616 Commits over 1,430 Days - 0.02cph!
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
Citizen/animgraph: conversion of locomotion lean layer from hacky, '15%-of-a-big-overlaid-change' version to model-space additive — still needs tweaking
FPArms: genericized versions of new ironsight additive animations for the shared library
Update test animgraph for model-space additives
Citizen: add model-space versions of additive idle aim matrices
Citizen/animgraph: first pass at making the locomotion lean layer based on model-space additives + lowered default eyelid pose by 10 degrees
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
Example graph for model-space additive blending implementation
FPArms: new shared sprint in/out additive transitions
FPArms: added shared ironsights animations
FPArms: added basic throwable animations
First person arms: various updates to prefabs + new non-weapon_root-centric shared animations (for grenades)
First person arms: bring back the hold bones for non-weapon_root-centric setups
Remove VR hand assets from "Half-Life: Alyx" & associated source files
VR hands: couple more fixes + "cylinder" poses
Update VR hands with more backported stuff & fixes + left hand model
Work-in-progress replacement for VR hands
Update first_person_arms_adjustments.vsubgrph
Citizen/animgraph: renamed "move_shuffle" to "move_rotationspeed" & made damping on the feet shuffle nodes more aggressive
Citizen/animgraph: before applying shuffle additives, bias feet IK targets towards default pose the higher move_shuffle is
Citizen/animgraph: reworked move_shuffle-related sequences & added a basic additive blendspace for them