Left 4 Dead 2

Left 4 Dead 2

1,771 ratings
Viewmodel Sway (Motion)
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Game Content: Weapons, Items, Miscellaneous, Models
Weapons: Melee, Throwable
File Size
Posted
Updated
26.213 MB
30 Dec, 2023 @ 9:26am
5 Jan, 2024 @ 4:18am
5 Change Notes ( view )

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Viewmodel Sway (Motion)

Description
Short description:
This mod makes your viewmodel less static by adding sway via jigglebones for ALL vanilla firearms, melees, and items (meaning, it doesn't work with reanimations or remodels due to its nature). It also works online!

Full description:
Howdy, everyone! I reckon some of you might've seen a similar mod for Team Fortress 2 a while back (like, 8 years ago?) and wondered "why hasn't this been done for Left 4 Dead 2?" The answer is: inverse kinematics (a.k.a., IK chain), which TF2 didn't use.

For those that are unaware, inverse kinematics ensure that your character's arms stay properly connected to the weapon, preventing any madness when all the "blending/layering" magic happens (e.g., looking up/down, walking, reloading, all happening at the same time).

Obvious question, what do the inverse kinematics have to do with anything? Apparently, using the IK chain in the viewmodel's .qc causes jigglebones affected by it to be completely ignored upon compilation (a safety measure most likely)... If you couldn't understand a single word: the jigglebones that do their work to display our fake sway are not used in-game anymore, which renders the whole mod unusable. The only way to avoid this is by removing the IKs entirely, but that will break animation blending for the viewmodels. Quite a puzzling situation, isn't it?

What should do we do? After some pondering I came up with two possible solutions: disable fancy blending (it's like pre-TLS days all over again) or manually simplify each problematic animation to eliminate the need for the inverse kinematics. I opted for the latter approach, which wasn't an easy task, and here's the result.

Features:
– Natural, "physically-based" swaying for all viewmodels. Affects your flashlight too!
– Works on official and on local/dedicated servers.
– Jigglebones won't bug out no matter how hard you jerk your mouse around (thank L4D2's Sorse engine branch).
– Fully compatible with retextures and survivor mods. Not compatible with remodels and reanimations (since the jigglebone needs to be added per item/weapon. Sorry, not possible to do any other way as of now).

Notes:
– If a custom campaign has a custom melee weapon that uses existing original melee weapon animations (as $includemodel), it won't appear on your screen.
– Default view model FOV (51) is recommended.

We have the SOURCE FILES here![www.dropbox.com]You can use them however you like, just don't forget to provide proper credits where it's due.

Credits:
XENORT – decompiling/compiling, adding and setting up jigglebones, editing animations, adjusting .qc's
Valve/TLS Team/Turtle Rock Studios – models, original animation data

Report if you have any floating arms or some other scary stuff happening.
All in all, this mod was a wild journey to get done. Won't take your time any longer, hope you enjoy!

P.S.: not a single joke about beta yet???
P.P.S.: Oh, MAN! This is just like Terror-Strike Insurgency, amirite?
176 Comments
skeletonwithagun 4 Jan @ 11:28pm 
will this work with black mesa view tilt?
claau.sgv 2 Jan @ 10:08am 
i want this to be the same as css
Zacko 25 Dec, 2024 @ 2:28am 
Can we use this with custom models?
ᴍ ᴀ ʀ ᴋ ʏ [ITA] 14 Dec, 2024 @ 9:03am 
Could we please have a guide on how to implement these to custom weapon reanimations?
It would be very appreciated.
Tibbs 8 Nov, 2024 @ 6:53pm 
maybe with the flashlight melee weapons, but the tonfa is reanimated to be held like in cry of fear, where you wield it with the perpendicular grip, because i feel like holding it like a normal weapon looks a bit goofy
Tibbs 8 Nov, 2024 @ 6:51pm 
god, my perfect mod would be this, remastered primaries (with ziptie g3), b2l4d animations, and accurate spas-12 animations
M̶a̶d̷ ̷A̵n̴d̸r̵o̴i̸d 28 Oct, 2024 @ 10:56pm 
I agree with @B-TO480 on the last thing

Man this mod has so much potential. There's a LOT of users out there (myself included) that prefer using modded weapons instead of the vanilla ones.
Doc903 24 Oct, 2024 @ 9:40pm 
Is this applied in scripts, or animation? Because I'd love to use this for some of the Artillery Rain ADS weapons.
B-TO480 3 Oct, 2024 @ 6:56pm 
@pearlplayz12 This is a feature that is applied per model, it is not for the viewmodel fuction/mechanic. Basically, everyone is RE-downloading the same weapon models, but with the feature activated per model. If you want Your preferred weapon models to use that feature, then ask somebody, or Do it yourself, to integrate this sway feature into the models.
Cool feature that was not completed and poorly integrated, should be a function controled with in viewmodel , not a per weapon controlled feature...
Stupid Furry Bitch (Pearl) 30 Sep, 2024 @ 4:14am 
this mod conflicts with modded weapons