userMaxime Lebledcancel

1,013 Commits over 1,310 Days - 0.03cph!

2 Years Ago
Posh dress updated source files + some convenient exports to use as a base for skinning other clothing
2 Years Ago
Citizen/clothing: posh dress LOD3 remade
2 Years Ago
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
2 Years Ago
Citizen/clothing: posh dress skinning improvements + neck seam fix
2 Years Ago
Citizen/clothing: necklace LOD2 is in fact 3, not 2
2 Years Ago
Necklace updated source files
2 Years Ago
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.)
2 Years Ago
Citizen sources: documentation & fixes on the automatic morph splitting process
2 Years Ago
Citizen: fixed smile morphs (lipCornerPuller) not working
2 Years Ago
Reskinned necklace .max file
2 Years Ago
citizen_model.max: added selection sets for quicker LOD exports
2 Years 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
2 Years Ago
Citizen skinning/tech update; unified both .max files back into a single one, fixes to morph shapes and other misc. things
2 Years 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
2 Years Ago
Temporarily roll back recent Citizen mesh changes while some obscure bone transform issues are being figured out
2 Years 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.
2 Years Ago
Addendum to last commit: actually baked down the weight transfer on the skin cap
2 Years Ago
Skinned "tight ponytail"
2 Years Ago
Applied UV fix to Citizen LOD0
2 Years 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.
2 Years 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
2 Years Ago
... resaved as .max 2021
2 Years Ago
Citizen skinning update source files
2 Years 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.)
2 Years Ago
Citizen source updates
2 Years Ago
Citizen/animgraph: updated Pistol_2H_Pose_Crouching_01
2 Years Ago
Citizen/animgraph: updated attachments & small graph updates
2 Years Ago
Compiled content
2 Years Ago
Set physics substeps to 4, to prevent ragdoll "stretching" issues
2 Years Ago
Readded zombie attack facial expressions
2 Years Ago
Better handling of reload/lower_weapon states
2 Years Ago
Rescaled locomotion speeds so that the character takes longer, slower strides, instead of equally-fast but small strides
2 Years Ago
Increased number of physics substeps
2 Years Ago
Adding a bit of graph-side damping to 1D move_groundspeed values
2 Years Ago
Animation improvements (part 2)
2 Years Ago
Animation improvements
2 Years Ago
Modulating walks by move_groundspeed
2 Years Ago
Animation speed tweaks
2 Years Ago
Zombie animgraph fixes (IK disable, walk fixes)
2 Years Ago
Zombie attack/idle/walk selectors
2 Years Ago
Barebones gutted animgraph for the zombies (not very functional yet)
2 Years Ago
Zombie animations Merge branch 'main' of HackWeek_TerryHorror
2 Years Ago
Fixed forked material paths Update citizen_horror_fork.vanmgrph
2 Years Ago
Moved citizen fork to avoid asset stomp & implemented b_weapon_lower on pistol holdtype
2 Years Ago
Commit of current Citizen sources to do a fork on this hack week gamemode
2 Years Ago
Revenge voice lines
2 Years Ago
100 brand-new announcer voice lines (recorded with love)
2 Years Ago
Citizen/animgraph: fixed NoclipStart state
2 Years 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.
2 Years Ago
Citizen/animgraph: moved facial animation to a subgraph + more cleanup