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RHModel1AbsorpPosParamCondition and RHModel1ChangeType need to be set to 2 in order for the left-hand model to be called during the WA when used 1-handed. The WA for a paired weapon needs a slightly different OverrideWeaponModelLocations than normal weapons. OverrideWeaponModelLocations is used on WAs to sheathe left-hand weapon/shield.

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SpawnOneShotFFX has a Timer Number field that needs to be set in increments of 1 when you have overlapping vfx calls. SpawnOneShotFFX can be used to add vfx to a weapon without damage for the event’s duration. For example, with 2 overlapping InvokeAttackBehaviors set one of their unk04s to 1 and keep the other at 0. When adding multiple overlapping InvokeAttackBehavior events to an animation, you must increase unk04 in intervals of 1. Blend smooths the transition from any previous animations Slow down or speed up the end of attack pauses with Jump Tables. Then copy paste (Ctrl C/V) the events from the original animation. How to set up events for editing: Make sure animation is set to standard in Anim info and check import hkx. You can view dummypolys in Anim Studio under Scene. Register Override Number (tae number) in Yapped under EquipParamWeapon Final moveset implementation steps for all weapons: Register tae in behbnd. 2nd Light attacks always repeat after 3rd (Exceptions can be made in the HKS. When editing a weapon already with an override tae, make sure to consider keeping those override animations in your new override tae that you don’t intend to override yourself






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