586 Commits over 1,310 Days - 0.02cph!
Humans: skinning updates
Humans: more skinning updates & prefab changes
Merge branch 'master' of sbox
Humans: added citizen_human_female_staging.vmdl
Humans: copy ring fingers onto pinky fingers while we're still reusing Citizen animations — avoids the "tea cup" look
Humans: added CrouchWalk_S
Humans: improved CrouchWalk_N (and increased its speed to 85 u/s)
Humans: add menu anims (same as Citizen)
Humans: added Run_S & Run_W
Humans: recover deleted staging files
Recovered 2 files that were deleted by commit 1d291f07bb4f2bb4bfec48765b2d640894441796
Humans: re-enabled automatic citizen-to-human animation hack for now while proper animations are being worked on
Citizen/animgraph: added b_firstperson parameter; intended to be used when showing the body in first-person view while looking down
Citizen/animgraph: removed several unused parameters + skid now relies on 2 new parameters, skid_x/skid_y, instead of move_x/move_y
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)
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
Humans: reworked WalkFast_N
Humans: fixed compile errors
Citizen/animgraph: improved turn poses (and enabled them) as well as standing shuffle
Humans: remove animation-processing VMDL prefab instances living under currently disabled nodes, to work around issue #1681
Humans: added WalkFast_E + NE/SE (roughs)
Citizen/animgraph: make scale_height not bouncy anymore
Humans: hook up an extremely basic animgraph so the model stops exploding if you try to use it
Human: normalize movement animation root speed to 80 u/s across animations + lower new constraint weights slightly
Humans: improved existing movement animations
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
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
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
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.)
Delete old human male.vmdl
Citizen: renamed movement process prefabs for consistency, merged neck_clothing into animconstraintlist
Human/citizen: more "prefabization" & poor man's RBF backport to Citizen
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
Human: more skinning updates focused on polishing height scale squash & stretch as well as volume preservation on elbows & kneecaps
Human: removed Rust animations
Human: move staging to main
Human: more skinning tweaks
Human: more skinning adjustments, implemented elbow/knee helpers
Humans: updated rig, polished skinning, forked off most VMDL prefabs
Citizen: added "blink" pose parameter + "Eyes_1D" sequence
Humans: actually link the staging animgraph
Humans: v2 staging VMDL & animgraph
Citizen/animgraph: first (very) rough draft of melee_weapons holdtype + a couple of minor fixes
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
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
Citizen/animgraph: tweaked the upper body lean layer poses to account for the change to model-space additive compositing
Citizen/hackweek: animgraph implementation of prototype avatar menu animations
Citizen/hackweek: added 58 new **prototype** animations for the avatar menu + moved all menu animations into a separate folder & prefab
Citizen: re-enabled upper body component of the lean layer
FPArms: added "Only_Weapon_no_IK" weightlist
FPArms: shared jump/land/airborne subgraph + fixed _delta missing from some shared names
FPArms: move_groundspeed to move_bob (0,1)
FPArms: improved shared jump/airborne/land animations