What I'm trying to do
This is a really nitpicky detail, bare with me---before update #65, the first person marking animation (as in marking guards in stealth & specials in loud) was a distinct pointer finger towards the entity in question, akin to how it looks in PDTH. Update #65 changed this animation into a vague gesture in the general direction of that entity, which I don't like as much. Hopefully that made sense; all I want to do is mod the old one back in (for all the guns that had one, because guns released afterward won't obviously).
The problem(s)
Initially I considered this to be rather simple. Going based off the admittedly obtuse naming structure and opening up the animations on a blender rig to confirm, I currently believe the animation I'm referring to is (to use the glock as my example) "glock_gogo.animation". I assume it's named that because it's also used to tell VIPs to go faster.
In spite of my efforts though:
- The desired animation is entirely absent, and the current vanilla one remains. Not sure what's going on here since, to be sure, I did the same thing with another animation "_unequip" also for the glock animation folder and that animation was noticably replaced (even if the gun itself was missing but I expected that).
- To be clear, I'm testing this in PD2 using the STRYK 18c, one of the many glock based guns. It's not obvious which weapon the glock animation folder pertains to, though I personally assume that it's animations are shared amongst all the chimanos + the STRYK. It shouldn't go without saying that there are a few distinct folders for some glock weapons in the first person animations directory, like the "g22c" (Chimano Custom) but these more specific folders have very few animation files, which again makes me think they pull the rest from elsewhere.
- I mentioned earlier that interestingly, the other change i made to the "_unequip" animation worked but the gun goes missing for the duration of the animation, I assume because maybe the animation is referencing a different glock (though I'm not sure which one it would be). This might also just signal an inherent incompatibility between the current first person viewmodel & its system, and the older animations.
"What do you want from me?"
If you have any experience making custom animations or otherwise tinkering around with them, please do point out any minor mistakes or major fumbles you see based on what I've said, or ask me to clarify something you need to know.
Until then I think I'm just gonna find a different weapon to test this on from U64.2 that is unique enough to not be as big a mess in the animations folder.