Arma 3
54 ratings
@simc_animu_44
   
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Data Type: Mod
Mod Type: Animation
File Size
Posted
Updated
7.667 MB
17 Jul, 2024 @ 10:44am
15 Jul @ 5:11am
10 Change Notes ( view )

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@simc_animu_44

Description
WORKING TITLE

BUILD, PUBLIC, DYNAMIC MOVEMENT
PAKET-DESIGNATED:SIMC-ANIMU-44#180724


Animation Replacement

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)

Notes

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

Credits
- 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
38 Comments
crayon_commando 16 Feb @ 6:47am 
is it possible to only use the rifle crouch animation?
2ic 23 Jan @ 6:51am 
I'd love to know how to, tried to delete some "walk" file inside the pbo but ending up making the game glitched out :' (
Brian Hates Games  [author] 23 Jan @ 6:25am 
feel free to reconfigure
2ic 23 Jan @ 3:05am 
Is there anyway to disable the walk ( weapon low ) animation, the way they walk is just, weird.
Brian Hates Games  [author] 29 Dec, 2024 @ 10:53pm 
Im not sure how to make it compatible tbh, id like it to be but my knowledge for this whole animation config is already very limited >_>
Rex_Imperator14 29 Dec, 2024 @ 9:17pm 
Absolutely brilliant. Finally an animation mod that actually makes Arma feel less dated.

Please make this compatible with Webknight's melee. I notice it's been a bit buggy while using this mod. Also the default stance of the swordsman is the one handed pistol hold. HOWEVER, please retain that animation. I love it. It's perfect.
dickboydontsuck 23 Nov, 2024 @ 10:42am 
This mod is fantastic. Pls can you come up with a sog compatible version, there is a problem when I use sog's flashlight.
Brian Hates Games  [author] 21 Oct, 2024 @ 8:24pm 
Hm i know of the second one but i never encountered the first one yet strange
HBAOplus 21 Oct, 2024 @ 7:40pm 
Seems there is 2 bugs:
1 Holding pistol in crouch, then when you want to go prone (press Z key), your character will stand up first, then immediately transit to prone, very wired.
2 When switching from rifle to pistol, the speed is too fast, rifle will immediately be on the right shoulder.
Deathstruck 13 Oct, 2024 @ 11:42pm 
Thank you so much for this mod! Finally I can use WW2/Cold War era mods without the soldiers running around like a bunch of tacticool operators.