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658 Commits over 1,340 Days - 0.02cph!

3 Years Ago
FPArms: updates to skinning (wrist/thumb) and skeleton (thumb)
3 Years Ago
FPArms: added AO proxies autogenerated from hitboxes
3 Years Ago
FPArms: debug poses and updated constraints
3 Years Ago
FPArms: fixed incorrect arm_upper_R rotation axises, added hitbox capsules
3 Years Ago
FPArms: helper constraints
3 Years Ago
Citizen: re-enabled elbow_R helper constraint which had been accidentally disabled
3 Years Ago
FPArms: bone markup data
3 Years Ago
First-person arms initial commit Merge branch 'master' of sbox
3 Years Ago
Citizen/animgraph: added flailing while airborne
3 Years Ago
Citizen/animgraph: pose/jump/land updates Merge branch 'master' of sbox
3 Years Ago
Citizen/animgraph: updated jump animation + other tweaks/fixes
3 Years Ago
Citizen/animgraph: updated landing
3 Years Ago
Citizen/animgraph: airborne side selector (During the post-jumping airborne state, the legs will now match the weapon pose; that is to say, which leg should be forward, if either. This is implemented thanks to Tags on Single Frame nodes)
3 Years Ago
Citizen/animgraph: updated jump anim and airborne poses+blends
3 Years Ago
Citizen/animgraph: updated Jump anim
3 Years Ago
Citizen/animgraph: must have been airborne for 150ms or longer for landing anim to be playable
3 Years Ago
Shotgun aim workarounds
3 Years Ago
Shotgun aim matrix attachment moved to bone in separate hierarchy + adjusted poses Merge branch 'master' of sbox
3 Years Ago
Straight Down frame 11
3 Years Ago
Straight Down aim matrix experimentation Merge branch 'master' of sbox
3 Years Ago
Citizen/animgraph: unhooked new Choice node as it's causing a strange, menu-only animation playback bug
3 Years Ago
Citizen/animgraph: VR fully overrides arms + voice float + etc.
3 Years Ago
Citizen/animgraph: fixed incorrect parameters on wish_x/y/z and missing y
3 Years Ago
Citizen/animgraph: changed skid bounds from 400 to 650
3 Years Ago
Citizen/animgraph: skid experiment
3 Years Ago
Citizen/animgraph: post-jump airborne state now has a 1D Blend based on vertical velocity (move_z). First pass
3 Years Ago
On-the-fly delta compositing for melee_punch
3 Years Ago
Citizen right punch animation (complete)
3 Years Ago
More progress on punch anim
3 Years Ago
Preparing more punch stuff in the animgraph
3 Years Ago
WIP right melee_punch attack animation
4 Years Ago
Trigger facial animation when attacking
4 Years Ago
Implemented "long idle" to the pistol branch If standing without 10 seconds without moving or performing actions, switches to a different sub-chain
4 Years Ago
Fixed root motion values not being carried through the "procedural helper cleaner" node
4 Years Ago
More big changes to the animgraph compositing structure Additive attacks, procedural hit reaction tweaks, proper pelvis delta compositing in which upper body motion doesn't get doubled up, fixed helper bones getting jittery, head look chain is now part of weapon branches, etc.
4 Years Ago
Upper body compositing now switches between 3 different weightlists based on a variety of conditional checks This allows "action" animations (attacking, reloading) to properly fully take over the upper body, while simply running will let more of the underlying spine movement through, and being idle will let more of the idle noise through.
4 Years Ago
Animgraph checkpoint Merge branch 'master' of sbox Weapon delta sequences are now precomputed in ModelDoc to save on graph complexity and runtime cost
4 Years Ago
Citizen animgraph updates with massive improvements Conditional aim *and* IK disables on all holdtypes New damping parameters on a new look/aim setup for weapon holdtypes Separate damping and new look chains when not wielding a weapon Weapon gestures now also composite a pelvis-only additive component (and probably more that I forgot) Merge branch 'master' of sbox
4 Years Ago
Crouch poses for shotgun & SMG holdtypes
4 Years Ago
Citizen footstep volume adjustment Merge branch 'master' of sbox
4 Years Ago
Procedural hit reactions node changes
4 Years Ago
Animgraph updates Duck being an analog/float input is now properly handled, your equipped weapon has no more weird offsets from where you're actually aiming, and weapon gestures can disable aim chains as well as IK (though somewhat inelegantly for now)
4 Years Ago
Updated animgraph with new parameters Merge branch 'master' of sbox
4 Years Ago
Animgraph updates (includes more comments)
4 Years Ago
Animgraph updates (conditional IK disable during reload gesture)
4 Years Ago
Animgraph updates
4 Years Ago
Update .gitignore
4 Years Ago
Animgraph & animation updates
4 Years Ago
Added b_sit input to the animgraph
4 Years Ago
SMG reload animation + hooked up shotgun holdtype Merge branch 'master' of sbox