1,013 Commits over 1,310 Days - 0.03cph!
Posh dress updated source files + some convenient exports to use as a base for skinning other clothing
Citizen/clothing: posh dress LOD3 remade
Citizen: LOD2/3 doesn't cull *_lower_* helpers anymore (see commit description)
Previously, *_lower_* helpers were included in the cull list. However, the bone constraints still get computed under the hood, and the influence of those helpers crosses a boundary between different body regions, which could cause a problem: a bonemerged item that includes its own copy of the body meshes (for culling reasons) would still get the constraint applied, but the rest of the original body wouldn't (by virtue of the helper influence having been culled), creating a very ugly and noticeable seam.
Citizen/clothing: posh dress LOD2 remade
Citizen/clothing: posh dress skinning improvements + neck seam fix
Citizen/clothing: necklace LOD2 is in fact 3, not 2
Necklace updated source files
Citizen/clothing: updated necklace (precise attachment rigging + jiggle + LOD0/2)
(Fancy collision method with the chest disabled while issues with cloth physics are being investigated.)
Citizen sources: documentation & fixes on the automatic morph splitting process
Citizen: fixed smile morphs (lipCornerPuller) not working
Reskinned necklace .max file
citizen_model.max: added selection sets for quicker LOD exports
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
Citizen skinning/tech update; unified both .max files back into a single one, fixes to morph shapes and other misc. things
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
Temporarily roll back recent Citizen mesh changes while some obscure bone transform issues are being figured out
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.
Addendum to last commit: actually baked down the weight transfer on the skin cap
Applied UV fix to Citizen LOD0
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.
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
Citizen skinning update source files
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.)
Citizen/animgraph: updated Pistol_2H_Pose_Crouching_01
Citizen/animgraph: updated attachments & small graph updates
Set physics substeps to 4, to prevent ragdoll "stretching" issues
Readded zombie attack facial expressions
Better handling of reload/lower_weapon states
Rescaled locomotion speeds so that the character takes longer, slower strides, instead of equally-fast but small strides
Increased number of physics substeps
Adding a bit of graph-side damping to 1D move_groundspeed values
Animation improvements (part 2)
Modulating walks by move_groundspeed
Zombie animgraph fixes (IK disable, walk fixes)
Zombie attack/idle/walk selectors
Barebones gutted animgraph for the zombies (not very functional yet)
Zombie animations
Merge branch 'main' of HackWeek_TerryHorror
Fixed forked material paths
Update citizen_horror_fork.vanmgrph
Moved citizen fork to avoid asset stomp & implemented b_weapon_lower on pistol holdtype
Commit of current Citizen sources to do a fork on this hack week gamemode
100 brand-new announcer voice lines (recorded with love)
Citizen/animgraph: fixed NoclipStart state
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.
Citizen/animgraph: moved facial animation to a subgraph + more cleanup