userMaxime Lebledcancel

886 Commits over 1,096 Days - 0.03cph!

1 Year Ago
Citizen: tweaks to scale_height source poses (they now affect arms a little bit less)
1 Year Ago
Citizen/clothing: updated summer shorts to latest rig & reskinned them
1 Year Ago
Citizen/clothing: updated polo shirts to latest rig
1 Year Ago
Citizen/clothing: updated Hawaiian shirt to latest rig
1 Year Ago
Citizen/clothing: updated flannel shirts to latest rig
1 Year Ago
Citizen/clothing: enabled expensive tangents on dotted dress (gets rid of shading seam)
1 Year Ago
Citizen/animgraph: fixed the scale_height min & default values being swapped (oops)
1 Year Ago
Citizen/animgraph: removed restriction on scale_height feature You are still very much advised to keep the value between 0.8 and 1.2, but if you want to set it to 2.0 and create a noodly-limbed monstrosity, you may now do that without having to edit the Citizen animgraph. Merge branch 'master' of sbox
1 Year Ago
Citizen/clothing: updated v-neck t-shirts to latest rig & reskinned them Merge branch 'master' of sbox
1 Year Ago
Citizen/clothing: updated cargo pants to the new rig & reskinned them
1 Year Ago
Citizen/clothing: updated tank top cut body meshes to latest rig + improved skinning along cloth edges
1 Year Ago
Brightened up the avatar editing menu
1 Year Ago
Citizen/clothing: added new item, "Diving Rebreather" This one comes with fancier rigging enabled by item-level animation constraints created entirely in ModelDoc. https://files.facepunch.com/maxlebled/1b1711b1/sbox_2023-04-17_07-19-47.mp4
1 Year Ago
Citizen/animgraph: improved sit_offset_height The feet now pivot up and detach from the ground beyond +3 units, and the arms also follow correctly. https://files.facepunch.com/maxlebled/1b1411b1/sbox_2023-04-14_21-11-48.mp4
1 Year Ago
Citizen/animgraph: misc. small fixes Fixed handling of some special movement transitions, move_style keeps cycle when switching modes, & some comment stuff
1 Year Ago
Citizen/animgraph: added faster walk ring + added "move_style" enum. (See commit comments.) The faster walk ring helps achieve a better blend between walking & running (the in-between strides are faster and look somewhat less awkward). The "move_style" enum lets you force walking only, or running only. Variations on upright movement could be hooked up there in the future.
1 Year Ago
Citizen/clothing: updated Posh Dress to latest skinning
1 Year Ago
Citizen: skinning hotfix
1 Year Ago
Citizen/clothing: converted Posh Dress to new rig setup Citizen: moved height scale preview sequences into debug prefab
1 Year Ago
Citizen: part 2 of the recent rig update (see commit comments for details) - Further improvements to skinning: much better deformation between spine0 and pelvis, refinements to the upper arm to shoulder to neck regions, a gentler blend from thorax to neck to head (which also better matches up with the "chin" of the character), and slightly better volume preservation for elbow and kneecap helpers. All of these changes also allow the height scaling feature to hold up better. - Fixed a small angle drift that had devilishly sneaked into the leg bones (this is the part where I sarcastically profess my love for 3ds Max and Autodesk software in general) - Fixed the kneecap helpers being the children of leg_lower_*_twist0 instead of leg_lower_* - Updated the "all-in-one" FBX source file - Following this model update, there may be very minor seams showing up in some clothing items under specific circumstances; these will be addressed in separate commits
1 Year Ago
Citizen: tagged AO mask as uncompressed, which avoids blockiness and banding from showing up, especially on darker skin colors + small improvement to skin05 (a bit less purplish)
1 Year Ago
Citizen/clothing: added "stopgap" twist setup to shorts, trousers, and vests
1 Year Ago
Citizen/clothing: added "stopgap" twist setup to jumpers, shirts, and shoes
1 Year Ago
Citizen/clothing: added "stopgap" twist setup to jackets (testing with this one is parts of the prefab really need to be disabled situationally; if the build server doesn't throw up an error on content compile, then we're good)
1 Year Ago
Citizen/clothing: added "stopgap" twist setup to gloves
1 Year Ago
Citizen/clothing: added "stopgap" twist setup to dresses
1 Year Ago
Citizen: updated the "stopgap" VMDL prefab that should be applied on models with the old Citizen skeleton & merged the two into one (because when flattened, they auto-sort into the proper categories)
1 Year Ago
Citizen: updated skeleton & twist helpers to use the "containerized" setup seen in the Humans rig + improved behaviour of procedural constraints This greatly improves the way limbs behave when squashing and stretching, especially when using the height_scale feature, and most notably their upper parts, which were unable to do so properly before. **IMPORTANT:** this doesn't "break" old VMDLs, because the new twist bones are named differently (previously "twist", now "twist0" & "twist1"). So there is a sort of barebones level of "retrocompatibility". However, it does mean that the old bones will stop twisting. The ideal solution is to fix your clothing items etc. to use the new bone names & transforms, *BUT* as an easy stopgap solution, you can import a prefab onto older VMDLs (like clothing items) which contains the old constraints, and they will run inside that VMDL, separately. (This does mean they won't benefit from the improved squash/stretch, but it will at least keep the helpers running as they did.) There will also be a minor skinning update in not too long to push this to be as good as possible.
1 Year Ago
Citizen: disabled IKChain_Old nodes, which were causing issues with Active Sequence Bounds. All existing animgraph nodes are referencing the newer IK chains anyway (or if I missed some, they should be, anyway)
1 Year Ago
Citizen: in preparation for minor rig update, 2 VMDL prefabs for inclusion in clothing items so that they can easily retain the functionality of the old twist helper setup
1 Year Ago
Citizen/animgraph: added an overhead pose to holditem (set holdtype_pose=5)
1 Year Ago
Citizen: added a fourth, head-only LOD level (see commit comments) Head_LOD4 further reduces the tris count, but most importantly completely removes the eyes. This means one less material called, which, in turn, means one less draw call per character at very long distances.
1 Year Ago
10 example DMX scenes
1 Year Ago
Citizen/animgraph: melee_punch holdtype can now be set to a "blocking" pose by setting holdtype_pose = 1
1 Year Ago
Update citizen_sfm.vmdl_c
1 Year Ago
Citizen/animgraph: added second pose to RPG holdtype. Blending between pose 1 and pose 2 changes the distance of the left hand grip
1 Year Ago
Various animation source updates
1 Year Ago
Citizen/animgraph: updated RPG standing aim matrix & various look chains
1 Year Ago
Citizen: fixed CrouchWalkLow_* animations' processing prefab contents being unintentionally disabled Merge branch 'master' of sbox
1 Year Ago
Citizen/animgraph: added standing aim matrix to RPG holdtype
1 Year Ago
Added RPG weapon stub
1 Year Ago
Citizen/animgraph: added RPG holdtype + renamed "*_moving_* animations to "*_standing_moving_*" where appropriate
1 Year Ago
Added RPG to CitizenAnimationHelper.cs
1 Year Ago
Citizen: added set of RPG poses & attack animations (Animgraph implementation commit pending.)
1 Year Ago
Citizen/animgraph: some readability clean-up (node names, comments...)
1 Year Ago
Citizen/animgraph: added an additive pelvis component to locomotion leaning
1 Year Ago
Citizen/animgraph: added a lean component based on your input movement (wish_* parameters) to standing locomotion, improving 3rd person game feel a little bit
1 Year Ago
CItizen/animgraph: converted the "melee_punch" branch to the newer compositing. (See commit description) This fixes the biggest long-standing problem of this holdtype branch: the upper body going completely sideways when looking up and down WHILE moving. However, the way the pre-composite group is laid out and computes its 3 outputs has a couple of core assumptions that are broken by this: 1) the melee_punch idle is animated, instead of being a static pose, and 2) attacks should probably (?) be in the pre-composite. These 2 things don't mesh well with the established order. So there are a couple "bugs": attacks go 45° sideways while ducked, and the composite is a little off in some scenarios... but overall it's still a significant improvement for the time being.
1 Year Ago
Citizen/animgraph: some cleanup in Section 05
1 Year Ago
Citizen/animgraph: converted the "shotgun" branch to the newer compositing