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661 Commits over 1,371 Days - 0.02cph!

Yesterday
Humans: small tweak to Sprint_N + export the copy of the graph assigned to Humans
Yesterday
Humans/animgraph: added Sprint_N (+ temp derived NE/NW)
4 Days Ago
Humans: improved Run_N_m
32 Days Ago
Delete citizen_2023-03-06.fbx
33 Days Ago
Humans: improved WalkFast_N
33 Days Ago
Humans: renamed source files from "Human_Male" to "Human" + split off Run_N into gendered variants
34 Days Ago
Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup
38 Days Ago
Citizen/animgraph: fixed broken crouch states (oops)
38 Days Ago
Citizen/animgraph: add character_type enum & branches so that Citizen & Humans can use the same animgraph. Ongoing work. Humans: convert Citizen animations on the ModelDoc side rather than graph side
39 Days Ago
Humans: port over more animations from the Citizen set
40 Days Ago
Citizen/animgraph: added 'static_pose' int parameter — set to '1' to display the A-pose but with open eyes. To be used when rendering item thumbnails.
41 Days Ago
Humans: added CrouchWalk_E & CrouchWalk_W
41 Days Ago
Humans: disabled AO proxy nodes now that AO proxy support has been removed
42 Days Ago
Citizen/animgraph: tweaked wish-based locomotion layers to account for the new usage of the skid layer
46 Days Ago
Temporarily comment skid lines out in MoveMode while they're not accounting for the latest changes to the parameters
46 Days Ago
Citizen/animgraph: flipped order of compositing operations in skidding to fix arms pose (wish_*-based flailing comes after addition) + rewrote and updated some comments around the graph
46 Days Ago
Citizen/animgraph: reworked the skid parameters. Values are normalized. 'skid' (0,1) should now be only purely derived from 'skid_x' & 'skid_y' (-1,1) and would be a function of distance from center in their 2D blendspace. Made the layer into a model-space additive.
46 Days Ago
Citizen: disabled AO proxy nodes now that AO proxy support has been removed
2 Months Ago
Humans: skinning updates Humans: more skinning updates & prefab changes Merge branch 'master' of sbox
2 Months Ago
Humans: added citizen_human_female_staging.vmdl
2 Months Ago
Humans: copy ring fingers onto pinky fingers while we're still reusing Citizen animations — avoids the "tea cup" look
2 Months Ago
Humans: added CrouchWalk_S
2 Months Ago
Humans: improved CrouchWalk_N (and increased its speed to 85 u/s)
2 Months Ago
Humans: add menu anims (same as Citizen)
2 Months Ago
Humans: added Run_S & Run_W
2 Months Ago
Humans: recover deleted staging files Recovered 2 files that were deleted by commit 1d291f07bb4f2bb4bfec48765b2d640894441796
2 Months Ago
Humans: re-enabled automatic citizen-to-human animation hack for now while proper animations are being worked on
3 Months Ago
Citizen/animgraph: added b_firstperson parameter; intended to be used when showing the body in first-person view while looking down
3 Months Ago
Citizen/animgraph: removed several unused parameters + skid now relies on 2 new parameters, skid_x/skid_y, instead of move_x/move_y
3 Months Ago
Citizen/animgraph: improve look & feel of turning while moving https://files.facepunch.com/maxlebled/1b0111b1/2024-11-01%2005-08-50.mp4 (NB: this video has several of the parameters non-functional due to the current state of the physics-based player controller, so it's not a complete picture, but it does show off this specific improvement)
3 Months Ago
Humans: brand-new data sets for hitboxes, physics joints, and physics shapes + improved WalkFast_E + added WalkFast_W https://files.facepunch.com/maxlebled/1b3111b1/2024-10-31%2001-49-11.mp4
3 Months Ago
Humans: reworked WalkFast_N
3 Months Ago
Humans: fixed compile errors
3 Months Ago
Citizen/animgraph: improved turn poses (and enabled them) as well as standing shuffle
3 Months Ago
Humans: remove animation-processing VMDL prefab instances living under currently disabled nodes, to work around issue #1681
3 Months Ago
Humans: added WalkFast_E + NE/SE (roughs)
3 Months Ago
Citizen/animgraph: make scale_height not bouncy anymore
4 Months Ago
Humans: hook up an extremely basic animgraph so the model stops exploding if you try to use it
4 Months Ago
Human: normalize movement animation root speed to 80 u/s across animations + lower new constraint weights slightly
4 Months Ago
Humans: improved existing movement animations
4 Months Ago
Humans: same fix as Citizen + lower the weight of ShoulderToBicep constraints to account for the "bicep bulges" contributing to the situation... and also because it just looks better
4 Months Ago
Citizen: fixed incorrectly nested nodes in the AnimConstraintList prefab because ModelDoc doesn't know how to properly manage a folder of nodes being drag-and-dropped between VMDLs and prefabs
4 Months Ago
Human: added constraints on biceps that makes the lower part of arms subtly rotate away as the arms bend, similar to what happens with legs + various misc. things (anims, fixes...) https://files.facepunch.com/maxlebled/1b3011b1/elbows.mp4
4 Months Ago
Human: lots of updates, see commit comment • 2 walk animations & default idle poses • Same prefab changes as Citizen • Now accounting for limbs being slightly twisted in bindPose unlike Citizen — this 'unbiases' the constraints so there's practically no change in the resting pose • Added constraints that slightly pivot leg_upper_X_twist1 upwards as the leg bends; this makes the lower part of thighs 'bulge up' a bit, which complements the "poor man's RBF" kneecap constraints, and improves the look at extreme bend angles (crouching, etc.)
4 Months Ago
Delete old human male.vmdl
4 Months Ago
Citizen: renamed movement process prefabs for consistency, merged neck_clothing into animconstraintlist
4 Months Ago
Human/citizen: more "prefabization" & poor man's RBF backport to Citizen
4 Months Ago
Humans: added a "poor man's RBF" constraint setup which pushes out elbow & kneecap helpers outwards a bit as arms/legs rotate, which helps volume preservation
4 Months Ago
Human: more skinning updates focused on polishing height scale squash & stretch as well as volume preservation on elbows & kneecaps
4 Months Ago
Human: removed Rust animations