TrueFoot Animation Overhaul V2 — FC 26 Animation Mod
More motion. Less repetition.
V1 was an early test build. You played it, you reported what looked wrong, and V2 is built on that. The idea has not changed: no new animation files, no new mocap. It takes FC 26’s own signature and motion-captured movement and routes it into the moments it was made for, matched by contact point, run, power and angle. What changed is how much of the game it now covers.
New in V2
- First touch and ball control — receiving a pass is no longer one generic trap. Sole controls, knee flicks, controlled jog receives and sidestep controls show up when the angle and approach speed fit.
- Standing tackles and challenges — modern challenge bodies across jog, possession, stretch, sidestep, sprint, hard and in-air situations, instead of the same few recoveries.
- Headers, a full set — standing high jumps, stretched and off-balance headers while running, and diving headers. Every route keeps head contact, so the ball still leaves the way it should.
- Wider through balls and crosses — signature lofted bodies now cover more situations, including left-foot ones that were previously never reached.
- Goalkeeping — reflex saves, deflections, kick and knee saves and missed-shot reactions, still active and expanded.
Default free kicks and penalties
This is the part worth watching. The Default Free Kick Style now plays a different animation depending on the type of contact: an inside-foot curler, a straight or chip attempt, and an outside-foot strike each get their own. Default penalties follow the same idea, with a separate strike for the finesse penalty.
The existing Freekicks A and Freekicks B packs stay available as alternatives with their own selectable styles. Pick either one and combine it with the new default expansion, or run the default expansion on its own.
New alongside it: a Lua script that hands the free-kick styles out for you. Signature takers keep their own style, every other strong dead-ball taker gets one from the pack you installed, and the thresholds sit at the top of the file if you want the styles rarer or more common.
Rebalanced from your feedback
- Sliding passes were pulled back a lot. They should no longer show up on ordinary short passes, only where the situation calls for it.
- Players should no longer roll over after a relaxed backwards pass.
- The repeated slow lace finish was cut back, with more variety on finesse and driven strikes, and more underfoot and special finishes where they suit the moment.
- Reaching, stretching and going down after contact, at an awkward angle or at full sprint were kept on purpose. That is the physical layer doing its job, not a bug.
What it does not do
It changes which animation plays. It does not touch shot accuracy, ball speed, pass power or who the CPU picks out. If you want the match itself to feel different, that is the Gameplay Mod’s job.
Add-ons go below the base mod in your load order — the bottom mod wins, so it overrides. Built and tested for FC 26 Title Update 1.6.6. Full steps are on the install guide.
It is still a work in progress and your clips shape it. If something looks off — especially on the new free-kick contact types — post it on the video or in the Discord.