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Animation Compatibility
| Situation | Animation owner |
|---|---|
| Normal first-person movement, interactions and idle intervals between combat actions | Punchy, when present and its bridge is enabled |
| Attacks, guarding and other native combat poses | Epic Fight |
| Body animation while Epic Fight owns the player model | Epic Fight; Punchy! Moves yields its locomotion/body rotation |
| Camera, orbit and targeting while Epic Fight owns the model | Epic Fight when both Moves bridge options are enabled |
The default release delay is 2 ticks. It briefly retains Epic Fight's first-person renderer after an action to reduce flicker, then lets Punchy resume. The range is 0–5 ticks.
Changing the selected item/slot or player session clears stale handoff state. Items that explicitly require vanilla first-person rendering retain that behavior.
Epic Fight's animated first-person model must be enabled for its first-person combat rendering to take ownership.
preserve_native_stances keeps Epic Fight's sheathed-katana and Ochs guard poses in first person. Disable it if you prefer the normal handoff behavior outside active actions.
The bridges temporarily hand off rendering ownership. Combat Punchy does not rewrite saved Punchy or Moves preferences.
Punchy! Moves facial features can render incorrectly during Epic Fight combat. See known issues.
Combat Punchy · Report a bug · Suggestions
By Mikaaah / Towns & Kingdoms · MIT license