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clean up readmes a bit
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.gitignore
vendored
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.gitignore
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# Ignore Blender files
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*.blend*
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# CMD
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*.bat
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# Original Beatrun's animations source files
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Here you can find original Beatrun's animations source files (along with other minor fixes and slight improvements). Also they are merged version of `climbanim` and `mirroranim` files to be compatible with my fork.
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Here you can find original Beatrun's animations source files (along with other minor fixes and slight improvements). Also they are merged version of `climbanim` and `mirroranim` files to be compatible with my fork.
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# Beatrun Animations
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Extracted and reworked animations from Beatrun's source code.
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## Blender Project File
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Because Blender file is too big for Github, you can download it from Google Drive [here](https://drive.google.com/file/d/1DS_BUlo8XvivBzm3JYZqmdJeb0E10iCk/view?usp=sharing).
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## How to edit
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> [!IMPORTANT]
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> You need to know how to use Blender and it's animation thing!\
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> You also need to install [Blender Source Tools](http://steamreview.org/BlenderSourceTools/)!
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* Copy `models` folder from `compiled 0.XX` to `beatrun\gamemodes\beatrun\content\models` and select Replace.
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### Recommended Crowbar settings
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![image](https://github.com/JonnyBro/beatrun-anims/assets/48434875/d3baa677-eb7f-403a-ad9d-bef6527785d3)
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Here you can find the source model files for Runnerhands. It consists of older versions of animations for beatrun, that are not visible in game, but still used to determine the timing in certain actions such as deploying, holstering and sidestepping, etc. here, i've significantly increased the fps of deploying, and holstering animation in the qc file, for an efficient use with simple holster addon.
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you can just edit the qc file by changing the animation fps as you wish and modify as you like for your personal use.
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