userMaxime Lebledcancel

952 Commits over 1,187 Days - 0.03cph!

2 Years Ago
Citizen: HitboxSetList is now scaled correctly following ScaleAndMirror fix
2 Years Ago
Citizen/animgraph: idle optimizations Added the previously on-the-fly variants of the idle additive as "pre-made" animations. This reduces the overall number of nodes & animation fetches.
2 Years Ago
Citizen/animgraph: hooked up swimming idle anim
2 Years Ago
Citizen source updates
2 Years Ago
Citizen: fixed LOD3 eyes + more animgraph comments
2 Years Ago
Citizen/animgraph: added new parameters
2 Years Ago
Citizen/animgraph: added aim matrix for CrouchIdlePose_Default
2 Years Ago
Citizen: fixed IdlePose_Default having been exported with 11 frames instead of 30 This fixes idle animations playing too fast.
2 Years Ago
Citizen/animgraph: reenabled standing long idle poses that I'd disabled for testing
2 Years Ago
Citizen/animgraph: added generic standing aim matrices IdlePose_Default is now properly symmetrical as was intended, and comes with 3 different aim matrices (normal, fully halved, vertical halved; the latter being the one in use) that solve limitations of the procedural Look At chains.
2 Years Ago
Citizen/animgraph: IdlePose_07 looks better with bulky clothes
2 Years Ago
Citizen/animgraph: fixed pose choice weights
2 Years Ago
Citizen/animgraph: added IdlePose_07R/L, added more weightlists, added more comments
2 Years Ago
Citizen/animgraph: 04R/L idle pose + added working IK on 05
2 Years Ago
Citizen/animgraph: added SitPose_02 R/L
2 Years Ago
Citizen: fixed hierarchical corruption in AnimationList prefab (And also fixed a bunch of flags for those who wish to do non-animgraph playback with these.) Merge branch 'master' of sbox
2 Years Ago
Citizen/animgraph: added SitPose_01
2 Years Ago
Citizen: hand hitboxes cover more of the hand now (It was very small before.) Citizen/animgraph: sit idle motion & fixes - Added look chains & idle breathing to sitting. - The "none" weapon branch now has a reset blocker which, it turns out, is now needed since the look/aim stuff was moved much earlier in the graph and isn't here anymore to block reset signals coming from the 2nd "holdtype" selector node. This fixes sitting bugging out if sitting with a weapon & going back to being weaponless.
2 Years Ago
The engine seems very insistent that these vtex files should be deleted
2 Years Ago
Citizen/animgraph: let sit_offset_height affect model-space IK targets
2 Years 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.
2 Years Ago
Citizen/animgraph: idle updates + sit fixes
2 Years 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
2 Years 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.
2 Years Ago
Citizen: updated IdlePose_03
2 Years 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.
2 Years Ago
Citizen source updates (helper changes in the model + usual anim updates that include some control rig improvements)
2 Years Ago
Citizen: updated weaponless idle poses Split 01/02 into 01_L and 01_R, and added a new 02.
2 Years Ago
Citizen/animgraph: new parameters + IK chain changes
2 Years 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.
2 Years 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.
2 Years Ago
Citizen source updates (LOD2 changes)
2 Years Ago
Citizen: updated LOD2 to reflect recent changes (incl. remade feet to fix issues)
2 Years Ago
Citizen source updates (LOD1/3 mesh updates)
2 Years 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.
2 Years Ago
Citizen source updates (new skinning pass 2)
2 Years 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
2 Years 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.
2 Years 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)
2 Years 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.
2 Years Ago
Citizen source updates
2 Years 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
2 Years Ago
Citizen/animgraph: fixed the weapon branch potentially coming back to long idle pose after switching away
2 Years 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.
2 Years Ago
Citizen/animgraph: IK state machines reset on handedness change Fixes edge case when disabled IK needs to be the default starting state
2 Years Ago
Citizen/animgraph: falling doesn't disable eye look anymore
2 Years 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)
2 Years Ago
Citizen/animgraph: moved Pistol branch into group + further cleaning up & commenting
2 Years Ago
FPArms: adjustment features are now a subgraph
2 Years Ago
Citizen/animgraph: Added *_02 attacks for pistol 2H/RH, with a much stronger recoil (fitting for e.g. big revolvers)