I must appologize for coming across incoherent / needlessly broad or vague, if not rather demanding. What I was trying to point out was moreso the handful of practical NPC animations be added to the selection, the default HL2MP anims quite frankly look like ass and they make it appear as if the players were made of perfectly still stone. We're talking about 10 - 15 animations that'd be incredibly helpful to developers wanting to do something other than the usual run and gun junk.
There wasn't any suggestion of changing fundamental player bone structure; that was moreso targetted at Garry than it was you. We've got a ton of content produced out there that's basically inaccessable because a single bone is named differently. We're talking some code that just tells Gmod that this bone is the same thing as the usual one, just named different, that's not much to ask for. Cazull addressed this concern too. We're pretty much entirely unable to use custom CSS content without decompiling the models, renaming the bone or replacing them, then recompiling it.
The CSS bonemerge thing I think can be handled in code. I'm gonna look into it further.
[QUOTE=garry]The CSS bonemerge thing I think can be handled in code. I'm gonna look into it further.[/QUOTE]
Thank you!
[QUOTE=Ober]
There wasn't any suggestion of changing fundamental player bone structure; that was moreso targetted at Garry than it was you. We've got a ton of content produced out there that's basically inaccessable because a single bone is named differently. We're talking some code that just tells Gmod that this bone is the same thing as the usual one, just named different, that's not much to ask for. Cazull addressed this concern too. We're pretty much entirely unable to use custom CSS content without decompiling the models, renaming the bone or replacing them, then recompiling it.[/QUOTE]
That won't be necessary Bones are handled by an ID chain and a Name is tagged to that ID chain.. I should be able to modify that in matter of seconds.. Ill test my theory and post a proof of concept if i am right.
Could we possibly get a stumbling animation Nova? It'd be good for alcohol and stuff like that.
Prone + feign death would be good.
Theory Confirmed 100% accurate. Proof of concept attached.
I will make fixes for the remaining CS weapons.
If there are any other weapons that i can fix in the process please post a list.
That's gotta be worth a few "kings"
[b]Edit:[/b]
[QUOTE=ReLak]Could we possibly get a stumbling animation Nova? It'd be good for alcohol and stuff like that.[/QUOTE]
A kind of Sub-Zombie animation maybe... Remember we can't just add animations because there "good for RP" they need to be generally useful.
Also.
Two Handed melee complete
Holy shit, the oblivion weapons seem like pure modding gold now!
Edit, the point with the code is, you had to modify a file to get that effect, imagine ALL CS:S models working right, EVEN customs!
[QUOTE=DarkNovaClan]
A kind of Sub-Zombie animation maybe... Remember we can't just add animations because there "good for RP" they need to be generally useful.[/QUOTE]
Why would a stumbling animation not be useful?
[QUOTE=The_Funktasm]Holy shit, the oblivion weapons seem like pure modding gold now!
Edit, the point with the code is, you had to modify a file to get that effect, imagine ALL CS:S models working right, EVEN customs![/QUOTE]
...you don't get it. The way its done in code is with a bonemerge and it requires both bones to be named the same. That is what i did. It's Just a Matter of changing 16 HEX Numbers. I could probably make an app that can do it for you.
[QUOTE=Catdaemon]Why would a stumbling animation not be useful?[/QUOTE]
Oh, I didn't say it wouldn't be useful.. And might be worth adding, But remember we can just add things because they have good rp value. That why i said a zombie style stumble.. its multi-purpose that way. :quagmire:
[QUOTE=DarkNovaClan]...you don't get it. The way its done in code is with a bonemerge and it requires both bones to be named the same. That is what i did. It's Just a Matter of changing 16 HEX Numbers. I could probably make an app that can do it for you.[/QUOTE]
Please oh please do it! I've wanted to use the w_models of custom weapons from cs:s for ages. :D
One thing I'd like to point out with the NPC anims if I haven't already is that the reason I was suggesting them is because I hate how stone-like the current player animations are. They also lack relaxed idle posed for weapons, keeping them at your side which are useful for games that want to focus on realisim, not letting you aim while you sprint or whatever.
[b]Edit:[/b]
[QUOTE=Cazull]Please oh please do it! I've wanted to use the w_models of custom weapons from cs:s for ages. :D[/QUOTE]
Garry said he'd look into it on the code side of things earlier.
Oh yeah, 'holstered' anims for the weapons might be good, where they're holding them in a non aiming relaxed way.
I can't think off hand of any reason I'd use it, but it doesn't mean that no-one else would.
I don't know how hard this would be to make, but it would be cool if we had some sort of player getting-up-off-the-ground animation. Basically he would start lying down (as if knocked-down or knocked-out or whatever) and get back to his feet.
This would make all those scripts where the player gets knocked out and turned into a ragdoll look less shitty when the player is unragdolled. Currently, the player just appears on his feet where his ragdoll once was.
I'm pretty sure a ragdoll's bones could be moved into the start position of the animation using ComputeShadowControl or the like. So if you want to get fancy, to make things easier you could make several different getting-up animations, one starting face down, one starting face up, one starting on his side, etc.
Take a look at Oblivion to see what I mean. Try the paralyze spell or knock someone over with that funky sword move. They ragdoll and get right back up.
[QUOTE=TetaBonita]I don't know how hard this would be to make, but it would be cool if we had some sort of player getting-up-off-the-ground animation. Basically he would start lying down (as if knocked-down or knocked-out or whatever) and get back to his feet.
This would make all those scripts where the player gets knocked out and turned into a ragdoll look less shitty when the player is unragdolled. Currently, the player just appears on his feet where his ragdoll once was.
I'm pretty sure a ragdoll's bones could be moved into the start position of the animation using ComputeShadowControl or the like. So if you want to get fancy, to make things easier you could make several different getting-up animations, one starting face down, one starting face up, one starting on his side, etc.
Take a look at Oblivion to see what I mean. Try the paralyze spell or knock someone over with that funky sword move. They ragdoll and get right back up.[/QUOTE]
That's crazy, man. I was about to post a lot simpler version of that less than a minute before I saw this. Thanks for saying it better than I would.
EDIT: The hands should be to where weapons couldn't clip through the ground. If we somehow had prone(ing?) as a feature in gmod, this would be paramount to it.
[QUOTE=TetaBonita]I don't know how hard this would be to make, but it would be cool if we had some sort of player getting-up-off-the-ground animation. Basically he would start lying down (as if knocked-down or knocked-out or whatever) and get back to his feet.
[/QUOTE]
To note, this has been done in the source engine in Dark messiah of might and magic. It's certainly possible.
I hate to nag, but are you considering a dual elite animation?
This sounds great! I was wondering if you could make a laying down, or a crawling animation.
This would be useful for many different scripts, which could allow things such as a prone script, allowing players to do a military type crawl.It could also, such as Teta suggested, create somewhat of a getting up animation. Perhaps it could be easily modified to be a sky-dive animation, which could be activated if the player is to fall off of a high height for an extended period of time, rather than just vertically falling.
[QUOTE=McMissile]This sounds great! I was wondering if you could make a laying down, or a crawling animation.
This would be useful for many different scripts, which could allow things such as a prone script, allowing players to do a military type crawl.It could also, such as Teta suggested, create somewhat of a getting up animation. Perhaps it could be easily modified to be a sky-dive animation, which could be activated if the player is to fall off of a high height for an extended period of time, rather than just vertically falling.[/QUOTE]
Sounds good to me.
(as long as we get duals :P )
Yep, The relaxed weapon pose is a must do. And Because you winged so politely, Ill see what i can do about dual elites. It won't be exactly like CS:S the best i can do is recreate them, because CS:S uses deltas for everything.
As for breathing.. i will see if i can add a pre-delta for breathing and link it to a pose-parameter ie: 0 = no breathing , 1 = light breathing , 2 = Heavy Breathing
If your thinking of a third person holster anim, maybe a third person iron sights anim too? This is if I didn't miss one already there.
About time someone replaced or modified the HL2DM animations! :D
If you get the breathing animations in there, I'll love you forever. ...In the straightest way possible. :v:
[QUOTE=8LaNK]If your thinking of a third person holster anim, maybe a third person iron sights anim too? This is if I didn't miss one already there.[/QUOTE]
That's a good idea, a proper set of "aiming" anims would be nice. Leaning would be useful I'd think to a few people.
For the breathing anims, couldn't that just be handled by code instead, inflating and deflating the torso?
[b]EDIT:[/b] Offcourse anims would look better, but it's possible this way too, the lazy way :v:
Animations only handle motion, not scale.
I have done a pre-delta breathing animation that is added to every single animation. The Speed/Intensity of breathing is controlled by a PoseParameter called "breathing"
Which can be set by Player:SetPoseParameter("breathing", <0 - 2> )
Can you make the breathing speed intensify if you've just been sprinting, jumping etc. ?
That would be really awesome
And that's the part we handle with code. :P
Exactly the reason i set it up that way.
These animations will go into default gmod right? If so, then will what i just suggested be implemented into the update too? Will you guys make it happen? :P
[QUOTE=jakkeboy]These animations will go into default gmod right? If so, then will what i just suggested be implemented into the update too? Will you guys make it happen? :P[/QUOTE]
All these animations will first go in the beta and when the beta is done it will be added to the update.
Correct.. This is an Official Thread.
Please.. suggestion, ideas.. keep them coming.
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