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276 Commits over 518 Days - 0.02cph!

Citizen/clothing: batch recursive recompile to reflect the removal of "m_pModelConfigList = null"
Citizen/clothing: flannel (& blue) shirt LOD0/LOD1 improvements & neck seam fix
Yesterday
Citizen/clothing: posh dress LOD3 remade
Yesterday
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 Days Ago
Citizen/clothing: posh dress skinning improvements + neck seam fix
2 Days Ago
Citizen/clothing: necklace LOD2 is in fact 3, not 2
5 Days 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.)
5 Days Ago
Citizen: fixed smile morphs (lipCornerPuller) not working
12 Days 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
12 Days 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
20 Days Ago
Temporarily roll back recent Citizen mesh changes while some obscure bone transform issues are being figured out
20 Days 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.
27 Days 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.
28 Days 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
34 Days 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.)
42 Days Ago
Citizen/animgraph: updated Pistol_2H_Pose_Crouching_01
43 Days Ago
Citizen/animgraph: updated attachments & small graph updates
56 Days Ago
Citizen/animgraph: fixed NoclipStart state
57 Days 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.
57 Days Ago
Citizen/animgraph: moved facial animation to a subgraph + more cleanup
58 Days Ago
Citizen/animgraph: big restructuring update The graph structure should be a lot clearer to read and understand now.
2 Months Ago
Citizen/animgraph: some reorg & added left 90° shuffling (not working in-game yet)
2 Months Ago
Citizen/animgraph: updated Rifle/SMG branch to use new deploys & fix IK (Also fixed a weightlist error.) Merge branch 'master' of sbox
3 Months Ago
Citizen/animgraph: added aim pitch component for movement animations See comments inside the animgraph group for thorough explanation.
3 Months Ago
Citizen/animgraph: bunch of updates Implemented the new b_deploy parameter on the Pistol branch, renamed draw anims to deploy, & various other little tidbits
3 Months Ago
Citizen: fixed physics joints (ragdoll) after ScaleAndMirror fixes Citizen: additional fix on the physics joints for the legs
3 Months Ago
Citizen: recompiled AO proxies
3 Months Ago
Citizen: AO proxies are now scaled correctly following ScaleAndMirror fix Merge branch 'master' of sbox
3 Months Ago
Citizen: HitboxSetList is now scaled correctly following ScaleAndMirror fix
3 Months Ago
Citizen/animgraph: idle optimizations Added the previously on-the-fly variants of the idle additive as "pre-made" animations. This reduces the overall number of nodes & animation fetches.
3 Months Ago
Citizen/animgraph: hooked up swimming idle anim
3 Months Ago
Citizen: fixed LOD3 eyes + more animgraph comments
3 Months Ago
Citizen/animgraph: added new parameters
3 Months Ago
Citizen/animgraph: added aim matrix for CrouchIdlePose_Default
3 Months Ago
Citizen: fixed IdlePose_Default having been exported with 11 frames instead of 30 This fixes idle animations playing too fast.
3 Months Ago
Citizen/animgraph: reenabled standing long idle poses that I'd disabled for testing
3 Months Ago
Citizen/animgraph: added generic standing aim matrices IdlePose_Default is now properly symmetrical as was intended, and comes with 3 different aim matrices (normal, fully halved, vertical halved; the latter being the one in use) that solve limitations of the procedural Look At chains.
3 Months Ago
Citizen/animgraph: IdlePose_07 looks better with bulky clothes
3 Months Ago
Citizen/animgraph: fixed pose choice weights
3 Months Ago
Citizen/animgraph: added IdlePose_07R/L, added more weightlists, added more comments
3 Months Ago
Citizen/animgraph: 04R/L idle pose + added working IK on 05
3 Months Ago
Citizen/animgraph: added SitPose_02 R/L
3 Months Ago
Citizen: fixed hierarchical corruption in AnimationList prefab (And also fixed a bunch of flags for those who wish to do non-animgraph playback with these.) Merge branch 'master' of sbox
3 Months Ago
Citizen/animgraph: added SitPose_01
3 Months Ago
Citizen: hand hitboxes cover more of the hand now (It was very small before.) Citizen/animgraph: sit idle motion & fixes - Added look chains & idle breathing to sitting. - The "none" weapon branch now has a reset blocker which, it turns out, is now needed since the look/aim stuff was moved much earlier in the graph and isn't here anymore to block reset signals coming from the 2nd "holdtype" selector node. This fixes sitting bugging out if sitting with a weapon & going back to being weaponless.
3 Months Ago
The engine seems very insistent that these vtex files should be deleted
3 Months Ago
Citizen/animgraph: let sit_offset_height affect model-space IK targets
3 Months Ago
Citizen/animgraph: changes to sitting - The "b_sit" boolean is out, replaced by the "sit" enum. 1 = sitting normally, in any seat-like circumstances, and 2 = sitting on the ground, with its own set of poses. - Added the "sit_offset_height" float, active only if sit = 1, to let you adjust the height, currently with a range of -12 to +12. - Added the "sit_pose" float, to let you choose a sitting pose in either state. No randomization here, 0 = a default pose. - The sit stuff is now in a subgraph; this is a good place to start dogfooding it.
3 Months Ago
Citizen/animgraph: idle updates + sit fixes
3 Months Ago
Citizen: more pose updates (added ground-sitting ones) Citizen: changed morph-enabled items to use an "AnimBindPose" node instead of an externally-referenced idle pose Merge branch 'master' of sbox