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you don't have to animate them manually, you can add a Copy Rotation bone constraint to those bones, with these options.
-target bone set to the hand
-X axis only
-target and owner space set to local
-influence of 0.8 and 0.4 to Driven_ulna and Forearm_driven respectively
actually i don't think i'm even doing that in these anims, i used mrfunreal's rig, which doesn't come with those constraints by default. i only learned this recently.
but that's how i'd do it.
the source files are there though, so anyone's free to do it themselves if they want
In fact, if you have both this mod and this other mod installed at the same time, it already works pretty okay, aside from Jockey's hands appearing in the viewmodel, and his left hand not appearing at all in the reload animation (and just not existing in general).
i only managed to make this because i got the anim from the starter kit.