643 Commits over 1,310 Days - 0.02cph!
Citizen/animgraph: added aim matrix for CrouchIdlePose_Default
Citizen: fixed IdlePose_Default having been exported with 11 frames instead of 30
This fixes idle animations playing too fast.
Citizen/animgraph: reenabled standing long idle poses that I'd disabled for testing
Citizen/animgraph: added generic standing aim matrices
IdlePose_Default is now properly symmetrical as was intended, and comes with 3 different aim matrices (normal, fully halved, vertical halved; the latter being the one in use) that solve limitations of the procedural Look At chains.
Citizen/animgraph: IdlePose_07 looks better with bulky clothes
Citizen/animgraph: fixed pose choice weights
Citizen/animgraph: added IdlePose_07R/L, added more weightlists, added more comments
Citizen/animgraph: 04R/L idle pose + added working IK on 05
Citizen/animgraph: added SitPose_02 R/L
Citizen: fixed hierarchical corruption in AnimationList prefab
(And also fixed a bunch of flags for those who wish to do non-animgraph playback with these.)
Merge branch 'master' of sbox
Citizen/animgraph: added SitPose_01
Citizen: hand hitboxes cover more of the hand now
(It was very small before.)
Citizen/animgraph: sit idle motion & fixes
- Added look chains & idle breathing to sitting.
- The "none" weapon branch now has a reset blocker which, it turns out, is now needed since the look/aim stuff was moved much earlier in the graph and isn't here anymore to block reset signals coming from the 2nd "holdtype" selector node. This fixes sitting bugging out if sitting with a weapon & going back to being weaponless.
The engine seems very insistent that these vtex files should be deleted
Citizen/animgraph: let sit_offset_height affect model-space IK targets
Citizen/animgraph: changes to sitting
- The "b_sit" boolean is out, replaced by the "sit" enum. 1 = sitting normally, in any seat-like circumstances, and 2 = sitting on the ground, with its own set of poses.
- Added the "sit_offset_height" float, active only if sit = 1, to let you adjust the height, currently with a range of -12 to +12.
- Added the "sit_pose" float, to let you choose a sitting pose in either state. No randomization here, 0 = a default pose.
- The sit stuff is now in a subgraph; this is a good place to start dogfooding it.
Citizen/animgraph: idle updates + sit fixes
Citizen: more pose updates (added ground-sitting ones)
Citizen: changed morph-enabled items to use an "AnimBindPose" node instead of an externally-referenced idle pose
Merge branch 'master' of sbox
Citizen: updated/added idle poses
Not committing animgraph yet; the implementation of idle noise is getting moved around & reorganized, with a few things still to be sorted out.
Citizen: updated IdlePose_03
Citizen/animgraph: control weaponless long idle poses
Set the "holdtype_pose" float to -1 to disable, 0 for "anything" (random), and then any value above to get a specific pose.
Citizen: updated weaponless idle poses
Split 01/02 into 01_L and 01_R, and added a new 02.
Citizen/animgraph: new parameters + IK chain changes
Citizen/animgraph: first draft of "long idle" in weaponless state
You will now transition to a different standing pose if you've not been moving for 5 seconds while not having any weapon equipped. This will currently look a little odd in motion due to no IK / different aim or additive idle management etc.
Citizen: elbow & kneecap helpers now cooperate with stretching/squashing limb lengths limbs
The elbow helpers are now children of the lower arm bones, and the kneecap helpers are now children of the lower leg bones. The procedural constraints were then adjusted accordingly. This makes stretching/squashing limb lengths work properly, and without needing animation sequences to hold helper position data... which didn't exist, and was set to be ignored anyway.
Citizen: updated LOD2 to reflect recent changes (incl. remade feet to fix issues)
Citizen: updated LODs
- LOD1 was remade, with the recent changes as a base. It doesn't cut anything from the torso and legs anymore (which makes things potentially easier for clothing creation), and instead focuses solely on the hands and feet. 400 tris improvement from previous iteration!
- LOD3 had some odd triangulation on the head fixed.
Citizen mesh updates
- Significantly improved upper arm twist, armpit, and shoulder-neck deformations. Preview: https://files.facepunch.com/maxlebled/1b0811b1/citizen_v2_june22update_2.gif
- Reflected recent changes on LOD3; fixed symmetrical inconsistencies (tris count dropped a bit more as a result!)
- LOD2/3 culling prefabs don't cull the upper arm twist bones anymore, because the effect on deformation is too important
- Upper arm twist constraint weight lowered to 0.6
Citizen: updated main FBX to fix bindpose warnings when importing back into 3ds Max
This updated file will be made available on the wiki shortly.
Citizen: updated skinning & triangulation; improvements for extreme wrist poses & volume preservation in elbows/kneecaps
https://files.facepunch.com/maxlebled/1b0611b1/citizen_v2_june22update.gif - the new file will also be available on the wiki shortly.
Citizen/animgraph: converted SMG/rifle to new branch
- Also a whole bunch of new comments throughout the place.
- IK management is a bit iffy and needs to be reworked to account for an edge case
Citizen/animgraph: fixed the weapon branch potentially coming back to long idle pose after switching away
Citizen/animgraph: added holdtype change check
It's the same idea as the handedness change check; a SM near the very end of the graph receives a reset from any holdtype change and sets a tag for 250ms when this happens.
Citizen/animgraph: IK state machines reset on handedness change
Fixes edge case when disabled IK needs to be the default starting state
Citizen/animgraph: falling doesn't disable eye look anymore
Citizen/animgraph: third draft iteration of the weapon branch refactor
- The "long idle" state is now handled through a generic State Machine at the very end of the graph, which turns a Tag on. This tag is then looked at by a SM at the pose stage.
- Transitions in & out of long idle are improved.
- Likewise, there's a State Machine near the end of the graph which turns a Tag on if Handedness has changed in the last 500ms.
- Branch IK management doesn't work off of other states anymore but on Tags which animation clips control. I'm using one "contextual" tag; for Pistol 2H the tag disables IK, for RH it enables—because the defaults are opposite.
- Draw additives are smart now; they can trigger from handedness changes. But they won't do it in the middle of actions! Try reloading and changing handedness mid-reload... it'll still look good!
- Blending in and out of reload while crouched is somewhat improved.
- I think all the weird reset/snap quirks should be out of the way now.
- Pistol RH aim feels a lot nicer.
- A bunch more grouping and cleaning (still)
* (Long idle on SMG/Shotgun is disabled until they get the refactor treatment)
Citizen/animgraph: moved Pistol branch into group + further cleaning up & commenting
FPArms: adjustment features are now a subgraph
Citizen/animgraph: Added *_02 attacks for pistol 2H/RH, with a much stronger recoil (fitting for e.g. big revolvers)
Citizen/animgraph: added in-ducking additive & switched 1D Duck nodes to Spring 35/0/1000
This way, ducking will still have some smoothing even if the incoming duck float doesn't.
Citizen: fixed root_IK shifting slightly during landing
Merge branch 'master' of sbox
Citizen: added note about citizen.SetMaterialOverride on MaterialGroupList prefab
Citizen/animgraph: pelvis additive now uses "proper" on-the-fly compositing + gets disabled when sitting
& more comments
Citizen/animgraph: second draft of big weapon branch refactor
Citizen/animgraph: restored grouped aim matrices + proper reset when attacking from long idle
Citizen/animgraph: work-in-progress refactoring of the pistol weapon branch
FPArms: fists movement anim when running works now
FPArms: updated fists animgraph
Citizen: toned down eyeball darkening on darker skin colors
FPArms: the camera of fists landing is now additive & handled separately
This allows the kick of the camera to continue gracefully even if the landing motion in the arms gets interrupted by a punch
FPArms: fists viewmodel now has working jumping/landing + raise/holster can be gracefully interrupted by other anims