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643 Commits over 1,310 Days - 0.02cph!

3 Years Ago
Deleted temp_punch
3 Years Ago
Citizen: more comments and clarifications throughout the animgraph
3 Years Ago
Citizen: fixed menu exit t-pose Merge branch 'master' of sbox
3 Years Ago
Added citizen_sfm.vmdl (Thanks to prefabs, this is literally just the same as citizen.vmdl but with the ScaleAndMirror node disabled. This is necessary if you want to use the SFM as an animation tool for the character.)
3 Years Ago
Citizen: moved remaining ModelDoc nodes into prefabs (BodygroupList, LODGroupList, MaterialGroupLIst, RenderMeshList)
3 Years Ago
Citizen: moved (almost) every ModelDoc node into prefabs This will facilitate "forking" the Citizen model into your own gamemodes while automatically keeping up-to-date with what we do.
3 Years Ago
Citizen: updated random attack expression weights
3 Years Ago
Citizen: reworked facial compositing so attack expressions can now take control of eyelids, and automatic random blinks can take place on top of these
3 Years Ago
Citizen: updated attack expressions
3 Years Ago
Update first_person_arms_punching.vanmgrph_c
3 Years Ago
FPArms: a bunch of little fixes and animgraph updates
3 Years Ago
Citizen: updated pistol standing idle pose to be a bit better with bulky clothing
3 Years Ago
FPArms: updated punching raise anim + animgraph Merge branch 'master' of sbox
3 Years Ago
FPArms: punching left 03 hit+miss
3 Years Ago
Citizen: added debug_rom animation
3 Years Ago
FPArms: punching right 03 hit update + miss added
3 Years Ago
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
3 Years Ago
Citizen: neck_clothing bone experiment
3 Years Ago
FPArms: punching right hit 03 anim
3 Years Ago
FPArms: punching miss 02s and left hit 02 Merge branch 'master' of sbox
3 Years Ago
FPArms: punching right hit 02 anim + minor wrist skinning updates
3 Years Ago
FPArms: left punch miss anim
3 Years Ago
FPArms: punching right miss anim
3 Years Ago
FPArms: made punch hits snappier (approx. 200ms to hit now), separated punching anims into their own vmdl prefab
3 Years Ago
FPArms: added raise/deploy anim for punching, updated right hit 01
3 Years Ago
FPArms: fixed animations not playing in-game & minor skinning tweaks on the wrists
3 Years Ago
FPArms: fixed punching animgraph having been created in the wrong place
3 Years Ago
FPArms: first set of punching animations + punching animgraph
3 Years Ago
Citizen: HoldItem hand poses now define the position of hold bones
3 Years Ago
FPArms: fix scaling
3 Years Ago
FPArms: punching idle layer + improvements to skinning around the thenar webbing and the wrist
3 Years Ago
FPArms: improvements to skinning and triangulation around the metacarpophalangeal joints Merge branch 'master' of sbox
3 Years Ago
FPArms: animated twist bones demo
3 Years Ago
FPArms: updated AO proxies, hitboxes, & anim constraints (+ moved the latter two into prefabs)
3 Years Ago
FPArms: new forearm twist setup, moved BoneMarkupList to a prefab
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