606 Commits over 1,249 Days - 0.02cph!
FPArms: couple of quick fixes on the punching animgraph
FPArms: on punching, foundations & placeholder anims for new first-person features
Citizen: adding a couple more aim matrixes (no left-right yet)
Citizen: added a nice aim matrix to standing pistol
FPArms: added all remaining finger adjustment controls
Explicitly recompiled citizen.vmdl_c
FPArms: added parameters for left fingers & to blend either hand to neutral pose
(This would allow you to do finger adjustments on top of the bind pose if you wish, meaning you would be posing the hand entirely through parameters.)
FPArms: more finger adjustment layer stuff + fixed stray vert skinning on ring fingernail
FPArms: fixed incorrect bone markup + added example pistol mesh (rescaled)
FPArms: more work on the finger adjustment layer feature
FPArms: initial commit for base/template animgraph + adding new parameters to punching animgraph
FPArms: sequences & weightlists for finger adjustment layers + more prefabbing
FPArms: moved animations to subfolder
Citizen: more comments and clarifications throughout the animgraph
Citizen: fixed menu exit t-pose
Merge branch 'master' of sbox
Added citizen_sfm.vmdl
(Thanks to prefabs, this is literally just the same as citizen.vmdl but with the ScaleAndMirror node disabled. This is necessary if you want to use the SFM as an animation tool for the character.)
Citizen: moved remaining ModelDoc nodes into prefabs
(BodygroupList, LODGroupList, MaterialGroupLIst, RenderMeshList)
Citizen: moved (almost) every ModelDoc node into prefabs
This will facilitate "forking" the Citizen model into your own gamemodes while automatically keeping up-to-date with what we do.
Citizen: updated random attack expression weights
Citizen: reworked facial compositing so attack expressions can now take control of eyelids, and automatic random blinks can take place on top of these
Citizen: updated attack expressions
Update first_person_arms_punching.vanmgrph_c
FPArms: a bunch of little fixes and animgraph updates
Citizen: updated pistol standing idle pose to be a bit better with bulky clothing
FPArms: updated punching raise anim + animgraph
Merge branch 'master' of sbox
FPArms: punching left 03 hit+miss
Citizen: added debug_rom animation
FPArms: punching right 03 hit update + miss added
Citizen: added neck_clothing bone
Through constraints, this bone effectively removes 65% of the "twist" of the neck, while keeping the tilt and the roll intact. This helps make clothing items look and deform better around the neck.
Merge branch 'master' of sbox
Update citizen.vmdl_c
Citizen: neck_clothing bone experiment
FPArms: punching right hit 03 anim
FPArms: punching miss 02s and left hit 02
Merge branch 'master' of sbox
FPArms: punching right hit 02 anim + minor wrist skinning updates
FPArms: left punch miss anim
FPArms: punching right miss anim
FPArms: made punch hits snappier (approx. 200ms to hit now), separated punching anims into their own vmdl prefab
FPArms: added raise/deploy anim for punching, updated right hit 01
FPArms: fixed animations not playing in-game & minor skinning tweaks on the wrists
FPArms: fixed punching animgraph having been created in the wrong place
FPArms: first set of punching animations + punching animgraph
Citizen: HoldItem hand poses now define the position of hold bones
FPArms: punching idle layer + improvements to skinning around the thenar webbing and the wrist
FPArms: improvements to skinning and triangulation around the metacarpophalangeal joints
Merge branch 'master' of sbox
FPArms: animated twist bones demo
FPArms: updated AO proxies, hitboxes, & anim constraints (+ moved the latter two into prefabs)
FPArms: new forearm twist setup, moved BoneMarkupList to a prefab
FPArms: updates to skinning (wrist/thumb) and skeleton (thumb)
FPArms: added AO proxies autogenerated from hitboxes