userMaxime Lebledcancel

882 Commits over 1,065 Days - 0.03cph!

1 Year Ago
Citizen/animgraph: changes to sitting - The "b_sit" boolean is out, replaced by the "sit" enum. 1 = sitting normally, in any seat-like circumstances, and 2 = sitting on the ground, with its own set of poses. - Added the "sit_offset_height" float, active only if sit = 1, to let you adjust the height, currently with a range of -12 to +12. - Added the "sit_pose" float, to let you choose a sitting pose in either state. No randomization here, 0 = a default pose. - The sit stuff is now in a subgraph; this is a good place to start dogfooding it.
1 Year Ago
Citizen/animgraph: idle updates + sit fixes
1 Year Ago
Citizen: more pose updates (added ground-sitting ones) Citizen: changed morph-enabled items to use an "AnimBindPose" node instead of an externally-referenced idle pose Merge branch 'master' of sbox
1 Year Ago
Citizen: updated/added idle poses Not committing animgraph yet; the implementation of idle noise is getting moved around & reorganized, with a few things still to be sorted out.
1 Year Ago
Citizen: updated IdlePose_03
1 Year Ago
Citizen/animgraph: control weaponless long idle poses Set the "holdtype_pose" float to -1 to disable, 0 for "anything" (random), and then any value above to get a specific pose.
1 Year Ago
Citizen source updates (helper changes in the model + usual anim updates that include some control rig improvements)
1 Year Ago
Citizen: updated weaponless idle poses Split 01/02 into 01_L and 01_R, and added a new 02.
1 Year Ago
Citizen/animgraph: new parameters + IK chain changes
1 Year Ago
Citizen/animgraph: first draft of "long idle" in weaponless state You will now transition to a different standing pose if you've not been moving for 5 seconds while not having any weapon equipped. This will currently look a little odd in motion due to no IK / different aim or additive idle management etc.
1 Year Ago
Citizen: elbow & kneecap helpers now cooperate with stretching/squashing limb lengths limbs The elbow helpers are now children of the lower arm bones, and the kneecap helpers are now children of the lower leg bones. The procedural constraints were then adjusted accordingly. This makes stretching/squashing limb lengths work properly, and without needing animation sequences to hold helper position data... which didn't exist, and was set to be ignored anyway.
1 Year Ago
Citizen source updates (LOD2 changes)
1 Year Ago
Citizen: updated LOD2 to reflect recent changes (incl. remade feet to fix issues)
1 Year Ago
Citizen source updates (LOD1/3 mesh updates)
1 Year Ago
Citizen: updated LODs - LOD1 was remade, with the recent changes as a base. It doesn't cut anything from the torso and legs anymore (which makes things potentially easier for clothing creation), and instead focuses solely on the hands and feet. 400 tris improvement from previous iteration! - LOD3 had some odd triangulation on the head fixed.
1 Year Ago
Citizen source updates (new skinning pass 2)
1 Year Ago
Citizen mesh updates - Significantly improved upper arm twist, armpit, and shoulder-neck deformations. Preview: https://files.facepunch.com/maxlebled/1b0811b1/citizen_v2_june22update_2.gif - Reflected recent changes on LOD3; fixed symmetrical inconsistencies (tris count dropped a bit more as a result!) - LOD2/3 culling prefabs don't cull the upper arm twist bones anymore, because the effect on deformation is too important - Upper arm twist constraint weight lowered to 0.6
1 Year Ago
Citizen: updated main FBX to fix bindpose warnings when importing back into 3ds Max This updated file will be made available on the wiki shortly.
1 Year Ago
Citizen source updates (NB: didn't update the file name to "2023"; didn't want to risk having xref breaking in invisible ways since I'm not familiar enough with it)
1 Year Ago
Citizen: updated skinning & triangulation; improvements for extreme wrist poses & volume preservation in elbows/kneecaps https://files.facepunch.com/maxlebled/1b0611b1/citizen_v2_june22update.gif - the new file will also be available on the wiki shortly.
1 Year Ago
Citizen source updates
1 Year Ago
Citizen/animgraph: converted SMG/rifle to new branch - Also a whole bunch of new comments throughout the place. - IK management is a bit iffy and needs to be reworked to account for an edge case
1 Year Ago
Citizen/animgraph: fixed the weapon branch potentially coming back to long idle pose after switching away
1 Year Ago
Citizen/animgraph: added holdtype change check It's the same idea as the handedness change check; a SM near the very end of the graph receives a reset from any holdtype change and sets a tag for 250ms when this happens.
1 Year Ago
Citizen/animgraph: IK state machines reset on handedness change Fixes edge case when disabled IK needs to be the default starting state
1 Year Ago
Citizen/animgraph: falling doesn't disable eye look anymore
1 Year Ago
Citizen/animgraph: third draft iteration of the weapon branch refactor - The "long idle" state is now handled through a generic State Machine at the very end of the graph, which turns a Tag on. This tag is then looked at by a SM at the pose stage. - Transitions in & out of long idle are improved. - Likewise, there's a State Machine near the end of the graph which turns a Tag on if Handedness has changed in the last 500ms. - Branch IK management doesn't work off of other states anymore but on Tags which animation clips control. I'm using one "contextual" tag; for Pistol 2H the tag disables IK, for RH it enables—because the defaults are opposite. - Draw additives are smart now; they can trigger from handedness changes. But they won't do it in the middle of actions! Try reloading and changing handedness mid-reload... it'll still look good! - Blending in and out of reload while crouched is somewhat improved. - I think all the weird reset/snap quirks should be out of the way now. - Pistol RH aim feels a lot nicer. - A bunch more grouping and cleaning (still) * (Long idle on SMG/Shotgun is disabled until they get the refactor treatment)
1 Year Ago
Citizen/animgraph: moved Pistol branch into group + further cleaning up & commenting
1 Year Ago
FPArms: adjustment features are now a subgraph
1 Year Ago
Citizen/animgraph: Added *_02 attacks for pistol 2H/RH, with a much stronger recoil (fitting for e.g. big revolvers)
1 Year Ago
Citizen/animgraph: added in-ducking additive & switched 1D Duck nodes to Spring 35/0/1000 This way, ducking will still have some smoothing even if the incoming duck float doesn't.
1 Year Ago
Citizen: fixed root_IK shifting slightly during landing Merge branch 'master' of sbox
1 Year Ago
Citizen: added note about citizen.SetMaterialOverride on MaterialGroupList prefab
1 Year Ago
Citizen/animgraph: pelvis additive now uses "proper" on-the-fly compositing + gets disabled when sitting & more comments
1 Year Ago
Citizen/animgraph: second draft of big weapon branch refactor
1 Year Ago
Citizen/animgraph: restored grouped aim matrices + proper reset when attacking from long idle
1 Year Ago
Citizen/animgraph: work-in-progress refactoring of the pistol weapon branch
1 Year Ago
FPArms: fists movement anim when running works now
1 Year Ago
FPArms: updated fists animgraph
1 Year Ago
Citizen: toned down eyeball darkening on darker skin colors
1 Year Ago
FPArms: the camera of fists landing is now additive & handled separately This allows the kick of the camera to continue gracefully even if the landing motion in the arms gets interrupted by a punch
1 Year Ago
FPArms: fists viewmodel now has working jumping/landing + raise/holster can be gracefully interrupted by other anims
1 Year Ago
Road sign pole material changes (compiled)
1 Year Ago
FPArms: fixes/improvements + separated raise/holster into rightmost SM
1 Year Ago
FPArms: punching attack anims are now composited dynamically When not idle, underlying animations can partially "leak through" for a more natural result
1 Year Ago
FPArms: animgraph update (will break; SMs not working inside groups)
1 Year Ago
FPArms: punching animgraph updates
1 Year Ago
FPArms: jumping animation
1 Year Ago
FPArms: new landing anim
1 Year Ago
Citizen/animgraph: procedural look upper body rotation is now significantly less dampened while moving