Left 4 Dead 2

Left 4 Dead 2

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Desert Rifle - L4D1 Rifle Animations
   
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Game Content: Weapons
Weapons: Rifle
File Size
Posted
Updated
1.160 MB
27 Nov, 2015 @ 2:57pm
27 Nov, 2015 @ 5:04pm
2 Change Notes ( view )

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Desert Rifle - L4D1 Rifle Animations

In 2 collections by Lt. Rocky
L4D1 Animation Set
13 items
Rocky's Reanimated Collection
25 items
Description
Took me some time to get around to this, didn't it? You'll be happy to know the wait was worth it.

This is the regular ol' SCAR on the L4D1 animations of yore.

This is compatible with retextures.


I made an overhaul update to the L4D1 Rifle animations and I felt it was an excuse to get its variants out the door as well.

Here's a general breakdown of what's going on with this new compile, because I'm sure you L4D1 crazies would appreciate this:

-The animations have been manually transfered to the L4D2 rig in same style with what I do with my KF2 work, to improve the quality of the animations on the L4D2 references.
-The origin setting has been modified to reduce the visual of clipped clavicles.

-L4D1 had the idea of using proceedural bones, which is uncommon for view models. But because L4D1 and L4D2's Ulna joints were created on different referencial axii, the proceedural bone VRD couldn't be translated between one another, which is why there's that infamous wrist bending in the L4D2 hunting rifle animations. To rectify this, the Ulna helper joint has been manually animated to remove unwanted bending in the arms. The forearm and thumbroot helpers have also been manually animated for similar reasons.

-There were two unused fire animations in the M16; the L4D1 animations had the idea to have several fire animations in the same style of CS:S. They've been re-added into the compile and because the integrity of the server-side sequence order is maintained within the client compile, this will not affect you or other users in any way when in dedicated servers or local servers, respectively.

-The SCAR's reload uses the M16's empty animation, which adds the operation of the bolt release. Even with the extra frames of animation, the animation is still several frames short of reaching the desired timespan at its regular framerate of 42, and had to be lowered to 31.

-The reload has also been adjusted to prevent visual clipping with the magazine.

-The bolt on the SCAR was given its own joint in order to animate during firing.



Credits:

Left 4 Dead - Animations

Lt. Rocky - Animation Port; Compile; Edits


Thanks

Flamma-Man[flamma-man.deviantart.com] - L4D logo design used on the poster
19 Comments
toyota_driver_99 20 Sep, 2024 @ 11:29am 
Suggestion: This animation for Counter-Strike 2: M4A1 rifle (without Silencer)
Rucky 13 Sep, 2024 @ 4:24pm 
poo
Carbonated beverage 10 May, 2022 @ 10:29am 
I really like this. Can someone make this animation but for the m16
The Renegadist 26 Mar, 2022 @ 5:50pm 
Would be cool to see the left arm clipping fixed so even at a slightly higher FOV it doesn't appear floating in front of the camera.
Abshir Abdullahi_SO. 5 Sep, 2021 @ 6:56pm 
Yo rocky i have a question can you make a beta l4d weapons animation mod like seen in the 2007 l4d beta gameplay footages?
k65569404 21 Mar, 2021 @ 3:20pm 
GG:steamthumbsup:
NvMe 令 10 Nov, 2020 @ 4:16am 
I gotta agree with DropKickedMurphy, the bolt does not do anything much. But everything else is faithful to the original
ali 9 May, 2018 @ 2:42pm 
Can you include videos of these weapons so we have a better idea of what the guns would look like please?
DropKickedMurphy 31 Mar, 2017 @ 1:32pm 
My issue is that now there isn't bolting. I saw that the bolt was pulled too far back in the original anims so I wanted just to fix that. Nice animations nonetheless.
White Rabbit 14 Nov, 2016 @ 10:10am 
The FOV for the model is too high. You can see your character's disembodied right arm when you shove. This is also the case for the other two automatic rifles.