Improved Choreography

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Author: Citizen⁵

Last revision: 10 May at 15:18 UTC

File size: 27.04 MB

On Steam Workshop

Description:
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.