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576 Commits over 1,096 Days - 0.02cph!

3 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
3 Years Ago
Fixed root motion values not being carried through the "procedural helper cleaner" node
3 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.
3 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.
3 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
3 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
3 Years Ago
Crouch poses for shotgun & SMG holdtypes
3 Years Ago
Citizen footstep volume adjustment Merge branch 'master' of sbox
3 Years Ago
Procedural hit reactions node changes
3 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)
3 Years Ago
Updated animgraph with new parameters Merge branch 'master' of sbox
3 Years Ago
Animgraph updates (includes more comments)
3 Years Ago
Animgraph updates (conditional IK disable during reload gesture)
3 Years Ago
Animgraph updates
3 Years Ago
Update .gitignore
3 Years Ago
Animgraph & animation updates
3 Years Ago
Added b_sit input to the animgraph
3 Years Ago
SMG reload animation + hooked up shotgun holdtype Merge branch 'master' of sbox
3 Years Ago
Pistol reload animation
3 Years Ago
Squash anim
3 Years Ago
Added a conditional IK disable at the end of the animgraph + temp (?) fix for noclip-out overriding landing
3 Years Ago
Fixed jump sometimes playing the fall animation instead of jump (This could happen if you jumped right after landing in a very small time window. The state machine needed some more conditional checks.)
3 Years Ago
Improved jump & land animations
3 Years Ago
Citizen animgraph/vmdl updates
3 Years Ago
NoclipEnd transition state can now be interrupted by landing Merge branch 'master' of sbox
3 Years Ago
Fixed the landing animation sometimes causing IK chains to flip out
3 Years Ago
Added ComIntegration to gitignore
3 Years Ago
Added look-at chains for both eyes + let landing animation be interruptible by jumping again
3 Years Ago
Animgraph updates
3 Years Ago
Rough crouch re-exported with IK data now so that feet IK can be reapplied globally right away
3 Years Ago
Polished 9-way run SE/SW + NE/NW updates Merge branch 'master' of sbox
3 Years Ago
Polished Run S
3 Years Ago
Polished run updates (E/NE, W/NW)
3 Years Ago
More run updates (N/NE/E)
3 Years Ago
Legs hitbox fix attempt + polished RunN
3 Years Ago
Weapon pose properly fed in as idle state pose
3 Years Ago
Added a (very naive) reproduction of the Source 1 "ikrule touch" feature for current holds
3 Years Ago
Polished 9-way walk
3 Years Ago
Fixed hold_R on Rust crossbow Merge branch 'master' of sbox
3 Years Ago
Procedural blink machine + micro eye darts added to the Citizen animgraph Merge branch 'master' of sbox
3 Years Ago
Applying temp solution for better arms aiming
3 Years Ago
Fixed hand IK chains
3 Years Ago
AE_FOOTSTEP anim metadata + adjusted loop points + moved movement anim processing into prefabs Merge branch 'master' of sbox
3 Years Ago
Fixed crouchwalk sidewards axis being reversed
3 Years Ago
Falling animation
3 Years Ago
Citizen V2 merge onto V1 Citizen V2: animgraph work, AO proxy data More puzzling animgraph shenanigans Removed colour from skin to allow for better tinting Updated citizen model with some added loops around elbows/knees. Made mouth a separate material so it doesn't get tinted. Added a fake AO under eyelids Halved new loops, tweaked skin weights, stripped off "Citizen@" off of all animation names to make everything cohesive Fixed unwelded vert in knee Implemented noclip in/out transition states Fixed axis drifting on constraints + separate cycle resets on noclip entry/exit repeats Working IK on the legs, animgraph updates, fixed look chains, etc. Updated trousers to fit new Citizen rig Updated longsleeve shirt to fit new Citizen rig Updated Tracksuit to fit new Citizen rig Updated Shorts to fit new Citizen rig Updated Labcoat to fit new Citizen rig Updated Jackets (hoodie and tuxedo) to fit new Citizen rig Updated HeavyJacket to fit new Citizen rig Updated Shoes to fit new Citizen rig Merge branch 'citizenv2' of sbox into citizenv2 Fidget idle test Updated Trainers to fit new Citizen rig Updated Workboots to fit new Citizen rig Updated Hardhat to fit new Citizen rig Remove physics hull from hardhat (causing visibility issues) Updated Wooly hat to fir new Citizen rig Updated Beret to fit the new Citizen rig Updated Security Helmet (with and without strap) to fit new Citizen rig Workboots compile Updated Tophat to fit new Citizen rig Updated Cap to fit new Citizen rig Updated Woolyhatbobble to fit new Citizen rig Updated Leather cap (with and without badge) to fit new Citizen rig Updated Uniform hat to fit new Citizen rig Updated Service hat to fit new Citizen rig Updated femalebun to fit new Citizen rig Updated male hair 02 to fit new Citizen rig Refined AO capsules + individual finger ones Merge branch 'citizenv2' of sbox into citizenv2 Updated N/NE/E/SE/S walks Added tint mask to citizen_skin, removed mouth material More work on the walks reapplied tint mask Jump & land animations + changed bindPose to have root_ik Z=0 Fixed chest bodygroup name Merge branch 'citizenv2'
3 Years Ago
3 Years Ago
Fixed chest bodygroup name
3 Years Ago
Jump & land animations + changed bindPose to have root_ik Z=0
3 Years Ago
More work on the walks