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576 Commits over 1,096 Days - 0.02cph!

2 Years Ago
Citizen: added bone culling (with prefabs) to LOD 2+3 Citizen: fixed vertex normal seams on LOD3
2 Years Ago
FPArms: added ik data
2 Years Ago
FPArms: cleaned up materials + prefab changes + added bodygroups to hide arms / show debug gizmos for hold bones
2 Years Ago
FPArms: completed initial implementation of hold_* adj. parameters for both pos & rot
2 Years Ago
FPArms: Hold adj. pos layer translation source is now performed in parent space + condensed in one sequence
2 Years Ago
FPArms: fixed hold_L incorrect default orientation, and added XYZ gizmo teapot tester while animgraph doesn't support bonemerging models yet
2 Years Ago
FPArms: HoldAdjustment layer params + PosXYZ for RH hold FPArms: changed PosX range to ±10 instead of ±5
2 Years Ago
Citizen/animgraph: added Idle SM to melee punch Currently fades to a static pose if you haven't attacked/moved/crouched in the last 5 seconds. (This will change)
2 Years Ago
Citizen: separated some animation groups into their own prefabs
2 Years Ago
Citizen/animgraph: added crouch skid (powersliding) + IK-based noise when skidding (Powersliding is north-only for now.)
2 Years Ago
Citizen: updated unicycle pedaling animation with 8% leg X scaling
2 Years Ago
Citizen: added unicycle pedaling animation (basic for now)
2 Years Ago
Citizen: first Unicycle Frenzy sequences + more animgraph comments
2 Years Ago
Citizen: added standing aim matrix to melee punch
2 Years Ago
Citizen: melee attack left animation
2 Years Ago
Citizen: updated mesh files + further optimized LOD3
2 Years Ago
Citizen: fixed LOD2/3 still having default eyebrows
2 Years Ago
Citizen/FPArms: updated animgraphs with barebones stuff for fists blocking pose Citizen: holdtype_pose value range is now 0-8 instead of 1-8 (0 is also the new default)
2 Years Ago
Citizen: more comments, explanations, and clarifications throughout the animgraph
2 Years Ago
Citizen: added two ClothShapeList groups, upper & lower (prefabbed) ... and a quick fix to that upper prefab
2 Years Ago
FPArms: couple of quick fixes on the punching animgraph
2 Years Ago
FPArms: on punching, foundations & placeholder anims for new first-person features
2 Years Ago
Citizen: adding a couple more aim matrixes (no left-right yet)
2 Years Ago
Citizen: added a nice aim matrix to standing pistol
2 Years Ago
FPArms: added all remaining finger adjustment controls
2 Years Ago
Explicitly recompiled citizen.vmdl_c
2 Years Ago
FPArms: added parameters for left fingers & to blend either hand to neutral pose (This would allow you to do finger adjustments on top of the bind pose if you wish, meaning you would be posing the hand entirely through parameters.)
2 Years Ago
FPArms: more finger adjustment layer stuff + fixed stray vert skinning on ring fingernail
2 Years Ago
FPArms: fixed incorrect bone markup + added example pistol mesh (rescaled)
2 Years Ago
FPArms: more work on the finger adjustment layer feature
2 Years Ago
FPArms: initial commit for base/template animgraph + adding new parameters to punching animgraph
2 Years Ago
FPArms: sequences & weightlists for finger adjustment layers + more prefabbing
2 Years Ago
FPArms: moved animations to subfolder
2 Years Ago
Deleted temp_punch
2 Years Ago
Citizen: more comments and clarifications throughout the animgraph
2 Years Ago
Citizen: fixed menu exit t-pose Merge branch 'master' of sbox
2 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.)
2 Years Ago
Citizen: moved remaining ModelDoc nodes into prefabs (BodygroupList, LODGroupList, MaterialGroupLIst, RenderMeshList)
2 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.
2 Years Ago
Citizen: updated random attack expression weights
2 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
2 Years Ago
Citizen: updated attack expressions
2 Years Ago
Update first_person_arms_punching.vanmgrph_c
2 Years Ago
FPArms: a bunch of little fixes and animgraph updates
2 Years Ago
Citizen: updated pistol standing idle pose to be a bit better with bulky clothing
2 Years Ago
FPArms: updated punching raise anim + animgraph Merge branch 'master' of sbox
2 Years Ago
FPArms: punching left 03 hit+miss
2 Years Ago
Citizen: added debug_rom animation
2 Years Ago
FPArms: punching right 03 hit update + miss added
2 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