Improved Choreography
DISCLAIMER:
The redone animations featured in this addon may not work if you simply subscribe to it. I recommend you place it in your Custom folder for the best results. It can be found in: steamappsworkshopcontent3628902450811685
Enhances some of the in-game character choreography with more fine-tuned facial and body expressions, as well as some smaller fixes, to bring them up to a higher quality standard. Also features some redone and fixed animations.
Redone scenes:
- •G-Man’s ending speech – more expressive head movements and gestures
- •HECU Soldier conversations (OaR and Apprehension) – more extensive use of gestures (BMCE REQUIRED for full effect!)
- •On a Rail guard’s death – improvements to facial expressions, full reanimation
- •Lambda Core Teleporter scientist’s greeting – changed wave gesture to something appropriate, hands no longer clip when leaning on the railing
- •Surface Tension "Semper Fi" conversation – minor dialogue changes
- •Power Up wounded guard’s introduction – more expressive face and body, aims properly towards the player at the start of the scene, IK chains added to keep his hands locked in the right place
- •Unforseen Consequences guard’s distress calls – minor fixes to the distress call pose to prevent twitching and snapping
- •WGH Silo Door guard – added an improved animation, facial expressions and reduced twitching when attacking the zombie in front of him
- •Office Complex reception refugees – fixed gesture snapping when Clifford brushes himself off
- •Forget About Freeman guard intro – fixed some snapping and tidied up his motions when flinching and turning off the radio
- •Inbound guard tram door unlock – guard no longer clips into the door, and his animation has been redone to involve multiple button presses like in Half-Life
- •Unforseen Consequences sitting scientist – restored an unused voice line in his intro scene
- •Hivehand guard story – restored an unused voice line
- •Motherlode scene – fully animated guard intro, gesture and expression improvements
Redone animations:
- •Various animations now blend into idle sequences better than before
- •Security guards: guarding pose, unholster animation, pistol movement and firing
- •Unforseen Consequences CPR – now 20% less likely to give medical professionals an aneurysm!
- •Unforseen Consequences / Surface Tension crawling guards
- •Office Complex "We Can Still Climb" guard – scripted animation redone from scratch
- •Tram Guard and Elevator Scientist’s falling anims
- •We’ve Got Hostiles guard/zombie scene – both actors now exit the scene without noticeably popping out of existence
- •Power Up wounded guard – this guard no longer drops his weapon, and his walking animation has been reworked
- •Idle to office chair sitting – the end of this sequence now lines up with the actual sitting animation
- •Black Mesa-specific zombie sequences (playing dead, eating, scripted behaviors) – sound effects now play during all these sequences, and most of them will cause the zombie to growl when alerted. Zombies’ maws are now animated during eating animations.
- •Zombie melee animations – reworked from scratch to be more like the HL2 zombie melee while retaining Black Mesa’s attack speed. Watch out for the double slash!
- •NEW: guard vs. zombie dynamic interactions – the same system which allows Alyx to melee zombies in the HL2 episodes makes its return!
- •Improved HECU soldier sequences – Classic-style rappel animation, complete revision of the shotgunner animations, and a new Commander grenade launcher animation. Soldiers now also have much more audible footsteps like the Combine in Half-Life 2.