aw man more animations im gonna have to make for my playermodels with non valve skeletions
I HATE when the playermodels I make have missing animations
other than that its awsome :D
Haaaaa that's neat.
You have no idea how long people have been waiting for this.
Now that would make machinima making even more awesome and realistic.
Been waiting a long time to see new source engine animations to be implemented in Gmod.
cool is it like a taunt menu?
Will it be chat commands? Can we bind it?
Excellent work. Loving the earpiece animations.
You should have one when you want to flip someone off.
Ok, here's my question. If we have animations on the playermodel. Can you include the model with hands only? And see if someoen like the idea of animating them too? for example Kamern's flying animation needs a model for hands. Also RP gamemodes will use those.
Ok, let's see who likes this idea.
Cheers
[del]The thing is, you can't really add animations without recompiling the MDL library, thus what would work better for community gamemodes is a LUA-based animation format
Either that *or* the playermodels need to look for any animation MDLs in a specific folder and use them... there are a lot of ways this can be solved[/del]
see post 44
[QUOTE=Max of S2D;27727580]The thing is, you can't really add animations without recompiling the MDL library, thus what would work better for community gamemodes is a LUA-based animation format
Either that *or* the playermodels need to look for any animation MDLs in a specific folder and use them... there are a lot of ways this can be solved[/QUOTE]
This is untrue.
The GMod player models take their animations from shared animation files:
*_anm.mdl
*_gst.mdl
*_pst.mdl
*_shd.mdl
*_ss.mdl
global_include.mdl
* would be m/f.
It really isn't any trouble to include new animations and have them apply to every player model.
What I meant is that a gamemode -- let's say Garryware -- wants to include new animations... it would have to override one of these, wouldn't it? Unless there's one in that list that's empty and meant to be "erased over" each time you go to a server.
Not really sure I'm phrasing this well, whatever
See, to add animations to citizens for my movies, I have to recompile male_postures.mdl, and thus discarding anything that's in the original one because Valve doesn't provide the source files. That's kinda the same situation
One of the animation files could have a "$includemodel" command leading to non-existent file named something like gamemode_animations.mdl. So custom gamemodes just have to compile their new animations with that name and have it in the right folder and it will be included.
[QUOTE=Max of S2D;27715075]It'd be pretty nice if we could get the sources & QC to the animation MDLs[/QUOTE]
Yeah, but if that doesn't happen, do like the rest of us, MDL Decompiler, hehehe
[QUOTE=Korro Bravin;27731531]Yeah, but if that doesn't happen, do like the rest of us, MDL Decompiler, hehehe[/QUOTE]
Since cannonfodder is back, this may be a possibility. The current (archaic) version of MDL Decompiler does not properly decompile animation files.
[QUOTE=fury_161;27733590]Since cannonfodder is back, this may be a possibility. The current (archaic) version of MDL Decompiler does not properly decompile animation files.[/QUOTE]
What you do is hex the original animation file and then compile a new one with the original name that's empty and include's the original mdl as well as any other animation sets you wish to include.
You essentially keep the original animation files completely safe that way.
You don't actually have to hex animation files, you can just straight-up rename them. And yes, that works, but if you want to edit animations, that will not work properly.
[QUOTE=highvoltage;27731209]One of the animation files could have a "$includemodel" command leading to non-existent file named something like gamemode_animations.mdl. So custom gamemodes just have to compile their new animations with that name and have it in the right folder and it will be included.[/QUOTE]
It'd be pretty difficult to interface between models and lua I'd assume. However, if it was possible, it should certainly be done.
[editline]29th January 2011[/editline]
[quote=fury_161;27733590]since cannonfodder is back[/quote]
[b]what[/b]
[editline]29th January 2011[/editline]
Also, garry, if we can decompile the HL2 male gestures file, and give you them, can you add them (from a legal standpoint)?
I'd really love lots of animations, even ones that seem pretty random, like say flapping arms like wings. Just to see what the community will do with them.
[QUOTE=Disseminate;27736967]It'd be pretty difficult to interface between models and lua I'd assume. However, if it was possible, it should certainly be done.
[editline]29th January 2011[/editline]
[b]what[/b]
[editline]29th January 2011[/editline]
Also, garry, if we can decompile the HL2 male gestures file, and give you them, can you add them (from a legal standpoint)?[/QUOTE]
Why wouldn't he be allowed to? He can just content-lock them for those few who don't own HL2 (afaik the gestures are included with base source engine but don't hold me to that...)
A lot of the animations are pretty stiff and all the movement happens at the same speed, there's no quick or slow movements or pauses. Sadly I don't have time to fix them since my service isn't ending until the end of March.
This is a great idea.
I could try something that isn't so hard.
[QUOTE=PLing;27752020]A lot of the animations are pretty stiff and all the movement happens at the same speed, there's no quick or slow movements or pauses. Sadly I don't have time to fix them since my service isn't ending until the end of March.[/QUOTE]
If garry posts the originals I could fix them up a little, it'd probably only require some tinkering with the curve editor.
curve editor?
[QUOTE=CowThing;27750524]I'd really love lots of animations, even ones that seem pretty random, [B]like say flapping arms like wings[/B]. Just to see what the community will do with them.[/QUOTE]
oh god it's skate all over again
[QUOTE=OneWingedAngel8;27759965]curve editor?[/QUOTE]
Animation control within 3DS max allows smoother more fluid animation and finer control over animation.
Just tried some simple animations, 3 different anims, Scratching (reference from l4d Bill), Facepalm and Thinking :
[media]http://www.youtube.com/watch?v=bpbjjwY1Tcg[/media]
Ehm, sorry for the shitty 3ds max viewport quality.
ps. WIP.
This will bring Garry's Mod onto a brand new level of awesomeness.
And pardon my ignorance, but is it POSSIBLE to make some sort of script that lip-synces the player speaking when they do?
[QUOTE=: D;27771960]This will bring Garry's Mod onto a brand new level of awesomeness.
And pardon my ignorance, but is it POSSIBLE to make some sort of script that lip-synces the player speaking when they do?[/QUOTE]
Possible,of course,perfect lip-syncing,too hard,a simple script would be to get the pitch of the sound in that frame and wave the mouth accordly,that would certanly work and it's better than nothing.
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