Left 4 Dead 2

Left 4 Dead 2

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Fixed L4D2 Special Infected Animations + Generic Flinches
   
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31 Dec, 2020 @ 5:04am
27 Feb, 2024 @ 12:53am
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Fixed L4D2 Special Infected Animations + Generic Flinches

In 1 collection by Despair
Improved L4D2 Specials
5 items
Description
YOU WILL NEED TO SUBSCRIBE TO MY UNIFIED L4D2 INFECTED MODS AS WELL!!!


The new models can be found here below.




Replaces/Fixes almost all of lazy/crappy animations for the L4D2 Specials.
This mod adds/reworks generic flinches, additional idle noise, aims/looks/poses to ALL of the SI introduced in L4D2.

This mod will not work with any L4D2 SI model replacements - UNLESS the mod uses the same skeletons found in the following models.
If you want to create a Special Infected mod using the skeletons found in the "new" models, feel free to go ahead and do so, no need to ask.

Animations edited/fixed are as follows:

All:

1. rotated skeletons to match original survivor/infected skeleton rotations (provides some rather helpful benefits like ik)
2. additionally added idle noise to animations that previously lacked it (ladder idles/dismounts, etc)
3. added flinches to all the L4D2 specials (flinch when shot)
4. added the survivors/hunters (unused) landing gesture to to all the L4D2 specials (when landing from being airborne)
5. added aims/looks to fitting animations that previously lacked them (SI move their heads up and down, left and right, when looking in the appropriate direction)
6. added appropriate fadein / fadeout to appropriate sequences / animations that were previously lacking them (greatly reduces snappy movement between standing idles and crouch idles, Spitter and Jockey benefit the most from this)
7. added footsteps to all stumbles. (now they make footstep sounds when they stumble)
8. fixed cases of climbing ascends / descends being too far from the climbable surface (ladder) such that the SI appeared they were climbing up air.

Jockey:

1. fixed the Standing_Idle being offset 15 units backwards (this seemed to be the case purely to benefit the Crouch_Idle, fix continued in 2.)
2. fixed the Crouch_Idle being offset from the crouch walks, and in tandem fixed the Standing Idle being offset for the Crouch Idle's benefit. (this fixes all cases of the Jockey phasing back and forth, most commonly visible when he clips backwards into walls, but also when blending/transitioning between walking/running/crouching/standing)
3. extended the length of the Jockey_Jump and Jockey_Pounce animations (fixes the Jockey double playing his Jump animation because it was too short)

Charger:

1. fixed toe compression on all animations not specifically made for the Charger
2. fixed all cases of the Charger's right clavicle being rotated in a way that would make it appear as if a chunk had been torn out of his back (appeared on almost all animations not created specifically for the Charger)
3. edited crouch idle, big arm no longer clips through the ground (originally unedited Smoker crouch anim)
4. edited crouch walk animations, big arm no longer held up as if holding a pistol (originally survivor single pistol crouch walk anim)
5. edited stumble anims, they now begin and end in the idle standing pose (originally unedited Smoker anims, excluding the backward stumble)
6. edited ladder climbing and dismount animations (originally unedited survivor animations, see 2. for details)
7. added proper rigging to Charger's little arm, it can now move it's fingers and is no longer jiggly, it will mostly just shake around, but I've made it clench it's fist for the pummeling anims, and it will "climb" during the ladder anims
8. added jigglebones to overalls (early Charger animations include these bones, it would seem that at one point these jiggles were intended to exist, but were scrapped for whatever reason)
9. retimed Nick/Ellis and Rochelle's charger pound down animation to both match the length of Coach's and match the length of the actual survivor charger pound animations (changing the length of these animations from 48 frames to 50 frames fixes the discrepancy with Coach taking damage slower than other survivors when being pounded by the Charger, everyone is now hurt by the Charger's pound at the same rate as Coach, who's animation is the default/baseline pound animation)

Spitter:

1. edited stumble anims, they now begin and end in the current idle standing pose (originally they began and ended in the Spitter's outdated "beta" idle pose that was changed sometime before the game released)
2. added neck/throat engorging to the retail spit animation (reused the neck portion of the unused crouching spit coop animation)
3. added an unusable crouching spit sequence which I edited to use the current idle crouch pose (animation originally used the outdated "beta" idle crouch pose that was changed sometime before the game released)

Finally I'd like to add that with any such "fixes" some of these changes are subjective and I understand if you don't like changes such as adding jigglebones to the Charger's overalls, or removing the jigglebones from his tiny arm, these were not decisions I made lightly and while still subjective they fit best for my vision for this mod.
162 Comments
Despair  [author] 9 May @ 11:42pm 
Yeah you gotta sail the seven seas for the bro.
CaptainSzasz 9 May @ 5:11pm 
Honestly I would take a crack at trying this on 3ds Max, but the amount of personal info it wants from me is ludicrous.
Despair  [author] 9 May @ 1:14pm 
Sorry bro, I don't use Blender either. I could tell you in 3ds Max.
Even then though, if you don't know at least some of the intricacies of the software a lot of it's not gonna make sense.
CaptainSzasz 9 May @ 10:27am 
How would I go about this in blender?
Despair  [author] 17 Apr @ 4:43am 
Sorry, if you haven't made a mod before it's hard to get into the deeper nuances.
You basically just need to "re-rig" any existing mod for say the Charger to the skeleton that my Charger mod uses though.
The "re-rigging" part though is really just transferring the skin to my skeleton however.
How you go about doing that depends on what software you intend to use.
CaptainSzasz 16 Apr @ 5:00pm 
Could you possibly be a bit more in depth, or recommend me a guide/tutorial that could help?
CaptainSzasz 15 Apr @ 8:26pm 
I honestly have no clue how to do any of this.
Despair  [author] 15 Apr @ 5:11pm 
No guide. But assuming you know the basics of making a mod, you, basically just need to make the existing SI skeleton's bones children of the new skeleton's bones.
So the old thigh bone becomes a child of the new thigh bone, etc, etc.
Then you compile it and collapse those old bones during the compiling process.
The Jockey is the exception, you'll need to collapse the rigging from the old bones to the new bones before compiling because the Jockey still includes the old skeleton.
CaptainSzasz 15 Apr @ 4:58pm 
Is there a guide to help me put the L4D1 SI on the modified skeleton myself?
Despair  [author] 26 Mar @ 1:34am 
If the author so chooses to put them on the modified skeleton I created it could be compatible, otherwise, if it does not use the modified skeleton I created, it is not compatible.