577 Commits over 1,126 Days - 0.02cph!
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
FPArms: debug poses and updated constraints
FPArms: fixed incorrect arm_upper_R rotation axises, added hitbox capsules
FPArms: helper constraints
Citizen: re-enabled elbow_R helper constraint which had been accidentally disabled
First-person arms initial commit
Merge branch 'master' of sbox
Citizen/animgraph: added flailing while airborne
Citizen/animgraph: pose/jump/land updates
Merge branch 'master' of sbox
Citizen/animgraph: updated jump animation + other tweaks/fixes
Citizen/animgraph: updated landing
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)
Citizen/animgraph: updated jump anim and airborne poses+blends
Citizen/animgraph: updated Jump anim
Citizen/animgraph: must have been airborne for 150ms or longer for landing anim to be playable
Shotgun aim matrix attachment moved to bone in separate hierarchy + adjusted poses
Merge branch 'master' of sbox
Straight Down aim matrix experimentation
Merge branch 'master' of sbox
Citizen/animgraph: unhooked new Choice node as it's causing a strange, menu-only animation playback bug
Citizen/animgraph: VR fully overrides arms + voice float + etc.
Citizen/animgraph: fixed incorrect parameters on wish_x/y/z and missing y
Citizen/animgraph: changed skid bounds from 400 to 650
Citizen/animgraph: skid experiment
Citizen/animgraph: post-jump airborne state now has a 1D Blend based on vertical velocity (move_z). First pass
On-the-fly delta compositing for melee_punch
Citizen right punch animation (complete)
More progress on punch anim
Preparing more punch stuff in the animgraph
WIP right melee_punch attack animation