• Garry's Mod: Player Animations
    260 replies, posted
[QUOTE=TetaBonita]Pimp slapping may be useful. Also, we obviously need the mandatory boogey dance animation (ala WoW and other MMORPGs that try to be cute). [img]http://www.marioornelas.com/mr-t-dances2.gif[/img][/QUOTE] You should make a taunt system, you can hit a key and play an animation of your choosing. It could come with a ac-couple animations default, and people could make their own. They could set what animation their taunt uses in the settings menu. I don't know how hard that would be to implement, but it would be awesome. It doesn't need to be in third person, but if it did (ala tf2), it would kick ass! :dance:
It would be nice if there were some way to add animations to the default models through addons/gamemodes without changing all the models. That way custom gamemodes can have all the animations they need provided the dev team includes an animator. I'd imagine it would probably require modifying the engine or some crazy shit like that... unless this is already possible?
Yeah, i don't think it is, but i don't really know anything, would be cool though.
I never said I wanted him to change the physgun model. Someone needs to listen! I just wanted to have a few options of some sort. A melee attack for all guns would be fun. It could do like 10 dmg and could be toggled by the server admin for build only servers n' such.
Make a swimming animation like in Unreal, that'd be cool.
Swimming! Totally forgot about that! They have swimming in tf2, so why not Gmod? And still, I want gun melee attacks. :P
How about a kick animation?
And flipping people off? Come on it would be hilarious. :v:
[QUOTE=TetaBonita]It would be nice if there were some way to add animations to the default models through addons/gamemodes without changing all the models. That way custom gamemodes can have all the animations they need provided the dev team includes an animator. I'd imagine it would probably require modifying the engine or some crazy shit like that... unless this is already possible?[/QUOTE] Indeed. I believe it's not possible though, if it was Garry would have implemented yet. Still, I would kill for a fighting gamemode with actual fist, block and kick animations. Some suggestions (Don't mind them if they were already suggested): Kick (Frontal. It would be cool if it was independed of the weapon you are using, so you can hold an SMG and be able to throw a kick. Swim (Legs only) Horizontal and vertical swings (Needed for actual melee weapons. Would make some awesome swords and bats. They look like shit with the crowbar animation) Laying down an object (Could be reversed to do pickup) Getting hit (Like the animation combine's have when they get hit in the chest) Prone Holding a rifle (Not as the SMG or the shotgun, sights infront of head and held with one hand forwards and the other hand on the grip. Could be adapted for a BUNCH of weapons)
Look in to the pose parameters for the current animations, big bang. I think you can do that already with "head_roll". You can see them all in the model viewer (view the garrysmod ones, not EP1 or 2).
Wait, so how did you make these? Just a modeling program, or C++ or Lua?
Were the new animations supposed to be in the last update? Because they're not. lua_run print(ACT_HL2MP_WALK_KNIFE) ] nil The models have the sequences but almost all of the ACT's are just not enumerated.
Oh an update! Were the new animations included?
[QUOTE=Boba_Fett]Oh an update! Were the new animations included?[/QUOTE] Yeah, I'm excited to know too. Also, I thought you said you'd make it so we could hold world models that are from cs:s, so we can hold custom weapon models like this one. [img]http://img521.imageshack.us/img521/294/gmmobenixv20046tt0.jpg[/img] Apparently you either didn't or something didn't work right. :( If this was a misunderstanding, and you can't/weren't doing that in particular, could you make that program thingy you said you were gonna make so we can convert weapon models over, so they can be held right?
[QUOTE=Cazull]Snip*[/QUOTE] Anyone can re-work the models, it's just a matter of doing it right.
[QUOTE=FluxMage]Anyone can re-work the models, it's just a matter of doing it right.[/QUOTE] Y'know, I've been asking for about 2 years now, about how it can be done, and I get generalized answers, that aren't a real answer, every single time. I don't know where to even start, and no one has been willing to make a tutorial. I doubt you'd do it either. :/ So then I finally get a half-way decent answer from Nova, stating that it's a simple editing of 16 some-odd parts of the model code in a hex editor, and he said he can make a program to do it automatically, so I say "Yes, please do it". So if you want to help me out, make that tutorial, or let Nova make that thing for us. Not going into it any further in this topic.
TheSpectator and I re-rigged the CSS models so they can hold two handed weapons guys, I sent a email garry's way to see if he would put them in GMod but he never responded. I'll release if people want them.
[QUOTE=JetBoom] The models have the sequences but almost all of the ACT's are just not enumerated.[/QUOTE] Not enumerated, Garry :( [b]Edit:[/b] [QUOTE=Cazull]Also, I thought you said you'd make it so we could hold world models that are from cs:s, so we can hold custom weapon models like this one. [/QUOTE] Getting a little ahead of ourself are we... That's Something we are gonna worry about later.
[QUOTE=DarkNovaClan]Getting a little ahead of ourself are we... Thats Something we are gonna worry about later.[/QUOTE] Well in this post you said "Done." [url]http://forums.facepunchstudios.com/showpost.php?p=9666920&postcount=23[/url] I guess you thought I was talking about the default models only. I know those were edited to work correctly, but I was asking about it being done so anything made for cs:s would be held right. :/ You said the w_models themselves could be edited easily enough through a hex program in a previous post you made. [url]http://forums.facepunchstudios.com/showpost.php?p=9676091&postcount=41[/url] Mind making a tutorial on what needs to be edited, in it's own topic in models/skins, or making that program you said you could probably make to have it done that way?
Heh, the rollercoaster animations are pretty fun. [url=http://jman94.crystalmoon.com/weeeee.jpg][img_thumb]http://jman94.crystalmoon.com/weeeee.jpg[/img_thumb][/url] Now we just gotta get proper enumerations for the new weapon anim sets..
[QUOTE=DarkNovaClan]CS:S = Done DOD = Soon [/QUOTE] That was the player model conversions. All the CS:S Player Models are done.
[QUOTE=DarkNovaClan]That was the player model conversions. All the CS:S Player Models are done.[/QUOTE] Simple question: DID the last update contain all those animations you made in this thread?
[QUOTE=Joerdgs]Simple question: DID the last update contain all those animations you made in this thread?[/QUOTE] Yep. [b]Edit:[/b] Huh, I just noticed, there's no reload animation for the shotgun..
Yea, I saw that. How should i do the shotgun reload... Hold it up and pump it?
[QUOTE=DarkNovaClan]Yea, I saw that. How should i do the shotgun reload... Hold it up and pump it?[/QUOTE] Yeah, probably best.
I hate to bother you again, but how is the dual elite animation coming along?
This is going to so freaking cool when it's all done.
So there's no need for my CSS Playermodels? :sigh:
I guess not..
It would be awesome if it would be a sitting and typing on a computer animation, a waving and cheering too! By the way, keep it up! ;)
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