• Garry's Mod: Player Animations
    260 replies, posted
After the next gmod update there will a small list of new animations available for use. The list of new animations and gestures are as follows. [B]New Animations:[/B] ACT_HL2MP_SIT ACT_HL2MP_SIT_PISTOL ACT_HL2MP_SIT_SHOTGUN ACT_HL2MP_SIT_SMG1 ACT_HL2MP_SIT_AR2 ACT_HL2MP_SIT_PHYSGUN ACT_HL2MP_SIT_GRENADE ACT_HL2MP_SIT_RPG ACT_HL2MP_SIT_CROSSBOW ACT_HL2MP_SIT_MELEE ACT_HL2MP_SIT_SLAM ACT_HL2MP_SIT_FIST ACT_GMOD_SIT_ROLLERCOASTER ACT_HL2MP_IDLE_KNIFE ACT_HL2MP_IDLE_CROUCH_KNIFE ACT_HL2MP_WALK_KNIFE ACT_HL2MP_WALK_CROUCH_KNIFE ACT_HL2MP_RUN_KNIFE ACT_HL2MP_JUMP_KNIFE ACT_HL2MP_IDLE_PASSIVE ACT_HL2MP_IDLE_CROUCH_PASSIVE ACT_HL2MP_WALK_PASSIVE ACT_HL2MP_WALK_CROUCH_PASSIVE ACT_HL2MP_RUN_PASSIVE ACT_HL2MP_JUMP_PASSIVE ACT_HL2MP_IDLE_MELEE2 ACT_HL2MP_IDLE_CROUCH_MELEE2 ACT_HL2MP_WALK_MELEE2 ACT_HL2MP_WALK_CROUCH_MELEE2 ACT_HL2MP_RUN_MELEE2 ACT_HL2MP_JUMP_MELEE2 [B]New Gesture Animations:[/B] ACT_ITEM_DROP ACT_ITEM_THROW ACT_ITEM_PLACE ACT_ITEM_GIVE ACT_SIGNAL_FORWARD ACT_SIGNAL_HALT ACT_SIGNAL_GROUP ACT_HL2MP_GESTURE_RANGE_ATTACK_KNIFE ACT_HL2MP_GESTURE_RANGE_ATTACK_FIST ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE2 ACT_HL2MP_FIST_BLOCK ACT_GMOD_IN_CHAT Breathing (pre-delta) As you can see there will be 4 new sets of weapon poses. which should be available for use as hold types. "fist" "passive" "melee2" and "knife" Gesture ACT_HL2MP_GESTURE_RANGE_ATTACK_FIST is comprised of 4 animation which are picked at random. [B]Complete List Of All Animations:[/B] ACT_HL2MP_WALK_CROUCH ACT_HL2MP_WALK ACT_HL2MP_RUN ACT_HL2MP_IDLE ACT_HL2MP_IDLE_CROUCH ACT_HL2MP_SIT ACT_HL2MP_IDLE_PISTOL ACT_HL2MP_IDLE_SHOTGUN ACT_HL2MP_IDLE_SMG1 ACT_HL2MP_IDLE_AR2 ACT_HL2MP_IDLE_PHYSGUN ACT_HL2MP_IDLE_GRENADE ACT_HL2MP_IDLE_RPG ACT_HL2MP_IDLE_CROSSBOW ACT_HL2MP_IDLE_MELEE ACT_HL2MP_IDLE_KNIFE ACT_HL2MP_IDLE_SLAM ACT_HL2MP_IDLE_FIST ACT_HL2MP_IDLE_CROUCH_PISTOL ACT_HL2MP_IDLE_CROUCH_SHOTGUN ACT_HL2MP_IDLE_CROUCH_SMG1 ACT_HL2MP_IDLE_CROUCH_AR2 ACT_HL2MP_IDLE_CROUCH_PHYSGUN ACT_HL2MP_IDLE_CROUCH_GRENADE ACT_HL2MP_IDLE_CROUCH_CROSSBOW ACT_HL2MP_IDLE_CROUCH_MELEE ACT_HL2MP_IDLE_CROUCH_KNIFE ACT_HL2MP_IDLE_CROUCH_SLAM ACT_HL2MP_IDLE_CROUCH_FIST ACT_HL2MP_WALK_PISTOL ACT_HL2MP_WALK_SHOTGUN ACT_HL2MP_WALK_SMG1 ACT_HL2MP_WALK_AR2 ACT_HL2MP_WALK_PHYSGUN ACT_HL2MP_WALK_GRENADE ACT_HL2MP_WALK_CROSSBOW ACT_HL2MP_WALK_MELEE ACT_HL2MP_WALK_KNIFE ACT_HL2MP_WALK_SLAM ACT_HL2MP_WALK_FIST ACT_HL2MP_WALK_CROUCH_PISTOL ACT_HL2MP_WALK_CROUCH_SHOTGUN ACT_HL2MP_WALK_CROUCH_SMG1 ACT_HL2MP_WALK_CROUCH_AR2 ACT_HL2MP_WALK_CROUCH_PHYSGUN ACT_HL2MP_WALK_CROUCH_GRENADE ACT_HL2MP_WALK_CROUCH_CROSSBOW ACT_HL2MP_WALK_CROUCH_MELEE ACT_HL2MP_WALK_CROUCH_KNIFE ACT_HL2MP_WALK_CROUCH_SLAM ACT_HL2MP_WALK_CROUCH_FIST ACT_HL2MP_RUN_PISTOL ACT_HL2MP_RUN_SHOTGUN ACT_HL2MP_RUN_SMG1 ACT_HL2MP_RUN_AR2 ACT_HL2MP_RUN_PHYSGUN ACT_HL2MP_RUN_GRENADE ACT_HL2MP_RUN_CROSSBOW ACT_HL2MP_RUN_MELEE ACT_HL2MP_RUN_KNIFE ACT_HL2MP_RUN_SLAM ACT_HL2MP_RUN_FIST ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE ACT_HL2MP_GESTURE_RANGE_ATTACK_KNIFE ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM ACT_HL2MP_GESTURE_RANGE_ATTACK_FIST ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE2 ACT_HL2MP_JUMP_PISTOL ACT_HL2MP_JUMP_SHOTGUN ACT_HL2MP_JUMP_SMG1 ACT_HL2MP_JUMP_AR2 ACT_HL2MP_JUMP_PHYSGUN ACT_HL2MP_JUMP_GRENADE ACT_HL2MP_JUMP_CROSSBOW ACT_HL2MP_JUMP_MELEE ACT_HL2MP_JUMP_KNIFE ACT_HL2MP_JUMP_SLAM ACT_HL2MP_JUMP_FIST ACT_HL2MP_SIT_PISTOL ACT_HL2MP_SIT_SHOTGUN ACT_HL2MP_SIT_SMG1 ACT_HL2MP_SIT_AR2 ACT_HL2MP_SIT_PHYSGUN ACT_HL2MP_SIT_GRENADE ACT_HL2MP_SIT_RPG ACT_HL2MP_SIT_CROSSBOW ACT_HL2MP_SIT_MELEE ACT_HL2MP_SIT_SLAM ACT_HL2MP_SIT_FIST ACT_HL2MP_FIST_BLOCK ACT_GMOD_IN_CHAT ACT_ITEM_DROP ACT_ITEM_THROW ACT_ITEM_PLACE ACT_ITEM_GIVE ACT_SIGNAL_FORWARD ACT_SIGNAL_HALT ACT_SIGNAL_GROUP ACT_DRIVE_POD ACT_DRIVE_AIRBOAT ACT_DRIVE_JEEP ACT_GMOD_SIT_ROLLERCOASTER ACT_HL2MP_IDLE_PASSIVE ACT_HL2MP_IDLE_CROUCH_PASSIVE ACT_HL2MP_WALK_PASSIVE ACT_HL2MP_WALK_CROUCH_PASSIVE ACT_HL2MP_RUN_PASSIVE ACT_HL2MP_JUMP_PASSIVE ACT_HL2MP_IDLE_MELEE2 ACT_HL2MP_IDLE_CROUCH_MELEE2 ACT_HL2MP_WALK_MELEE2 ACT_HL2MP_WALK_CROUCH_MELEE2 ACT_HL2MP_RUN_MELEE2 ACT_HL2MP_JUMP_MELEE2
Awesome, thanks.
Can I get an image of ACT_GMOD_SIT_ROLLERCOASTER? :D
This could probably be a request thread in regards to player animations too.
[QUOTE=garry]This could probably be a request thread in regards to player animations too.[/QUOTE] I assume the knife animation is somewhat like the one from CS:S? Anyway, looking forward to this update! (does this also fix the default GMod seat animation problems?)
[QUOTE=Joerdgs]I assume the knife animation is somewhat like the one from CS:S? Anyway, looking forward to this update! (does this also fix the default GMod seat animation problems?)[/QUOTE] What problems? There is an Airboatseat fix, if that's what you mean
[QUOTE=Joerdgs]I assume the knife animation is somewhat like the one from CS:S? Anyway, looking forward to this update! (does this also fix the default GMod seat animation problems?)[/QUOTE] Yes and no, there are plans for seats. [b]Edit:[/b] [QUOTE=jakkeboy]What problems? There is an Airboatseat fix, if that's what you mean[/QUOTE] That addon is very [url=http://forums.facepunchstudios.com/showthread.php?p=9641806#post9641806]obsolete[/url]. And yes, requests please.
Wow, these sound great. I just wish there was a way we could have players holding CSS weapons correctly - whilst they lie in the players hands well enough they are often very much out of line with the player's actual pitch, giving a 'firing into the ground' appearance to them. I doubt this is something fixable though.
Well, CS:S would be a bit more Nazi about getting aiming to be exact.. the only way i can think of fixing it would be adding a permanent +5 the aim_pitch pose parameter. If a coder wants that they can easily do that with the set player animation hook, not something I would recommend without having your own game mode.
can you get the idle breathing animation that css playermodels have
[QUOTE=garry]This could probably be a request thread in regards to player animations too.[/QUOTE] I was thinking about maybe having the CS:S and DOD:S animations in the HL2 models, so the AK-47 and stuff doesn't look weird when held by those models. Or is that asking too much?
That Would not be a very good idea, at all. I don't mind however, adding some new animations for weapon holding. If anyone can think of any.
How about a set for larger melee weapons like bats, swords, ect. Basically, a two-handed melee.
Maybe a sort of minigun holding animation like the Heavy from TF2? Some standard zombie-like animations would be cool too.
-snip-
A fix for the player animations? If so, YES!!!
[QUOTE=Vipla]A fix for the player animations? If so, YES!!![/QUOTE] Yeah, currently a lot of them are 'walking' even when they're actually running...
That's happening at the code level. Not Animation, ill notify Garry.
Dual elite animation please? It looks so cripple otherwise.
Any way of making it so playermodels can hold the w_models of cs:s/dod:s weapons correctly? That's been a dream of mine, to be able to use custom skins from csbanana without fearing the horrible "worldmodel in the crotch" problem. :D Also, how's about some more nifty animations involving sitting/laying on the ground? Maybe even some hand gestures like flipping off with both just the finger, and the arm? Just throwing some ideas in, that would be awesome to see implemented. It's probably not possible, but maybe even an animation that makes you look like a mingebag pose, complete with the weapon being stuck in your crotch? It'd make for some interesting commands/sweps. You're doing so much for us. Thanks so very much! :D
Any chance you could add an extra "hand" bone named the same as the one in the TF2 models? It'd be nice for the characters to be able to hold TF2 weapons at all, even if we only had the default hold types.
Double handed pistols maybe, and is there any chance that Garry could fix the player model "angles", like: when you aim around, your playermodel turns too quickly and has to "snap back", get it?
[QUOTE=Cazull]Any way of making it so playermodels can hold the w_models of cs:s/dod:s weapons correctly? [/QUOTE] CS:S = Done DOD = Soon [QUOTE=mahalis]Any chance you could add an extra "hand" bone named the same as the one in the TF2 models?[/QUOTE] That is slightly.. IMPOSSIBLE.. But i could easily rig the weapons them self's up so they work.
So did you fix the dual elites?
Awesome! I am going to look forward to that CS:S knife animation. Hope this update'll be soon, finally, it's nice to see some support for CS:S too.
[QUOTE=JetBoom]How about a set for larger melee weapons like bats, swords, ect. Basically, a two-handed melee.[/QUOTE] You can just use the crowbar animations for bats.
ya because the crowbar is two-handed.
Could you possibly change the shotgun and pistol animations? They both seem really odd and don't fit with running and jumping. Also maybe fix the regular NPC models so they use the player anims. Metrocops would hold the smg level and possibly be able to use other weapons. Also, I don't know what causes this problem, but when hit several times, metrocops fall into a weird fear state and go into the t-pose. Probably code related... EDIT: Holy crap, are the idles going to be animated?!
Quite frankly what'd be nice is some different melee holding / attacking animations. (For things similiar to clubs, swords, planks, whatever.) and added animations from HL2 NPCs that are a lot more fluid than the usual HL2DM crap. While this is more on the code side of things, it'd be REALLY nice if gmod would inteprete CSS world bones properly so we don't get guns in the crotch for custom CSS models as CSS uses different mounting bones than HL2DM / HL2 for the worldmodels on the player. There's a really nice sprint anim on the male NPC, too. A lot of the metrocop animations would be appreciated as well, pretty much just take anything useful from HL2 anims and throw them in there. That'd make things far, far easier for developers of any mod that wants more immersive animations than the current hacky method that most RP scripts or whatever use. Variations to sitting animations would be wonderful, too. Just anything to make these stagnant old animations more immersive. Prone stuff would be great like you see in DOD:S and whatnot.
Look, we won't be adding large sets of NPC animation to players there are too many technical implications that would arise as a result, And we can't change the fundamental bone structure of the player models, that can't be done.. you would need to redo every single player model. Right now the concern is smoothing out the current animations, which i am in the process of doing... and adding new ones. Please don't bother suggesting any that you know we won't take into consideration. But if you have a legitimate request or a bug then please speak up. JetBoom's suggestion has been taken into consideration.
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