Half-Life 2

Half-Life 2

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Zombie Animation Improvements
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type: assets
contains: models
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11.227 MB
2024 年 11 月 17 日 上午 3:28
7 月 14 日 下午 5:25
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Zombie Animation Improvements

描述
Collection of improvements to zombie animations built from original sources.

This mod needs priority over other zombie mods including model replacements because they're incompatible otherwise

(this probably has the animation features implemented already.)


This comes as part of the "HL2 Unified Anniversary Collection" bringing over the improvements from EP1 and EP2 into one unified package while expanding upon this with "Vanilla+" additions and cut content restoration wherever relevant.

Features:
  • IK added to all movement and relevant animations with correct timings.
  • Episodic animations included.
  • Turning animations.
    (Still broken in code. Come on, Valve. It's a single line fix)
  • Improved animations for being on fire. Adjusted pose and added 360 degree movement.
  • Timings adjusted where needed.
  • Fixed animation transitions by adjusting pose and fixing blending.
  • Subtle idle breathing layers added to Zombine and Fast Zombie.
  • Re-implementation of unused animations for gameplay or viewing.

  • Complete Zombine animation overhaul. Adjusted pose of all reused classic zombie animations to use the Zombine pose. Added 2 new fast attack animations. Flinch animations now blend on to the current animation where possible or use a corrected pose that blends smoother.
  • Added 2 new unused Poison Zombie throw animations and quick throw "headcrab leap"
  • Added unique unused animation for Poison Zombie throw warning rather than reusing an existing animation.
  • Fixed headcrab rigging and pose on Torso model.
  • Fixed fast headcrab limb posing for all EP2 animations including Fast Zombie torso and vehicle animations.
  • Fixed 360 degree movement for Fast Zombie walk.
  • Added 360 degree movement to Zombie "walk4" sequence.
  • 360 degree movement added to Poison zombie. Completely animated thanks to Randy Username[gamebanana.com]

Compatibility patch for Sabre-aN's Rebel Zombies

177 条留言
THG  [作者] 8 月 16 日 上午 4:02 
Blending animations and weightlists in the model itself so animations were often untouched. If any actual animations were modified then they were done Blender (maybe SFM but usually Blender.) The poison zombie walks were done in Blender by Randy Username
intr 8 月 16 日 上午 2:17 
what did u use to animate
DesktopMemes 7 月 19 日 上午 10:08 
@dosh.ivon

Have you tried using the "whodabugga_fnaf 1" command? Let me know if that helps the turning animation :3
dosh.ivon 7 月 17 日 下午 1:11 
Turning animation still broken?
DesktopMemes 7 月 17 日 下午 12:02 
@DragOn

On behalf of THG, no problem famalam. Don't forget to enable the megatron vortex drive in the debug wizard console (fnaf_bigheader 1)

Let me know if this improves your FPS and FNAF score!
Drag0n 7 月 15 日 上午 11:26 
Ty for the fix!
THG  [作者] 7 月 14 日 下午 1:28 
I agree. Turns out most of the ragdolls were actually broken in my mods because the game selects the first defined animation to use as the starting pose instead of the actual ragdoll pose animation. I'll upload a fix soon.
Drag0n 7 月 14 日 下午 1:01 
Would appreciate it! Obviously a small issue, but that first bi-sected corpse is pretty iconic.
THG  [作者] 7 月 14 日 上午 4:06 
Guess my fix didn't work then, sorry I didn't test it. I'm pretty sure the issue now is because I restored certain animation bones like the head and neck. I'll put out a fix soon.
Drag0n 7 月 13 日 下午 7:10 
I like this, but it messes with the static zombie corpse at the start of Ravenholm (the one slip in half on the saw blade) It's just completely gone now.