userMaxime Lebledcancel

952 Commits over 1,187 Days - 0.03cph!

2 Years Ago
FPArms: made punch hits snappier (approx. 200ms to hit now), separated punching anims into their own vmdl prefab
2 Years Ago
FPArms: added raise/deploy anim for punching, updated right hit 01
2 Years Ago
FPArms: fixed animations not playing in-game & minor skinning tweaks on the wrists
2 Years Ago
FPArms: fixed punching animgraph having been created in the wrong place
2 Years Ago
FPArms: first set of punching animations + punching animgraph
2 Years Ago
Citizen: HoldItem hand poses now define the position of hold bones
2 Years Ago
FPArms: fix scaling
2 Years Ago
FPArms: punching idle layer + improvements to skinning around the thenar webbing and the wrist
2 Years Ago
FPArms: improvements to skinning and triangulation around the metacarpophalangeal joints Merge branch 'master' of sbox
2 Years Ago
Citizen+FPArms source updates
3 Years Ago
FPArms: animated twist bones demo
3 Years Ago
FPArms: updated AO proxies, hitboxes, & anim constraints (+ moved the latter two into prefabs)
3 Years Ago
FPArms: new forearm twist setup, moved BoneMarkupList to a prefab
3 Years Ago
FPArms: updates to skinning (wrist/thumb) and skeleton (thumb)
3 Years Ago
FPArms: added AO proxies autogenerated from hitboxes
3 Years Ago
FPArms: debug poses and updated constraints
3 Years Ago
FPArms: fixed incorrect arm_upper_R rotation axises, added hitbox capsules
3 Years Ago
FPArms: helper constraints
3 Years Ago
Citizen: re-enabled elbow_R helper constraint which had been accidentally disabled
3 Years Ago
FPArms: bone markup data
3 Years Ago
First-person arms initial commit Merge branch 'master' of sbox
3 Years Ago
Citizen/animgraph: added flailing while airborne
3 Years Ago
Citizen/animgraph: pose/jump/land updates Merge branch 'master' of sbox
3 Years Ago
Citizen/animgraph: updated jump animation + other tweaks/fixes
3 Years Ago
Citizen/animgraph: updated landing
3 Years Ago
Citizen/animgraph: airborne side selector (During the post-jumping airborne state, the legs will now match the weapon pose; that is to say, which leg should be forward, if either. This is implemented thanks to Tags on Single Frame nodes)
3 Years Ago
Citizen/animgraph: updated jump anim and airborne poses+blends
3 Years Ago
Citizen/animgraph: updated Jump anim
3 Years Ago
Citizen/animgraph: must have been airborne for 150ms or longer for landing anim to be playable
3 Years Ago
Shotgun aim workarounds
3 Years Ago
Shotgun aim matrix attachment moved to bone in separate hierarchy + adjusted poses Merge branch 'master' of sbox
3 Years Ago
Straight Down frame 11
3 Years Ago
Straight Down aim matrix experimentation Merge branch 'master' of sbox
3 Years Ago
Citizen source updates
3 Years Ago
Citizen/animgraph: unhooked new Choice node as it's causing a strange, menu-only animation playback bug
3 Years Ago
Citizen/animgraph: VR fully overrides arms + voice float + etc.
3 Years Ago
Citizen/animgraph: fixed incorrect parameters on wish_x/y/z and missing y
3 Years Ago
Citizen/animgraph: changed skid bounds from 400 to 650
3 Years Ago
Citizen/animgraph: skid experiment
3 Years Ago
Updated sideman world model
3 Years Ago
Updated blaster world model Merge branch 'main' of sbox-hover
3 Years Ago
Removed silencer from sideman first-person model
3 Years Ago
Swapped scope on blaster first-person model + ran asset cleanup
3 Years Ago
Citizen/animgraph: post-jump airborne state now has a 1D Blend based on vertical velocity (move_z). First pass
3 Years Ago
On-the-fly delta compositing for melee_punch
3 Years Ago
Citizen right punch animation (complete)
3 Years Ago
More progress on punch anim
3 Years Ago
Preparing more punch stuff in the animgraph
3 Years Ago
WIP right melee_punch attack animation
3 Years Ago
Citizen/animgraph: more work on melee_fists