userMaxime Lebledcancel

952 Commits over 1,187 Days - 0.03cph!

1 Year Ago
Citizen: fixed FBX files using split per-vertex normals export This had no incidence on anything engine-side, but was very impractical for anyone who wanted to re-import the FBX files back into 3D software. Especially 3ds Max, which dealt with the files so catastrophically as to muster this sort of eldritch abomination, the likes of which I have never seen before in over 10 years of using Autodesk software: https://files.facepunch.com/maxlebled/1b1711b1/3dsmax_2022-09-16_21-14-28.mp4
1 Year Ago
Citizen skinning/tech update; unified both .max files back into a single one, fixes to morph shapes and other misc. things
1 Year Ago
Citizen: a batch of technical updates - Updated all skinning to fix just about everything that had come to bother me in the past 12 months of posing & animating this character model - Fixed a very small seam between the head and the torso caused by... honestly, some really hellish crap - Fixed some vertices on the head having incorrectly shaded normals, especially when morphs are active - Improved ragdoll settings - Other various misc. fixes
1 Year Ago
Temporarily roll back recent Citizen mesh changes while some obscure bone transform issues are being figured out
1 Year Ago
Revert "Citizen: updated meshes for LOD levels 1/2/3 with new skinning pass" This reverts commit df3835dff9ab74bacf1a0b3f9aa9bd2dafe1b8bf. Revert "Citizen: updated skinning on LOD0" This reverts commit 0f754ec4457ac35441c48ca7b004017ed705c163.
1 Year Ago
Addendum to last commit: actually baked down the weight transfer on the skin cap
1 Year Ago
Skinned "tight ponytail"
1 Year Ago
Applied UV fix to Citizen LOD0
1 Year Ago
Citizen: updated skinning on LOD0 This fixes almost every single tiny thing that had come to bother me over the past 12 months of posing & animating this character. There are currently a couple of tiny issues that have cropped up with the head mesh, we're looking into them. I'm pushing this part now so that you don't have to keep seeing a seam.
1 Year Ago
Citizen: updated meshes for LOD levels 1/2/3 with new skinning pass Citizen: LOD levels 2/3 don't cull elbow & knee helpers anymore
1 Year Ago
... resaved as .max 2021
1 Year Ago
Citizen skinning update source files
1 Year Ago
Citizen: new skinning pass (torso, pelvis, kneecaps, elbows) Improvements around the pelvis-to-legs, pelvis-to-spine, and spine-to-neck areas. General softening of the torso. Slight topology changes around the kneecap and elbow helpers to improve volume retention further. (LOD0 only for now.)
1 Year Ago
Citizen source updates
1 Year Ago
Citizen/animgraph: updated Pistol_2H_Pose_Crouching_01
1 Year Ago
Citizen/animgraph: updated attachments & small graph updates
1 Year Ago
Compiled content
1 Year Ago
Set physics substeps to 4, to prevent ragdoll "stretching" issues
1 Year Ago
Readded zombie attack facial expressions
1 Year Ago
Better handling of reload/lower_weapon states
1 Year Ago
Rescaled locomotion speeds so that the character takes longer, slower strides, instead of equally-fast but small strides
1 Year Ago
Increased number of physics substeps
1 Year Ago
Adding a bit of graph-side damping to 1D move_groundspeed values
1 Year Ago
Animation improvements (part 2)
1 Year Ago
Animation improvements
1 Year Ago
Modulating walks by move_groundspeed
1 Year Ago
Animation speed tweaks
1 Year Ago
Zombie animgraph fixes (IK disable, walk fixes)
1 Year Ago
Zombie attack/idle/walk selectors
1 Year Ago
Barebones gutted animgraph for the zombies (not very functional yet)
1 Year Ago
Zombie animations Merge branch 'main' of HackWeek_TerryHorror
1 Year Ago
Fixed forked material paths Update citizen_horror_fork.vanmgrph
1 Year Ago
Moved citizen fork to avoid asset stomp & implemented b_weapon_lower on pistol holdtype
1 Year Ago
Commit of current Citizen sources to do a fork on this hack week gamemode
1 Year Ago
Revenge voice lines
1 Year Ago
100 brand-new announcer voice lines (recorded with love)
1 Year Ago
Citizen/animgraph: fixed NoclipStart state
1 Year Ago
Citizen/animgraph: greatly simplified the graph around the central poses & center delta Through eliminating a couple of redundancies and some reorganization, it's a lot easier to wrap your head around now. The idle breathing is now fully independent instead of sometimes being "global" and sometimes not; oddities with this will be smoothed out later.
1 Year Ago
Citizen/animgraph: moved facial animation to a subgraph + more cleanup
1 Year Ago
Citizen/animgraph: big restructuring update The graph structure should be a lot clearer to read and understand now.
1 Year Ago
Army Jacket skinning pass
2 Years Ago
Citizen/animgraph: some reorg & added left 90° shuffling (not working in-game yet)
2 Years Ago
Cargo pants skinning pass
2 Years Ago
Hawaiian shirt skinning pass
2 Years Ago
Citizen/animgraph: updated Rifle/SMG branch to use new deploys & fix IK (Also fixed a weightlist error.) Merge branch 'master' of sbox
2 Years Ago
Citizen/animgraph: added aim pitch component for movement animations See comments inside the animgraph group for thorough explanation.
2 Years Ago
Citizen/animgraph: bunch of updates Implemented the new b_deploy parameter on the Pistol branch, renamed draw anims to deploy, & various other little tidbits
2 Years Ago
Citizen: fixed physics joints (ragdoll) after ScaleAndMirror fixes Citizen: additional fix on the physics joints for the legs
2 Years Ago
Citizen: recompiled AO proxies
2 Years Ago
Citizen: AO proxies are now scaled correctly following ScaleAndMirror fix Merge branch 'master' of sbox