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952 Commits over 1,187 Days - 0.03cph!

1 Year Ago
Typo fix in asset.party package publish successful
1 Year Ago
v_usp: changed on-screen position to be a bit closer, higher, and a slight roll to the left. Also fixed bones for IK intermediaries in animations
1 Year Ago
v_mp5: deploy & reload animations + animgraph
1 Year Ago
v_usp: minor updates
1 Year Ago
v_usp: offsets WIP
1 Year Ago
v_usp: fix reload's left hand having a bit of jank if you fired & reloaded immediately
1 Year Ago
FPArms: include the hand_*_to_weapon_IKrule bones in the "X arm only" weightlists
1 Year Ago
v_mp5: initial animation commit
1 Year Ago
v_usp: fixed twist constraints missing
1 Year Ago
FPArms: added new debug animations for twist constraints, moved debug anims into prefab
1 Year Ago
.addon to .sbproj
1 Year Ago
Citizen: added visemes animation prefab containing a set of viseme morph frames
1 Year Ago
v_usp: move reloading states into their own sub-state machine, make fire additives with a separately timed reload interruption
1 Year Ago
Update first_person_arms_punching.vanmgrph_c
1 Year Ago
v_toolgun: latest blockout
1 Year Ago
v_usp: new animations, + animated camera rotation scales down with movement speed (down to 50% at 100 u/s)
1 Year Ago
FPArms: move_groundspeed min/max to -1000,1000
1 Year Ago
FPArms: hack workaround to share all parameters through the adjustments subgraph. Unfortunately this does not work with bools or enums :(
1 Year Ago
v_toolgun: updated blockout
1 Year Ago
v_toolgun (blockout version)
1 Year Ago
Citizen/animgraph: further protect against movement hitches by blocking reset signals to the pelvis lean additive node + updated comments
1 Year Ago
Citizen/animgraph: prevent animation hitches that could happen when strafing back and forth or changing directions (see commit comment) + improved noclip blend In order to have movement cycles always start from the same phase (left foot passing the right foot), the state machine in charge of tagging would send a reset signal every time the movement speed would go from under 2 u/s (defined as idle) to above 2 u/s (or 100 u/s in one tick). However, strafing back and forth or changing directions could satisfy these conditions right away, and the received signal would not only reset the 2D Blendspace, but also the newer lean layers, creating a visible hitch. The implemented solution is a second set of state change conditions. The current conditions still exist, but don't send a reset signal anymore. The new set of conditions can still send a reset, but they also require to have spent at least 250ms under 2 u/s first. The defined transition priority order now sets the newer set of conditions to the first slots, to then make sure the time condition can always get evaluated first.
1 Year Ago
Citizen/animgraph: your input direction is now visually reflected when airborne https://files.facepunch.com/maxlebled/1b0711b1/airborne_wish_lean.webm
1 Year Ago
Update first_person_arms_adjustments.vsubgrph
1 Year Ago
v_usp: various new animations & animgraph changes (including the return of the adjustments subgraph) (So you can hide the USP, use the various adjustment parameters, and be able to easily reuse the USP animations for something else if you so wish)
1 Year Ago
Update parameter names on Fists weapon
1 Year Ago
FPArms/Punching: prefix all bool parameters with b_ like in the Citizen graph
1 Year Ago
v_usp: added second idle layer
1 Year Ago
Citizen/animgraph: enabled bouncyspring on pelvis lean additive
1 Year Ago
Animgraph spring demo graph/vmdl
1 Year Ago
Citizen/animgraph: set voice parameter back to predicted
1 Year Ago
Citizen/animgraph: set voice parameter to not be predicted
1 Year Ago
v_usp: ...and actually re-hooking up the system after doing an always-on testing would have been nice (oops)
1 Year Ago
v_usp: implemented "skeletondelta" proof-of-concept system
1 Year Ago
FPArms: added proof-of-concept system for swapping to different first-person arms, with automatic adjustment for hand proportions Example with a (very roughly converted) 4-fingered Citizen hand, in use with v_usp: https://files.facepunch.com/maxlebled/1b2411b1/sbox_2023-06-24_10-33-48.png
1 Year Ago
v_usp: draft of two-handed idle & deploy (+ animgraph)
1 Year Ago
FPArms: keep AO proxies disabled by default
1 Year Ago
FPArms: fix & improve AO proxies
1 Year Ago
Use ISO 8601 date format when publishing changes to asset.party
1 Year Ago
v_usp: added animated camera motion to reload animations
1 Year Ago
v_usp: trim sequence used for slide management, add fire variant
1 Year Ago
Scaled down muzzle flash particle to match USP viewmodel scaling
1 Year Ago
v_usp: reworked graph to have a slide manager, better core SM reload handling (code can set b_empty to false at any time during reload), & animation improvements
1 Year Ago
v_usp: added camera animation to deploy & improved the animation
1 Year Ago
Update first_person_arms_punching.vanmgrph_c
1 Year Ago
v_usp: ported existing animations to updated FPArms rig, adjusted grip, made reload animations more distinct, added dry fire state, made it & regular fire properly self-interrupting
1 Year Ago
FPArms: clamp to 4 bone/vert & get rid of FBX re-import warnings
1 Year Ago
FPArms: updated first person arms rig (see commit comments) + updated punching animation set accordingly The wrist and metacarpal bones were pushed back up by a centimeter. The wrist area deformation is better on either side, and a tiny bit better at the front and back. The metacarpal bones can now deform the entire hand more gradually, creating a gentle curved slope. Some triangulation was changed.
1 Year Ago
FPArms: fixed left arm IKchain
1 Year Ago
v_usp: animgraph implementation, additive idle layer, empty anims