A radio talking animation like the one in unreal tournament would be nice too (the model just puts his hand to his ear and acts like he's pressing the button on an invisible headset).
TetaBonita's Idea = WIN
A definite must.
I am doing the Dod:s conversion now.
Dod player models done :P
What CSS weapon animations have you made?
(please be dual elites!)
I notice the issue where the models tend towards the T-Pose when firing still exists.
I want to see these animations in action! Why aren't they happening now? Heh.
Seriously.
[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] OR you could look at some ut3 vids. After you fake your death or fall off the hoverboard, the player gets back up with an animation. It is also in 3rd person until he gets all the way back up.
The Hl2 rifles and Smg's do not have a bobbing animation when walking.
I am pretty sure weapon bob is handled by the engine, there are console commands to adjust it.
I think it would be really cool if a player could type something in chat like
[code](wave) Hello Steve [/code]
and whoever says it will do a waving animation.
and teta bonitas' suggestion could be something like
[code] (radio) Fire at will [/code]
I'm not sure how you would do it or if it even is possible, but damn, that would be :krad:
That would be the job of a Lua script playing an animation.
When can we expect to see them enumerated?
hopefully soon, all i can do is pass the list to garry and hope he has time.
What about a "Scope" animation?
I doubt it's possible but it'd be pretty cool to know when people are using the scope on their guns.
They'd raise their arms a little, and tilt their head inwards towards the center of the gun.
Your the third person to say that... use 'head_roll' fool, in the future please read the thread a little more.
[QUOTE=garry]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.[/QUOTE]
I was also going to suggest this, it would be useful if anyone wanted to make a less deathmatchy gamemode, where the guns can't be used in motion or where they fire from the hip unless the gun is aimed, in which case they are fired from the shoulder.
[b]Edit:[/b]
Oh and what about a prone animation? Might be useful to some people.
I have added the hold type 'passive'.
Actually, i had a question as to how the animations are implemented, as i have not had the time to actually decompile the GCF and look fully into it. The only time i did get around to decompiling the GMod GCF, I couldn't find anything that would answer the question i have. (i'm tired, so if i repeat myself, i apologize) Are the animations all a part of one big collection of animations that are applied to all the player models? I'll try to make this sound a bit more clear. Are all the animations for every player model all compiled into one set of animations? I really hope i am making sense. If this was the case, then it would be extremely easy to add more animations to the existing collection as there wouldn't be any worries of adding the animation to every single set of bones for every player model.
Do you document these changes anywhere? It would be nice to have an overview of the new possibilities....
I agree with heavy weapons animation, for like miniguns and flamethrowers and stuff like that, could be used for a lot of things... including chainsaws.
As well as the dual weapons animation, I agree it's a big must.
Prone would also be nice
I add one... diving animations. Like the no clip animations would be the same as the diving animations, so whatever direction you're flying your char leans/dives in that direction, would also be useful for foolish max payne dive around shoot em up sweps or gamemodes.
I also add some kind of kicking animation.
Great work so far.
[quote=xX-ALTAIR-Xx]Are all the animations for every player model all compiled into one set of animations?[/quote] More or less yes.
m_pst m_gst m_anm m_shd have a set of operators that set the model up to run animations in male_animations, f_pst f_gst f_anm f_shd do the same for female_animations.. the newest cs_fix is used for the cs:s models and various other models.
[quote=xX-ALTAIR-Xx]extremely easy to add more animations to the existing collection as there wouldn't be any worries of adding the animation to every single set of bones for every player model.[/quote]
Normally no, not so easy. But I spent some time setting up a rig and the macros to go with it.
I can't picture a hold animation that would look any different to the grav gun. And yes ill set up dual weapon aims at a later date.
A way to include animation mdl/s via lua would be great. That way people who can do proper animation can include their own without recompiling every player model they use.
Edit: I mean without recompiling. Also I have looked into it and it should be possible. Look at how virtualmodel works.
[IMG]http://i109.photobucket.com/albums/n74/monkeymanninja/asdasd.gif[/IMG]
possibly?
i made this in a matter of minutes, so it isn't meant to be good.
Idle animations? Possibly with a pistol in a holster or a rifle on your back.
Perhaps while sipping coffee?
:D
[QUOTE=slayer3032]The Hl2 rifles and Smg's do not have a bobbing animation when walking.[/QUOTE]
This is a bit offtopic maybe, but he's right
Yeah, i was wondering about that myself. What happened to the walking animations for half of the weapons?
How about a big rifle on your back as idle?
[QUOTE=xX-ALTAIR-Xx]Yeah, i was wondering about that myself. What happened to the walking animations for half of the weapons?[/QUOTE]
And why don't the MP7 and Pulse rifle have secondary fire ammo bars?
So, um... are the dual elites finished?
Rave,rave animation for rave parties. :excited:
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