Half-Life 2

Half-Life 2

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Zombie Animation Improvements
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type: assets
contains: models
File Size
Posted
Updated
11.254 MB
17 Nov, 2024 @ 3:28am
13 Jul @ 10:34am
4 Change Notes ( view )

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Zombie Animation Improvements

Description
Collection of improvements to zombie animations built from original sources.

This mod needs priority over other zombie mods including model replacements because they're incompatible otherwise

(this probably has the animation features implemented already.)


This comes as part of the "HL2 Unified Anniversary Collection" bringing over the improvements from EP1 and EP2 into one unified package while expanding upon this with "Vanilla+" additions and cut content restoration wherever relevant.

Features:
  • IK added to all movement and relevant animations with correct timings.
  • Episodic animations included.
  • Turning animations.
    (Still broken in code. Come on, Valve. It's a single line fix)
  • Improved animations for being on fire. Adjusted pose and added 360 degree movement.
  • Timings adjusted where needed.
  • Fixed animation transitions by adjusting pose and fixing blending.
  • Subtle idle breathing layers added to Zombine and Fast Zombie.
  • Re-implementation of unused animations for gameplay or viewing.

  • Complete Zombine animation overhaul. Adjusted pose of all reused classic zombie animations to use the Zombine pose. Added 2 new fast attack animations. Flinch animations now blend on to the current animation where possible or use a corrected pose that blends smoother.
  • Added 2 new unused Poison Zombie throw animations and quick throw "headcrab leap"
  • Added unique unused animation for Poison Zombie throw warning rather than reusing an existing animation.
  • Fixed headcrab rigging and pose on Torso model.
  • Fixed fast headcrab limb posing for all EP2 animations including Fast Zombie torso and vehicle animations.
  • Fixed 360 degree movement for Fast Zombie walk.
  • Added 360 degree movement to Zombie "walk4" sequence.
  • 360 degree movement added to Poison zombie. Completely animated thanks to Randy Username[gamebanana.com]

168 Comments
Drag0n 6 hours ago 
I like this, but it messes with the static zombie corpse at the start of Ravenholm (the one slip in half on the saw blade) It's just completely gone now.
THG  [author] 15 hours ago 
Fixed
M1L4N18 11 Jul @ 1:07am 
When the fast zombie attacks with its claws, the fast headcrab's limbs still has the old pose
THG  [author] 3 Apr @ 3:59am 
You probably have another mod installed. This is not compatible with remodels
idksomething 2 Apr @ 1:02pm 
fast zombies will not climb the pipes
DesktopMemes 23 Mar @ 12:07pm 
@cartoonantlionguard Please read the description! It's clearly stated that it's not compatible :aurip: But never fear, as I am here! Go into settings and press ALT+F10 to access the MINGE Portal. Once there, open file explorer and navigate to the FUAD folder. Then rename "$blind.exe" to "Megatron.exe"

Lmk if you need further guidance!
antlionguardinc 13 Mar @ 3:37am 
Incompatible mod Beta Zombies Pack!
DesktopMemes 1 Mar @ 4:14pm 
@Shadow1997 Or you can do it yourself by simply enabling FNAF and transferring the Q-bits to the juggernaut matrix, that should overwrite the ultrasonic megatron making it viable for gooning.
Hope that helps :aurip:
Shadow1997 18 Feb @ 8:39am 
Please add this addon to Entropy zero 2 workshop!
DesktopMemes 16 Feb @ 7:58pm 
@Feruz Enable FNAF to rewrite the netcode cortex, that should solve most issues in this scenario