AK-47 - L4D1 Rifle Animations
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О материале
«AK-47 - L4D1 Rifle Animations» — материал мастерской Left 4 Dead 2. Кампании, оружие, модели и аддоны для кооперативной игры. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.
Описание автора
Took me some time to get around to this, didn't it? You'll be happy to know the wait was worth it.
This is the regular ol' AK-47 on the L4D1 animations of yore.
This is compatible with retextures.
I made an overhaul update to the L4D1 Rifle animations and I felt it was an excuse to get its variants out the door as well.
Here's a general breakdown of what's going on with this new compile, because I'm sure you L4D1 crazies would appreciate this:
-The animations have been manually transfered to the L4D2 rig in same style with what I do with my KF2 work, to improve the quality of the animations on the L4D2 references.
-The origin setting has been modified to reduce the visual of clipped clavicles.
-L4D1 had the idea of using proceedural bones, which is uncommon for view models. But because L4D1 and L4D2's Ulna joints were created on different referencial axii, the proceedural bone VRD couldn't be translated between one another, which is why there's that infamous wrist bending in the L4D2 hunting rifle animations. To rectify this, the Ulna helper joint has been manually animated to remove unwanted bending in the arms. The forearm and thumbroot helpers have also been manually animated for similar reasons.
-There were two unused fire animations in the M16; the L4D1 animations had the idea to have several fire animations in the same style of CS:S. They've been re-added into the compile and because the integrity of the server-side sequence order is maintained within the client compile, this will not affect you or other users in any way when in dedicated servers or local servers, respectively.
-The AK's animations have been altered to keep the hands better positioned on the rifle without altering the mesh or its scale.
-The reload has been adjusted to prevent visual clipping with the magazine.
-The AK's deploy has been given an experimental bake that uses a combination of the Rifle's deploy and the Autoshotgun's reload to operate the bolt. The result was not flawless and the left arm is a bit robotic, but I felt it was an interesting touch.
-The AK has inherited the joint of the L4D1 auto shotgun's bolt, so that the bolt may be operated during the deploy. The joint was also used to animate the bolt during the fire animations.
Source Files :
~~The source files to the M16's animations and the variations used to make the AK-47 and SCAR versions can be obtained here. These are not the source files to the animations compiled in L4D1 proper and I will not release them.
You are free to use them as you will, just please give credit to me and Valve~~
The source files are being withheld for the time being, for further modifications.
Credits :
Left 4 Dead - Animations
Lt. Rocky - Animation Port; Compile; Edits
Thanks
Flamma-Man - L4D logo design used on the poster
Как установить и запустить
Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.