XCOM 2
Viper Animation Depository [WOTC]
 This topic has been pinned, so it's probably important
Mr Danger Dude  [developer] 10 Feb, 2022 @ 11:16am
Animation reference list
This discussion lists all current animsets present in this mod.

Basic Animsets
Basic animations
Viper_BaseAnims.Anims.AS_Viper
Viper_HQAnims.Anims.AS_Armory
Viper_StepAndFireAnims.Anims.AS_Viper
Viper_FireAndMeleeAnims.Anims.AS_Viper

Akimbo animations
Note 1: 1 is for guns up/down, 2 is for guns down, 3 is for guns mid and 4 is for guns up.
Note 2: For base anims, use both the first listed and the stance number of choice.
(X = 1 to 4)

Viper_BaseAnims_Akimbo.Anims.AS_Viper
Viper_BaseAnims_Akimbo_X.Anims.AS_Viper
Viper_HQAnims_Akimbo.Anims.AS_Armory
Viper_StepAndFireAnims_Akimbo.Anims.AS_Viper_X
Viper_FireAndMeleeAnims_Akimbo.Anims.AS_Viper_X

Primary pistol animations
Viper_BaseAnims_PrimaryPistol.Anims.AS_Viper
Viper_HQAnims_PrimaryPistol.Anims.AS_Armory
Viper_StepAndFireAnims_PrimaryPistol.Anims.AS_Viper
Viper_FireAndMeleeAnims_PrimaryPistol.Anims.AS_Viper

Unarmed animations
Viper_BaseAnims_Unarmed.Anims.AS_Viper
Viper_HQAnims_Unarmed.Anims.AS_Armory
Viper_StepAndFireAnims_Unarmed.Anims.AS_Viper
Viper_StepAndFireAnims_Unarmed.Anims.AS_Viper_NoCover

Civilian animations
Viper_BaseAnims_Civilian.Anims.AS_Viper
Viper_StepAndFireAnims_Civilian.Anims.AS_Viper
Viper_StepAndFireAnims_Civilian.Anims.AS_Viper_NoCover

Primary weapon Animsets
Note: Pair these up with the step and fire animset with exception of the _NoCover animset, unless specified

Viper_RifleAnims.Anims.AS_Viper - Used by assault rifles. Fires like an assault rifle would, depending on tier.

Viper_BoltCasterAnims.Anims.AS_Viper - Used by, you guessed it, Boltcasters.

Viper_SMGAnim.Anims.AS_Viper - Used by bullpups/SMGs. Fires rapidly compared to assault rifle, and doesn't ADS.
(FF_FireConvA, FF_FireMagA, FF_FireBeamA)

Viper_DMRAnims.Anims.AS_Viper - Used by Vektor/strike rifles. Fires 3 times.
(FF_FireConvA, FF_FireBeamA)

Viper_ShotgunAnims.Anims.AS_Viper - Used by Shotguns.
(FF_FireConvA, FF_FireSemiA, FF_FireBeamA)

Viper_SniperAnims.Anims.AS_Viper - Used by Snipers.
(FF_FireConvA, FF_FireMagA, FF_FireBeamA)

Viper_LMGAnims.Anims.AS_Viper - Used by LMG-like weapons. Similar to Rifles, but shoots more bullets.
(FF_FireConvA, FF_FireMagA, FF_FireBeamA)

Viper_CannonAnims.Anims.AS_Viper - Used by Cannons.
(FF_FireConvA, FF_FireMagA, FF_FireBeamA)

Note: Include the _NoCover step-out animations for Unarmed/Civilian animsets.
Viper_GauntletAnims_Weapon.Anims.AS_Gauntlet
Viper_GauntletAnims_Pawn.Anims.AS_Gauntlet - Used by shard gauntlets. Use Pawn on the unit, and Weapon on the weapon of question.
(Same as Templar animset)

Viper_GauntletAnims_Secondary_Weapon.Anims.AS_Gauntlet
Viper_GauntletAnims_Secondary_Pawn.Anims.AS_Gauntlet - Same as above, but the gauntlets secondary weapons, paired with a rifle or similar weapon.

Viper_PistolAnims_Primary.Anims.AS_Pistol - Used by primary pistols.
(FF_FireConvA, FF_FireMultiShotConvA, FF_FireBeamA)

Viper_PistolAnims_Primary.Anims.AS_Sidearm - Used by primary sidearms.
(FF_FireConvA, FF_FireBeamA)

Viper_GrenadeLauncherAnims_Primary.Anims.AS_GrenadeLauncher - Used by primary grenade launchers.
(FF_FireGrenadeA)


Secondary weapon Animsets
Note 1: Pair these up with the step and fire animset with exception of the _NoCover animset, unless specified.
Note 2: Unarmed animations also work with Civilian animations.

Pistol animations (FF_FireConvA, FF_FireMultiShotConvA, FF_FireBeamA)
Viper_PistolAnims.Anims.AS_Pistol
Viper_PistolAnims.Anims.AS_Aims

Viper_PistolAnims_Unarmed.Anims.AS_Pistol
Viper_PistolAnims_Unarmed.Anims.AS_Aims

(X = 1 to 4)
Viper_PistolAnims_Akimbo.Anims.AS_Pistol
Viper_PistolAnims_Akimbo.Anims.AS_Aims_X


Sidearm animations (FF_FireConvA, FF_FireBeamA)
Viper_PistolAnims.Anims.AS_Sidearm
Viper_PistolAnims.Anims.AS_Aims

Viper_PistolAnims_Unarmed.Anims.AS_Sidearm
Viper_PistolAnims_Unarmed.Anims.AS_Aims

(X = 1 to 4)
Viper_PistolAnims_Akimbo.Anims.AS_Sidearm
Viper_PistolAnims_Akimbo.Anims.AS_Aims_X


Sword animations (FF_MeleeHitA, FF_MeleeMissA, FF_MeleeKillA)
Note: Include the _NoCover step-out animations for Unarmed/Civilian animsets.

Viper_SwordAnims.Anims.AS_Sword
Viper_SwordAnims_Unarmed.Anims.AS_Sword
Viper_SwordAnims_PrimaryPistol.Anims.AS_Sword
Viper_SwordAnims_Akimbo.Anims.AS_Sword


Axe animations (FF_MeleeHitA, FF_MeleeMissA, FF_MeleeKillA)
Same as above, but replace Sword with Axe. No difference except that different sounds are used.


Combat Knife animations (FF_MeleeHitA, FF_MeleeMissA, FF_MeleeKillA)
Note 1: Include the _NoCover step-out animations for Unarmed/Civilian animsets.
Note 2: Can also be used for Stunlances

Viper_LWKnifeAnims.Anims.AS_CombatKnife
Viper_LWKnifeAnims_Unarmed.Anims.AS_CombatKnife
Viper_LWKnifeAnims_PrimaryPistol.Anims.AS_CombatKnife
Viper_LWKnifeAnims_Akimbo.Anims.AS_CombatKnife



Knife animations (FF_MeleeHitA/B, FF_MeleeMissA/B)
Note 1: Include the _NoCover step-out animations for Unarmed/Civilian animsets.
Note 2: CV/MG/BM variants have different trails/impacts.
Note 3: A is a slash animation, B is a Stab animation.
Note 4: Attach to socket: ViperKnifeSocket

Viper_KnifeAnims_CV.Anims.AS_Knife
Viper_KnifeAnims_MG.Anims.AS_Knife
Viper_KnifeAnims_BM.Anims.AS_Knife

Viper_KnifeAnims_Unarmed_CV.Anims.AS_Knife
Viper_KnifeAnims_Unarmed_MG.Anims.AS_Knife
Viper_KnifeAnims_Unarmed_BM.Anims.AS_Knife

Viper_KnifeAnims_PrimaryPistol_CV.Anims.AS_Knife
Viper_KnifeAnims_PrimaryPistol_MG.Anims.AS_Knife
Viper_KnifeAnims_PrimaryPistol_BM.Anims.AS_Knife

Viper_KnifeAnims_Akimbo_CV.Anims.AS_Knife
Viper_KnifeAnims_Akimbo_MG.Anims.AS_Knife
Viper_KnifeAnims_Akimbo_BM.Anims.AS_Knife


Ripjack animations (FF_MeleeHitA, FF_MeleeMissA)
Note 1: Include the _NoCover step-out animations for Unarmed/Civilian animsets.
Note 2: CV/MG/BM variants have different trails/impacts.

Viper_RipjackAnims_CV.Anims.AS_WristBlade
Viper_RipjackAnims_MG.Anims.AS_WristBlade
Viper_RipjackAnims_BM.Anims.AS_WristBlade

Viper_RipjackAnims_Unarmed_CV.Anims.AS_WristBlade
Viper_RipjackAnims_Unarmed_MG.Anims.AS_WristBlade
Viper_RipjackAnims_Unarmed_BM.Anims.AS_WristBlade

Viper_RipjackAnims_PrimaryPistol_CV.Anims.AS_WristBlade
Viper_RipjackAnims_PrimaryPistol_MG.Anims.AS_WristBlade
Viper_RipjackAnims_PrimaryPistol_BM.Anims.AS_WristBlade

Viper_RipjackAnims_Akimbo_CV.Anims.AS_WristBlade
Viper_RipjackAnims_Akimbo_MG.Anims.AS_WristBlade
Viper_RipjackAnims_Akimbo_BM.Anims.AS_WristBlade


Grenade Launcher animations (FF_FireGrenade)
Note: Include the _NoCover step-out animations for Unarmed/Civilian animsets.

Viper_GrenadeLauncherAnims.Anims.AS_GrenadeLauncher
Viper_GrenadeLauncherAnims_Unarmed.Anims.AS_GrenadeLauncher
Viper_GrenadeLauncherAnims_PrimaryPistol._Anims.AS_GrenadeLauncher
Viper_GrenadeLauncherAnims_Akimbo.Anims.AS_GrenadeLauncher


Psionic Animations (Same as normal Psi Animset)
Note 1: Include the _NoCover step-out animations for Unarmed/Civilian animsets.
Note 2: PsionAnims use no psi amp, while PsiAmpAnims uses one.
Note 3: the _Pawn animset just contains the Mind merge animation from LW2/LWOTC, used as a hack to get mind merge to animate properly on Vipers.

Viper_PsionAnims.Anims.AS_Psion
Viper_PsionAnims_Pawn.Anims.AS_Psion
Viper_PsiampAnims.Anims.AS_Psiamp
Viper_PsiampAnims_Pawn.Anims.AS_Psiamp

Viper_PsionAnims_Unarmed.Anims.AS_Psion
Viper_PsionAnims_Unarmed_Pawn.Anims.AS_Psion
Viper_PsiampAnims_Unarmed.Anims.AS_Psiamp
Viper_PsiampAnims_Unarmed_Pawn.Anims.AS_Psiamp

Viper_PsionAnims_PrimaryPistol.Anims.AS_Psion
Viper_PsionAnims_PrimaryPistol_Pawn.Anims.AS_Psion
Viper_PsiampAnims_PrimaryPistol.Anims.AS_Psiamp
Viper_PsiampAnims_PrimaryPistol_Pawn.Anims.AS_Psiamp

Viper_PsionAnims_Akimbo.Anims.AS_Psion
Viper_PsionAnims_Pawn.Anims.AS_Psion
Viper_PsiampAnims_Akimbo.Anims.AS_Psiamp
Viper_PsiampAnims_Akimbo_Pawn.Anims.AS_Psiamp


Arc Thrower Animations (FF_FireArcA)
Note 1: Include the _NoCover step-out animations for Unarmed/Civilian animsets.
Note 2: Attach to socket: ViperLowerBackHolster.

Viper_ArcthrowerAnims.Anims.AS_Arcthrower
Viper_ArcthrowerAnims_Unarmed.Anims.AS_Arcthrower
Viper_ArcthrowerAnims_PrimaryPistol.Anims.AS_Arcthrower
Viper_ArcthrowerAnims_Akimbo.Anims.AS_Arcthrower


Holotargeter Animations (FF_FireHolotargetA)
Note 1: Include the _NoCover step-out animations for Unarmed/Civilian animsets.
Note 2: Attach to socket: ViperLowerBackHolster.

Viper_HolotargeterAnims.Anims.AS_Holotargeter
Viper_HolotargeterAnims_Unarmed.Anims.AS_Holotargeter
Viper_HolotargeterAnims_PrimaryPistol.Anims.AS_Holotargeter
Viper_HolotargeterAnims_Akimbo.Anims.AS_Holotargeter


Sawed off Animations (FF_FireConvA, FF_FireBeamA)
Note 1: Include the _NoCover step-out animations for Unarmed/Civilian animsets.
Note 2: Attach to socket: ViperSawedOffHolster.

Viper_SawedOffAnims.Anims.AS_SawedOff
Viper_SawedOffAnims_Unarmed.Anims.AS_SawedOff
Viper_SawedOffAnims_PrimaryPistol.Anims.AS_SawedOff
Viper_SawedOffAnims_Akimbo.Anims.AS_SawedOff


Disposable Rocket Launcher Animations (See main DRL mod for animsequence names)
Note 1: Include the _NoCover step-out animations for Unarmed/Civilian animsets.
Note 2: CV/MG/BM depends on what DRL is being used, and what DRL is 'Disposed' after firing. Standard one contains the reuse DRL animation.
Note 3: Attach to socket: ViperAT4_Sling.

Viper_DRLAnims.Anims.AS_Rocket
Viper_DRLAnims_CV.Anims.AS_Rocket
Viper_DRLAnims_MG.Anims.AS_Rocket
Viper_DRLAnims_BM.Anims.AS_Rocket

Viper_DRLAnims_Unarmed.Anims.AS_Rocket
Viper_DRLAnims_Unarmed_CV.Anims.AS_Rocket
Viper_DRLAnims_Unarmed_MG.Anims.AS_Rocket
Viper_DRLAnims_Unarmed_BM.Anims.AS_Rocket

Viper_DRLAnims_PrimaryPistol.Anims.AS_Rocket
Viper_DRLAnims_PrimaryPistol_CV.Anims.AS_Rocket
Viper_DRLAnims_PrimaryPistol_MG.Anims.AS_Rocket
Viper_DRLAnims_PrimaryPistol_BM.Anims.AS_Rocket

Viper_DRLAnims_Akimbo.Anims.AS_Rocket
Viper_DRLAnims_Akimbo_CV.Anims.AS_Rocket
Viper_DRLAnims_Akimbo_MG.Anims.AS_Rocket
Viper_DRLAnims_Akimbo_BM.Anims.AS_Rocket


Rocket Launcher Animations (Same as Rocket Launcher mod animsets)
Note 1: Include the _NoCover step-out animations for Unarmed/Civilian animsets.
Note 2: Apply these animsets to the rocket item as well, with exception of the _Pawn animsets, which are applied to the character instead.
Note 3: Attach to socket: ViperSawedOffHolster.

Viper_RLAnims.Anims.AS_RocketLauncher
Viper_RLAnims_Pawn.Anims.AS_Rocket

Viper_RLAnims_Unarmed.Anims.AS_RocketLauncher
Viper_RLAnims_Pawn_Unarmed.Anims.AS_Rocket

Viper_RLAnims_PrimaryPistol.Anims.AS_RocketLauncher
Viper_RLAnims_Pawn_PrimaryPistol.Anims.AS_Rocket

(X = 1 to 4)
Viper_RLAnims_Akimbo.Anims.AS_RocketLauncher
Viper_RLAnims_Pawn_Akimbo_X.Anims.AS_Rocket



Non-Weapon Animsets

Grenade Animations (Same as normal Grenade animset)

Viper_GrenadeAnims.Anims.AS_Grenade
Viper_GrenadeAnims_Unamred.Anims.AS_Grenade
Viper_GrenadeAnims_PrimaryPistol.Anims.AS_Grenade

(X = 1 to 4)
Viper_GrenadeAnims_Akimbo.Anims.AS_Grenade
Viper_GrenadeAnims_Akimbo.Anims.AS_Grenade_X


Heavy Weapon Animations (Same as normal heavy weapon animset)
Note: Include the _NoCover step-out animations for Unarmed/Civilian animsets.

Viper_HeavyAnims.Anims.AS_Heavy
Viper_HeavyAnims_Unamred.Anims.AS_Heavy
Viper_HeavyAnims_PrimaryPistol.Anims.AS_Heavy
Viper_HeavyAnims_Akimbo.Anims.AS_Heavy


Medkit Animations (Same as normal Medkit animset)
Note: Include the _NoCover step-out animations for Unarmed/Civilian animsets.

Viper_MedkitAnims.Anims.AS_Medkit
Viper_MedkitAnims_Unamred.Anims.AS_Medkit
Viper_MedkitAnims_PrimaryPistol.Anims.AS_Medkit
Viper_MedkitAnims_Akimbo.Anims.AS_Medkit



Non-Viper Animsets

PullAndBindAnims_Muton.Anims.AS_Muton
PullAndBindAnims_Sectoid.Anims.AS_Sectoid
PullAndBindAnims_Human.Anims.AS_Human
Applied to relative units to give them proper animations for being pulled and bound. Viper versions are applied in their own animsets.
Last edited by Mr Danger Dude; 10 Feb, 2022 @ 12:50pm