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658 Commits over 1,340 Days - 0.02cph!

4 Years Ago
Pistol reload animation
4 Years Ago
Squash anim
4 Years Ago
Added a conditional IK disable at the end of the animgraph + temp (?) fix for noclip-out overriding landing
4 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.)
4 Years Ago
Improved jump & land animations
4 Years Ago
Citizen animgraph/vmdl updates
4 Years Ago
NoclipEnd transition state can now be interrupted by landing Merge branch 'master' of sbox
4 Years Ago
Fixed the landing animation sometimes causing IK chains to flip out
4 Years Ago
Added ComIntegration to gitignore
4 Years Ago
Added look-at chains for both eyes + let landing animation be interruptible by jumping again
4 Years Ago
Animgraph updates
4 Years Ago
Rough crouch re-exported with IK data now so that feet IK can be reapplied globally right away
4 Years Ago
Polished 9-way run SE/SW + NE/NW updates Merge branch 'master' of sbox
4 Years Ago
Polished Run S
4 Years Ago
Polished run updates (E/NE, W/NW)
4 Years Ago
More run updates (N/NE/E)
4 Years Ago
Legs hitbox fix attempt + polished RunN
4 Years Ago
Weapon pose properly fed in as idle state pose
4 Years Ago
Added a (very naive) reproduction of the Source 1 "ikrule touch" feature for current holds
4 Years Ago
Polished 9-way walk
4 Years Ago
Fixed hold_R on Rust crossbow Merge branch 'master' of sbox
4 Years Ago
Procedural blink machine + micro eye darts added to the Citizen animgraph Merge branch 'master' of sbox
4 Years Ago
Applying temp solution for better arms aiming
4 Years Ago
Fixed hand IK chains
4 Years Ago
AE_FOOTSTEP anim metadata + adjusted loop points + moved movement anim processing into prefabs Merge branch 'master' of sbox
4 Years Ago
Fixed crouchwalk sidewards axis being reversed
4 Years Ago
Falling animation
4 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'
4 Years Ago
Fixed chest bodygroup name
4 Years Ago
4 Years Ago
Jump & land animations + changed bindPose to have root_ik Z=0
4 Years Ago
More work on the walks
4 Years Ago
Updated N/NE/E/SE/S walks
4 Years Ago
Refined AO capsules + individual finger ones Merge branch 'citizenv2' of sbox into citizenv2
4 Years Ago
Fidget idle test
4 Years Ago
Working IK on the legs, animgraph updates, fixed look chains, etc.
4 Years Ago
Fixed axis drifting on constraints + separate cycle resets on noclip entry/exit repeats
4 Years Ago
Implemented noclip in/out transition states
4 Years Ago
Halved new loops, tweaked skin weights, stripped off "Citizen@" off of all animation names to make everything cohesive
4 Years Ago
More puzzling animgraph shenanigans
4 Years Ago
Citizen V2: animgraph work, AO proxy data
4 Years Ago
Citizen V2 merge onto V1
4 Years Ago
Citizen V2: noclip idle animation
4 Years Ago
Citizen V2: pose & attack for SMG/Pistol/Shotgun + misc. (corresponding changes to weapon "world models" aren't committed yet to not break V1)
4 Years Ago
Citizen V2: pelvis-to-thigh twist procedural helper constraints + SMG hold pose Merge branch 'master' of sbox
4 Years Ago
Citizen V2 progress Polished N walk / N crouch-walk, pistol & sit poses, fixed rust_pistol (but not committing that one yet to not break the existing V1 citizen), other misc. stuff
4 Years Ago
Citizen V2: new IK chains + minor skinning fixes (Animations not yet updated to hold IK data on the new bones.)
4 Years Ago
Citizen V2: rough 9-way crouch-walk + blendspace
4 Years Ago
Citizen V2: rough 9-way walk + blendspace Merge branch 'master' of sbox
4 Years Ago
Citizen V2 bodygroups support