazines to reload animations
- - [Coach]
- - Remade elites idle aim matrix and fixed improperly placed weapon_bone on elites idle anim
- - Fixed improperly placed weapon_bone and reduced overblown arm movement on grenade limp run
- - Pants fidget is less likely to occur
- - [Coach/Mechanic]
- - New animations:
- > SMG: Reload (namvet, altered)
- - Adjusted pistol jump animations to reflect Coach & Mechanic single-handed pistol animations
- - [Mechanic/Gambler]
- - Changed rifle crouchwalk zero moves to prevent snapping when going from crouchwalk to idle
- - [MESHES]
- - Adjusted weights on coach left thumb
- - Adjusted weights on namvet thumbs
- - Various revisions to L4D1 first person arm meshes and weights
- === September 5 - v12 FINAL? ===========
- - [All survivors]
- - Lowered fps on sniper scope idle noise to give the illusion of survivors steadying their aim while using the scope
- - 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
- - Minor improvements to one-handed melee stagger animations - fingers and weapon bone are now properly posed, fixed some wonky frames
- - Changed blending on chainsaw startup animation to prevent arms going wild when doing anything other than standing still
- - Improved blend-out timing on a cough animation
- - [All survivors except Teenangst]
- - New animations:
- > Aim matrices: Sniper walk, sniper crouch walk
- - Tweaked pump shotgun shoot animation so the left elbow would be less likely to lock
- - [Gambler]
- - New animations:
- > Aim matrices: Pistol run, pistol walk, pistol crouch walk, shotgun standing idle, shotgun run
- - Improved unique auto shotgun idle, calm idle, walk, run, removed crouch idle and crouch walk
- - Edited the following to look less stupid: elites crouch idle, elites injured idle, elites crouchwalk, pistol crouch idle, pistol walk, all relevant aim matrices
- - Changed calm aim / head movement matrix to compensate for typical Gambler posture
- - Corrected idlenoise fps on military sniper crouch idle
- - Changed blending on a shove animation to include lower body movement
- - Edited a cough animation so the character wouldn't put his arm through his head
- - [Mechanic]
- - New animations:
- > Gestures: Point left, point left quick (namvet, altered)
- > Grenade: Crouchwalk
- > Aim matrices: Elites injured idle, elites limpwalk, elites limprun, pistol walk, pistol run, pistol crouchwalk
- - Edited the following to look less stupid: elites injured idle, gascan injured idle, elites crouchwalk, all elites aim matrices
- - Corrected idlenoise fps on military sniper crouch idle
- - Cleaned up incap collapse -- shouldn't slide quite so blatantly anymore
- - Fixed up finger poses on shotgun & pump shotgun animations
- - [Coach]
- - New animations:
- > Aim matrices: Rifle running, rifle standing, pump shotgun standing idle, pump shotgun crouching idle, smg walk, smg run
- - Improved SMG run animations by pulling the gun and left shoulder further forward to minimize clipping
- - Fixed incorrect weapon/hand/finger posing on SMG walk
- - Fixed incorrect aim matrices on first aid limpwalk & limprun
- - Made pants fidget much less common
- - [Producer]
- - Cleaned up unique overhere / gogo gestures
- - Adjusted some animations to fix clipping with certain weapons as a result of the weapon scaling being removed
- - Swapped gambler frying pan injured idle out for mechanic equivalent
- - Adjusted IK timing on pump shotgun shoot animation
- - [Teenangst]
- - Changed blending on a coughing animation to match its equivalent on the other survivors
- - Fixed another cough animation that wasn't working properly
- - Adjusted some animations to fix clipping with certain weapons as a result of the weapon scaling being removed
- - Fixed some animations where the character's feet were floating off of the ground (i.e. pistol idle)
- - Moved fidgets to the end of the gestures ANI to (hopefully) mitigate issues with mods swapping survivor animations
- - 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
- - Fixed a few animations (adrenaline use, charger stuff) being scaled incorrectly
- - Adjusted adrenaline use anim for Teenangst skeleton
- - [Biker_Light]
- - Added idle noise to biker_light
- - [Biker/Manager]
- - Eliminated extraneous "idle" sequence from gestures
- - [L4D1 Shared]
- - New animations:
- > Aim matrices: Bat run
- - Fixed thumb clipping on pump shotgun animations
- - [L4D2 Shared]
- - 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
- - 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)
- - [MESHES]
- - Gambler: Copied knee & elbow helper data from Namvet to fix issues with certain poses (pump shotgun crouch idle)
- - Teenangst & Producer: Adjusted melee attachment
- - Producer: Adjusted primary weapon attachment
- - Coach: Corrected attachments for scale
- [everything below this line is a MESS i'm SORRY]
- ======================================================================================================
- ===== (mostly) ALL survivors =========================================================================
- ======================================================================================================
- - 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)
- - Removed Coach melee swing sounds from fire axe running attack
- - Replaced rifle reload sounds on grenade launcher reload animation with proper grenade launcher sounds
- - Fixed overly-snappy fade out on grenade launcher reload animation
- - Added shotgun pump sound to pump shotgun shoot animations
- - Cleaned up adrenaline use animation (left fist reopens, right arm motion is more fluid)
- - Added sounds to adrenaline use animation
- - Added missing clip locked sounds to all reload animations
- - Limp walk & limp run for bat, axe, frying pan and chainsaw now loop properly, and now use limping animations for diagonal & strafe anims
- - Footstep effects on many movement cycles are now more closely aligned with their animations
- - Fixed a bug where a character's feet would sometimes clip into the ground when landing after a jump
- - Adjusted some shared strafe-running animations to avoid characters' legs clipping through each other
- - 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
- - Fixed a pump shotgun reload animation erroneously using an auto shotgun reload sound
- - Smoothed transitions from idle-to-moving and moving-to-idle for several weapons
- - Added footstep sounds to (unused?) Land_Injured sequence
- - Added footstep sounds to shoved (stagger / stun / stumble) animations
- - All reload animations fade in and out a bit more smoothly thanks to added spline blending
- - Added sounds to incap collapse and death animations
- - Added sounds to weapon-switching animations
- - 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)
- - Improved blending on melee weapon attack animations
- - Altered frying pan idle animations to correct awkward postures (particularly on the neck) and to increase idle motion
- - Fixed improper weapon_bone position on one-handed melee calm idle
- - Trimmed the beginning of the chainsaw shove animation to more properly sync up with the actual shove
- - Altered chainsaw shove animation so the left hand will maintain its grip on the chainsaw handle
- - Locked feet on incap idles and increased leg movement on incap idlenoise layer to compensate
- - Changed weightlist on dozens of move anims to improve blending between upper and lower body
- - Fixed up loops on guitar idles
- - Cleaned up janky guitar attack animation
- - Edited defib revived animation so you don't strike a chainsaw pose when returning from the dead
- - Fixed incorrect hand rotation on chainsaw backwards limp run
- - Adjusted calm idle noise layer so that calm idles would have a bit of lower body movement
- - [Lt. Rocky] Weapons now visually cycle when firing
- - [Lt. Rocky] Pistol magazines move on reload (single pistols only)
- - Blended move animations into stationary melee attack animations to prevent survivors from sliding around
- - Added a crouching variant of the Heal Friend animation
- - Changed guitar walk zero moves to fix weird legs when going from walk to idle
- - Remade frying pan aim matrix
- - Fixed incorrect weapon_bone placement on Bat south limp walk and crouch idle
- - Added pump movement to unused M3S90 shoot animation
- - Added IK ranges to all reload animations to keep hands aligned with moving parts when using modded survivors with unique proportions
- - Added IK to all intro animations to keep hands aligned with pistol when using modded survivors with unique proportions
- - Reduced jank level when looking around during auto shotgun reload
- - Adjusted timing on reloading sounds
- - Improved shotgun & pump shotgun reload loops
- - Changed rifle crouchwalk zero moves to prevent snapping when going from crouch walk to crouching idle
- - Changed IK rule on adrenaline use anim to lock the right hand to the right thigh, instead of locking it to the left hand
- - Improved pounded-against-wall-by-charger animation
- - Changed blending on gestures to reduce stiffness
- ======================================================================================================
- ===== Coach ==========================================================================================
- ======================================================================================================
- - Replaced a slew of reused NamVet animations with unimplemented animations from the game's official animation sources:
- > SMG: Run, walk, calm idle, calm walk, calm run, crouch walk, injured idle, limp walk, limp run
- > Rifle: Calm idle, calm walk, calm run
- > Shotgun: Calm idle, calm walk, calm run, walk, crouch walk [All edited to use pistol grip]
- > Pump Shotgun: Run, Calm idle, calm walk, calm run, walk, crouch walk
- > Pistol: Calm idle, calm walk, calm run, crouch walk, walk
- > Elites: Run, walk, calm idle, calm walk, calm run, [crouch walk]
- > Grenade: Run, walk, injured idle, limp walk, limp run
- > Chainsaw: Crouch idle, calm idle, injured idle (SHARED across all L4D2 survivors)
- > Sniper: Calm idle [CUSTOM]
- > Military Sniper: Calm idle [CUSTOM]
- > Heal Incap Standing
- > Heal Self Standing (L4D1 - unused)
- > Incap to Standing
- > Fidgets
- - Fixed spazzy arm on pistol and shotgun run animations
- - Fixed wild finger posing and jittery leg on SMG crouch idle
- - Fixed broken pistol crouch aiming caused by an aim matrix that was missing a frame
- - Fixed misaligned left arm on pump shotgun shoot animation
- - Fixed momentarily misaligned left arm on shotgun & pump shotgun reload end animations
- - Adjusted elites idle animation to make the left gun point straighter
- - Fixed bad aiming on military sniper injured idle caused by incorrect aim matrix
- - Bat calm idle is no longer a copy of regular idle and now works as it does on all other L4D2 survivors
- - Fixed finicky IK on rifle move anims
- - Fixed misaligned weapon magazines
- - Altered auto shotgun animations so the right hand would hold the auto shotgun grips properly
- - Changed melee (fire axe/bat/frying pan) walk zero moves to fix weird legs when going from walk to idle
- - Remade elites idle aim matrix and fixed improperly placed weapon_bone on elites idle anim
- ======================================================================================================
- ===== Gambler ========================================================================================
- ======================================================================================================
- - Replaced some reused animations with unimplemented animations from the game's official animation sources:
- > Shotgun: Idle, calm idle, run, walk
- > Gas can: Idle, run, walk
- > Incap collapse
- > Idle_Rescue (L4D1 - unused)
- > Heal Self Crouching
- > Aim matrices: Pistol limp run, elites limp walk, elites limp run, rifle limp walk, rifle limp run, rifle calm idle
- - Corrected aim matrix assignments on several animations:
- > Pistol Idle Crouching
- > Elites Idle Crouching
- > Rifle Idle Crouching
- > Rifle LimpWalk
- > Bat Idle Calm
- > SMG Limpwalk
- > SMG Limprun
- > Sniper Limpwalk
- > Sniper Limprun
- > Shotgun Jump
- > Shotgun Jump 02
- > SMG Injured Idle
- - Replaced horrible pistol calm aim matrix with shared rifle calm aim matrix
- - Altered shared calm aim matrix to replace repeated look-up-left frame with a proper look-straight-up frame
- - Added missing IK to standing pistol idle
- - Cleaned up loop on rifle limprun
- - Fixed minor hitch in military sniper limprun loop
- - Fixed misaligned weapon bone on all rifle crouch animations
- - Fixed finicky IK on rifle move anims
- [to sort through]
- - Fixed incorrect frame on northwest run anim
- - 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
- - Replaced elites limp walk animations with altered improved pistol limp walks, and created a new aim matrix to match
- - Fixed hitch on left hand in elites north limp run
- - Improved posture in elites south limp run
- - Slightly improved pistol south limp run
- - Corrected loop timing on diagonal limp walk animations
- ======================================================================================================
- ===== Mechanic =======================================================================================
- ======================================================================================================
- - Replaced some reused NamVet animations with unimplemented animations from the game's official animation sources:
- > Shotgun/Pump Shotgun (shared): Idle, calm idle, crouch idle, injured idle, walk, crouch walk, calm walk, calm run, limp walk, limp run (COMPLETE SET)
- > Heal Incap Standing
- - Adjusted shotgun and pump shotgun firing animations to avoid clipping with abdomen on new idle
- - Fixed weapon clipping on bat calm idle caused by incorrect aim matrix
- - Fixed misaligned left arm on pump shotgun shoot animation
- - Fixed momentarily misaligned left arm on shotgun & pump shotgun reload end animations
- - Fixed misaligned weapon magazines
- - Changed left hand IK on pistol crouch idle to stick to the left knee instead of the right hand
- - Removed left hand IK from pistol calm idle (RIP Ellis Crotch Grab)
- - Changed aim matrix on frying pan standing idle for cleaner aiming
- - Altered auto shotgun animations so the right hand would hold the auto shotgun grips properly
- ======================================================================================================
- ===== Producer =======================================================================================
- ======================================================================================================
- - Replaced some reused animations with unimplemented animations from the game's official animation sources:
- > Pistol: Idle, run, walk, calm idle, calm walk, calm run, crouch idle, crouch walk, limp walk, limp run (COMPLETE SET)
- > Grenade: Idle, run, throw, injured idle, walk, crouch walk, limp run
- > Shoot: Pistol (teenangst), rifle
- > Incap collapse (teenangst)
- > Incap idles (teenangst)
- > Incap to Standing
- > Heal Self Standing (L4D1 - unused)
- > Military sniper: Calm idle, injured idle, injured zoomed idle [CUSTOM]
- > SMG [CUSTOM]: Idle, run, calm idle, calm walk
- > First Aid [CUSTOM]: Idle, run
- - Remade all unique aim matrices to improve postures
- - Corrected aim matrix assignments on several animations
- - Replaced generic noise on rifle and elites calm idles with unimplemented unique idle animations
- - Fixed weapon clipping on bat calm idle caused by incorrect aim matrix
- - Removed left hand IK from pistol injured idle
- - Fixed misaligned weapon magazines
- - Fixed finicky IK on rifle move anims
- - Adjusted finger, hand and weapon placement on rifle and elites idles, elites run & walk anims
- - Improved loop on military sniper limpwalk
- - Altered elites and rifle injured idles to improve postures
- ======================================================================================================
- ===== SHARED: L4D1 Males - Namvet / Biker / Manager ==================================================
- ======================================================================================================
- - Changed aim matrix assignments on several run/limprun/limpwalk animations and on shotgun jumps for improved aiming animations
- - Restored missing incap collapse animation
- - Melee weapon idle animations now look more like L4D1 idles
- - Bat idles now work (see above)
- - Created new animations for the military sniper by altering NamVet rifle animations, to better match the rest of the L4D1 survivors' animations
- - Created new injured gascan idle (to replace the duplicated standing idle) by merging gascan aim matrix with injured pistol aim matrix
- - Made hand/finger poses consistent across all gas can animations
- - Adjusted shotgun crouchwalking aim matrix to prevent right arm clipping into body when aiming to the right
- - Added a missing bone that is necessary for the grenade launcher reload animation
- - Added idle noise to DLC1 outro animations
- - Fixed janky O2 limp run
- - Created new chainsaw limprun by altering NamVet rifle limprun
- - Changed melee (fire axe/bat/frying pan) walk zero moves to fix weird legs when going from walk to idle
- - Added bandage particles to alternate crouch heal self animation
- ======================================================================================================
- ===== Biker ==========================================================================================
- ======================================================================================================
- - Rifle animations...
- > Fixed weird legs when aiming
- > Fixed broken sniper walk animation caused by overridden shared rifle animations
- > Added missing IK
- > Fixed misaligned magazine
- -> Still seeing this on a custom model that uses these rifle animations? Add weapon_bone_clip to your definebones.
- > Created walk, crouch idle and crouch walk animations to complete the animation set
- > Touched up idle poses to prevent neck clipping through vest collar
- - Switched Idle_Rescue animation out for an old unused one for comedy
- - Fixed misaligned weapon magazines
- ======================================================================================================
- ===== Manager ========================================================================================
- ======================================================================================================
- - Rifle animations...
- > Fixed weird legs when aiming
- > Fixed weird-looking run anims on pistol, SMG, sniper caused by overridden shared rifle animations
- > Added missing IK
- > Fixed foot rotation on idle
- > Fixed misaligned magazine
- -> Still seeing this on a custom model that uses these rifle animations? Add weapon_bone_clip to your definebones.
- - Removed unique rifle animations
- - Fixed misaligned weapon magazines
- ======================================================================================================
- ===== Teenangst ======================================================================================
- ======================================================================================================
- - Restored missing frying pan injured idle
- - Fixed strange calm & injured idle poses caused by incorrect aim matrix
- - Removed alternate death pose that wouldn't sync up with defibrillator revive
- - Fixed bugged grenade launcher reload animation
- - Fixed C6M3 outro ending too early
- - Bat calm idle is no longer a copy of regular idle and now works as it does on all L4D2 survivors
- - Fixed rifle reload animation ending too early (Animation was modified to slow down bolt pull and add on to the ending)
- - Fixed out-of-sync bolt pull SFX on SMG reload animation and improved fade-out
- - Replaced a few unused sequences with some L4D2 campaign intro animations -- consider this a mapper's resource
- - Melee weapon idle animations now look more like L4D1 idles
- - Changed aim matrix assignments on several run/limprun/limpwalk animations for improved aiming animations
- - Added fidgets
- - Adjusted idle noise layers so knees wouldn't lock so often on standing idles
- - Weapons now visually cycle when firing
- - Created new animations for the military sniper by altering Teenangst rifle & shotgun animations, to better match the rest of the L4D1 survivors' animations
- - Created new animations for melee weapons by altering various Teenangst animations
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement