@simc_animu_44
WORKING TITLE
BUILD, PUBLIC, DYNAMIC MOVEMENT
PAKET-DESIGNATED:SIMC-ANIMU-44#180724
This replaces vanilli low-ready stance with port-arms stance, as commonly used throught militaries of the preceeding conflict, from the world wars all the way to the cold war. Replaces the idle animations and a portion of the movement animations.
Animations are created from scratch using vanilli ones as referentia
Replaced Animations
– idle stand (weapon low and raised)
– in-between staces (the ctrl + W/S stances; so far only replaced the vertical ones and not sideways)
– walk (weapon low)
– run (weapon low, high, aiming)
– sprint
– crouch idle (weapon low and high)
– crouch walk(weapon low and high)
– crouch sprint
– transitions between stances
– transition between rifle – sidearm ( and vice versa)
– transition between unarmed – rifle/sidearm (and vice versa)
Head bob during sprinting is unintentionally excessive, will try to fix it in the future but for now the best solution is to just reduce it in the game options, i personally run with about 20% head bob’
As of now, most of the movement anims replaced are only for 0°, 45°, and 315° directions. Thankfully AI almost never use anything other than that (from what i notice) so this should ensure that most AI movement uses new anims.
I personally would like to focus on improving the quality of the animations first til i get them to look natural and smooth and get a good workable base, before moving to make other anims.
Also, it is not compatible with the Hipfire script that SPE has on some weapons; thus this includes a config to disable that
– Motta: helping with posing and making the stand aiming pose
– Webknight: Taught me a bunch on how to work on animations for this game
– E_50_Panzer: Same as webknight but with more evil spices (:<
– Macser: ArmA Rig for Blender