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606 Commits over 1,249 Days - 0.02cph!

6 Days Ago
Humans: actually link the staging animgraph
6 Days Ago
Humans: v2 staging VMDL & animgraph
23 Days Ago
Citizen/animgraph: first (very) rough draft of melee_weapons holdtype + a couple of minor fixes
24 Days Ago
Citizen: fixed accidental FBM embedding of Citizen textures in an exported mocap take file, which was causing ModelDoc to extract the folder every time it compiled the VMDL
24 Days Ago
Citizen/animgraph: added experimental dota-style turn poses. Disabled for now because the parameter is not working correctly in-game and I don't have any way of troubleshooting it
25 Days Ago
Citizen/animgraph: tweaked the upper body lean layer poses to account for the change to model-space additive compositing
28 Days Ago
Citizen/hackweek: animgraph implementation of prototype avatar menu animations
29 Days Ago
Citizen/hackweek: added 58 new **prototype** animations for the avatar menu + moved all menu animations into a separate folder & prefab
36 Days Ago
Citizen: re-enabled upper body component of the lean layer
37 Days Ago
FPArms: added "Only_Weapon_no_IK" weightlist
2 Months Ago
FPArms: shared jump/land/airborne subgraph + fixed _delta missing from some shared names
3 Months Ago
FPArms: move_groundspeed to move_bob (0,1)
3 Months Ago
FPArms: improved shared jump/airborne/land animations
3 Months Ago
Citizen/animgraph: conversion of locomotion lean layer from hacky, '15%-of-a-big-overlaid-change' version to model-space additive — still needs tweaking
3 Months Ago
FPArms: genericized versions of new ironsight additive animations for the shared library
3 Months Ago
Update test animgraph for model-space additives Citizen: add model-space versions of additive idle aim matrices
3 Months Ago
Citizen/animgraph: first pass at making the locomotion lean layer based on model-space additives + lowered default eyelid pose by 10 degrees
3 Months Ago
Citizen/animgraph: improved scale_height parameter (see commit comments) • tweaked input poses, especially the tall one (5% less legs, 5% more torso & arms) • tweaked stride scaling: from 0,1,2 to -1,1,3 (this lets short characters cover much more ground, and helps prevent IK pops on tall characters) • added a new weighted constraint to the procedural neck_clothing bone so that it won't flip anymore on extremely short characters (with e.g. jumpsuit outfit) • scaling your height is now bouncy because it looks fun: https://files.facepunch.com/maxlebled/1b1111b1/sbox-dev_2024-06-11_11-58-31.mp4
3 Months Ago
Example graph for model-space additive blending implementation
3 Months Ago
FPArms: new shared sprint in/out additive transitions
3 Months Ago
FPArms: added shared ironsights animations
3 Months Ago
FPArms: added basic throwable animations
3 Months Ago
First person arms: various updates to prefabs + new non-weapon_root-centric shared animations (for grenades)
3 Months Ago
First person arms: bring back the hold bones for non-weapon_root-centric setups
4 Months Ago
Remove VR hand assets from "Half-Life: Alyx" & associated source files
4 Months Ago
VR hands: "grab" poses
4 Months Ago
VR hands: couple more fixes + "cylinder" poses
4 Months Ago
Update VR hands with more backported stuff & fixes + left hand model
4 Months Ago
Work-in-progress replacement for VR hands
4 Months Ago
Update first_person_arms_adjustments.vsubgrph
5 Months Ago
Citizen/animgraph: renamed "move_shuffle" to "move_rotationspeed" & made damping on the feet shuffle nodes more aggressive
5 Months Ago
Citizen/animgraph: before applying shuffle additives, bias feet IK targets towards default pose the higher move_shuffle is
5 Months Ago
Citizen/animgraph: reworked move_shuffle-related sequences & added a basic additive blendspace for them
5 Months Ago
Citizen: convert the remaining 'Walk2X' sequences to source the new WalkFast clips
5 Months Ago
Citizen/animgraph: added WalkFast_SE & WalkFast_SW + updated animgraph
5 Months Ago
Citizen/animgraph: added WalkFast_NW & WalkFast_W + updated animgraph
5 Months Ago
These two clothing icons were missed in the layout change
7 Months Ago
Citizen: small adjustments to WalkFast_N + remade WalkFast_NE
8 Months Ago
Citizen/animgraph: made vertical swimming work, it's janky as hell, but at least it's reflected visually; becoming increasingly clear that this state will need custom code on the controller side https://files.facepunch.com/maxlebled/1b2411b1/2024-01-24%2018-50-19.mp4
8 Months Ago
Citizen/animgraph: change the swimming 2D Blendspace from Z/X to Y/X, it was an interesting idea that unfortunately didn't pan out
8 Months Ago
Citizen/animgraph: added Swim_Up
8 Months Ago
Citizen/animgraph: updated Swim_Idle
8 Months Ago
Citizen/animgraph: change threshold for movement reset from 5 to 2 u/s
8 Months Ago
Citizen/animgraph: do some move/wish trickery to improve the look of changing direction while swimming (sort of like leaning while running)
8 Months Ago
Citizen/animgraph: added Swim_S, updated Swim_N, new Swim_Idle
8 Months Ago
Citizen: new Swim_N animation
8 Months Ago
Citizen/animgraph: attacking/firing does not force a non-overridable angry face anymore
8 Months Ago
Citizen/animgraph: added face_override enum parameter (currently valid options, starting from 0, are: no_override, smile, frown, surprise, sad, angry)
8 Months Ago
Citizen/animgraph: tweak lipsync weightlist + set 1D bounds to [0,1]
8 Months Ago
Citizen/animgraph: the voice parameter now cancels out most mouth-related morphs so that the mouth is closed before the OVR lipsync operates (but some morphs can still partially leak through to retain some of the underlying expressions) + more MorphFrame expressions