Weapon Model Animation Standard - xhsu/LeaderMode GitHub Wiki

Part I: Model Animation List

Mag-feeding Pistols Revolver Chamber-feeding Firearms Full-auto Firearms Pump/Bolt-action Firearms Belt-feeding Firearms
idle
Shoot*
Shoot last ⍻Instantiate ⍻Instantiate
Aim shoot
Aim shoot last ⍻Instantiate ⍻Instantiate
Rechamber ⍻Instantiate
Reload enter ⍻Instantiate ⍻Instantiate
Reload first insert ⍻Instantiate
Reload insert ⍻Instantiate
Reload exit ⍻Instantiate
Reload exit with rec. ⍻Instantiate ⍻Instantiate
Reload mag. ⍻Instantiate
Reload mag. empty ⍻Instantiate
Reload mag. with few
Draw first
Deploy
jump
holster
Check magazine
Switch selector ⍻Instantiate ⍻Instantiate
Block up
Block down
Left hand on
Left hand off
Dash enter
Dash idle
Dash exit

* shoot anim should consists of at least two parts: hip-fire animation when not aiming and shoot_aim with a few varient.
** If underbarrel attachments are applicable, its operating animation shall be prepared according to this table as well.



Part II: Sub-models / Bodyparts

  • Left Hand
  • The left hand submodel and its correspounding sleeves shall be able to hide.
  • Weapon Mesh
  • If the slide stop status is observable from player's point of view, a sub-model shall be provided.
  • If inspection or check_magazine animation(s) is(are) applicable, a series of magazine status regarding bullet count shall be provided.
  • Grenade (nail)
  • If a projectile object exists, it shall consists of two sub-models: a pre-launch mesh and a post-launch mesh.
  • Laser
  • Laser or flashlight mesh shall not contain any project point, but ray-casting visual shall be included.
  • Optical scope
  • Image and glass texture shall be sperated. The image shall be set to highlight mode. Should slide-stop affecting position of optical sight, a special mesh with only position shift shall be provided.
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