deetrHow do you know how hard it is to do? There are a lot of Australium weapons that do not have skins and therefore presumably don't have an inspect animation. It would be extremely difficult to just make a bunch of animations. What if the way that they check if a weapon can be inspected relies on the weapon being a stock weapon (in which case Australiums may not be caught by the check because they count as different weapons).
All I'm saying is sure it was probably possible to make Australium weapons be inspected, but you have no idea how easy or difficult it would have been to implement.
actually it's not hard to do as long as the weapon is one of the ones that also has a skinned variant. Australium weapons are literally just replacement textures that are part of the normal model. These new "skinned" weapons are also texture swaps, using the same model. The model already has the animations. All they need to do is set a number from 0 to 1 for most australium weapons in the schema.
All aussies are either skinnable or are held the exact same way as the other weapons, with the same animation. The only exceptions to this rule are melee weapons and the Force A Nature.
Black Box uses the standard RL hand animations and posing. Tomislav does too. Frontier Justice uses the standard Shotgun animations.
Very few weapons need new animations. Not only that, but again, thanks to the c_model system, it's literally just a schema flag.
And for reference, weapons that need new animations:
Golden Pan
Knife
Wrench
Eyelander
Axtinguisher
Force A Nature