# Animation reaction finish - 2026-10-26

Completed for Foxx, Reese, Honey Bunny and Giselle using their actual exported meshes.

The supplied 38-second Cesharpe / Out 4 Blood clip was played in Chrome. Its useful targets were fast impact, a distinct body flinch, collapsing knees, varied approach and gravity-led deaths near the shot. The reference was visually inspected, not frame-timed; no source animation, code or assets were extracted.

## Implemented

- Separate head, torso and struck-leg impact poses: fast onset, brief hold, damped recovery and a small rebound. Authored total windows: head 600 ms, torso 580 ms, leg 840 ms.
- Consecutive hits blend from the currently visible pose. Every layered bone is restored once; repeated hits no longer accumulate twisted joints.
- Bend rotations use character anatomical axes in world space, then convert into each imported bone parent space. Imported rigs no longer reverse front/rear reactions because of different bind axes.
- Alternating melee has windup, reach/contact and recovery. Shots interrupt the swipe. Co-op uses server timestamps, shared response windows, authoritative knockback and delayed contact rather than immediate invisible damage.
- Death physics starts from the exact visible pose. Eleven bodies and ten joint constraints preserve the limbs. Bounded inherited momentum and a targeted contact impulse replace broad upward launches. Direction inputs are normalized and contact offsets bounded.
- Existing actual Black survivor mesh hands, shotgun kick/pump, blood mist/droplets and performance caps are retained.

## Verification

- 64/64 actual four-GLB animation checks: long repeated-hit sequences, recovery, front/rear and struck-leg direction, re-hit continuity, death-pose continuity, body/skin bounds, normalized extreme input and melee interruption.
- 38/38 combat, server and client tests, including server windup, exactly one contact, recovery, timestamped interruption and bounded knockback.
- 28/28 prior actual-model rig/raycast/physics checks rerun.
- 46/46 Chrome actual-game harness checks, including directional responses for every model, raycasts, collision, selected survivor arms and bounded blood cleanup. Each opposite-direction assertion now allows the previous hit to finish; overlap continuity is independently tested.
- 13/13 independent HTTP session checks for the four-player server.
- Chrome visual inspection: Foxx head impact at 100 ms, Reese struck-knee buckle at 150 ms, Honey Bunny attack windup, Giselle torso recovery at quarter speed and normal speed, and an actual articulated collapse at 583 ms. The neutral-light fixture applies direct hits and is explicitly not ordinary gameplay footage. The game screenshot separately shows the actual integrated runtime and passing harness.

## Practical limits

This finishes the authored reaction pass, not a frame-exact copy of the source animation library. The existing walk clip and generated skin weights remain prototype assets. Collision bodies are simplified; no detailed tissue deformation or dismemberment is added. Server tests and local HTTP/browser checks do not prove remote four-human latency or identical corpse physics on every client. No additional credits were spent.
