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I don't really think it's practical to have all the SI visually follow through and reach the target of their melee swings in a tenth of a second though. which is about the time it takes for a hit to register after their melee animation begins.
The timings on the Charger's melee animation was probably the most consistent of the L4D2 Special Infected with the original L4D1 SI though by default honestly.
Most of the L4D1 SI don't even have the arms fully wound back by the time a hit registers, I think the only reason people notice it so prominently on the Charger is because his arm is huge and in your face, and possibly because his windup to punch is a bit longer than the L4D1 SI, but his arm comes down at roughly the same (frame 20) time that the L4D1 SI do.
The Jockey's melee is very fast though, it looks the best no doubt, but naturally he is small and his animations are all very fast looking, I did re-time the Charger's melee to match with the Jockey's but it looked way too fast and unnatural.
I'll look into the little arm not animating on the pummel too, not sure what I may have done to cause that to change.
If anyone does have any new issues though, let me know.
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.
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.
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.
https://steamproxy.com/sharedfiles/filedetails/?id=3377611271
This mod exists for that reason.
Theoretically it is possible, but because IK will not work properly you will have the hands and feet sliding away/disconnecting from the ground or their grip, every time they flinch.
If you want remodels to work with this, just ask the model creator to port it to this skeleton, or do it yourself, it's much easier.
I tried to do it myself but unfortunately the unified skeleton is actually making everything nearly impossible/incompatible, I'm asking to have the flinch animations on the original skeletons for XDR so they're compatible with remodels, and to have them on slot 50 so they can work with the XDR charger/jockey/spitter animation fixes done by xdshot
And yeah the rochelle thing is a shame but ohwell not the end of the world.
You can't sub to this mid session either, you'll need to fully restart your game, let your addons finish initalizing, and then finally go in game.
As for the Jockey's ass sinking on Ro, yeah that is an issue, it's just one of those bizzare game bugs that is a total non issue on the original skeletons, I'm not sure I can fix that unfortunately but it is an existing issue, yes.
This mod is the animation base, and the requirements for this mod are only required if you don't have the Arcana SI mod.
Also @pr3d4tor just use this https://steamproxy.com/sharedfiles/filedetails/?id=2344663029
why?