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Nice model, nice animations.
Awesome.
I own a Gletcher's air replica and I didn't like its mag release at first. Although I learned to love it, it seems nearly impossible to activate without putting the second gun away.
Problem with reanimating it is, that it would in the end be a non-fix. Sure, it would be correct when only 1 shot was fired, but i the player fired 2 or more we'd have a same situation.
I chose to use 3 bullets, because A) I figured player would reload on average around middle point of the ammo stack, B) when animated to reload 3 bullets, the animation fits nicely in the reload timeframe, without being played too fast or slow C) it looks better than just reloading one bullet.
So, to summarize. Yes, I could reanimate the reload, but it wouldn't in the end fix anything nor make it any more "realistic" that it is now.
Playing the game with correct DA animations has an issue of becoming unresponsive. The problem being, if the animation starts with hammer pulling back (as with double-action it does), the projectile/bullet leaves the gun at the very start of the animation. That causes the shot/recoil part of the animation play when the bullet has already left the gun, hit and exited the target.
The delay would make aiming difficult and unsatisfying, because the player either don't know at what point does the bullet actually leave or the very apparent delay in animation breaks immersion.
I've used several "tricks" to get around the issue with different revolver mods. Having the gun work as single action is one (which also fits Nagant, because there was a single-action only model).
That's revolver animations in "nutshell" I guess :D