• Garry's Mod: Player Animations
    260 replies, posted
Now what I don't understand is what is up with the invisible weapons ordeal when your player model is on the css skeleton, is there anyway to add that "null bone" hl2 uses? T.T [highlight](User was banned for this post ("Huge bump" - mahalis))[/highlight]
How do you add new HoldTypes? weapons/new_base/init.lua:40: attempt to concatenate local 't' (a nil value) This is pissing me the fuck off mang
Anybody else think these are REALLY underused?
[QUOTE=noobcake;15734084]Anybody else think these are REALLY underused?[/QUOTE] Yes. They are. There's a bunch of new gestures in the animations, and new holdtypes (melee2, knife, fists, passive) but they're unknown/unused.
[QUOTE=Catdaemon;9675775]Prone + feign death would be good.[/QUOTE] I agree WTB prone.
[QUOTE=Tommorocks;15733131] [highlight](User was banned for this post ("Huge bump" - mahalis)[/highlight][/QUOTE] ...Ehh banned for bumping an offical thread? Yea, im still doing updates.. Fist anims are being redone, old are shit. [editline]08:59PM[/editline] [QUOTE=Lyoko774;15734114]Yes. They are. There's a bunch of new gestures in the animations, and new holdtypes (melee2, knife, fists, passive) but they're unknown/unused.[/QUOTE] the hold types need to be updated. Ill try and ensure it happens [editline]09:07PM[/editline] [QUOTE=Lyoko774;15733905]How do you add new HoldTypes? weapons/new_base/init.lua:40: attempt to concatenate local 't' (a nil value) This is pissing me the fuck off mang[/QUOTE] To add you own hold data use this code.. Example.. for fists local index = ACT_HL2MP_IDLE_FIST self.ActivityTranslate = {} self.ActivityTranslate [ ACT_HL2MP_IDLE ] = index self.ActivityTranslate [ ACT_HL2MP_WALK ] = index+1 self.ActivityTranslate [ ACT_HL2MP_RUN ] = index+2 self.ActivityTranslate [ ACT_HL2MP_IDLE_CROUCH ] = index+3 self.ActivityTranslate [ ACT_HL2MP_WALK_CROUCH ] = index+4 self.ActivityTranslate [ ACT_HL2MP_GESTURE_RANGE_ATTACK ] = index+5 self.ActivityTranslate [ ACT_HL2MP_GESTURE_RELOAD ] = index+6 self.ActivityTranslate [ ACT_HL2MP_JUMP ] = index+7 self.ActivityTranslate [ ACT_RANGE_ATTACK1 ] = index+8 a good place to do this would be the weapons initialize hook
[QUOTE=DarkNovaClan;15748917]...Ehh banned for bumping an offical thread? Yea, im still doing updates.. Fist anims are being redone, old are shit. [editline]08:59PM[/editline] the hold types need to be updated. Ill try and ensure it happens [editline]09:07PM[/editline] To add you own hold data use this code.. Example.. for fists local index = ACT_HL2MP_IDLE_FIST self.ActivityTranslate = {} self.ActivityTranslate [ ACT_HL2MP_IDLE ] = index self.ActivityTranslate [ ACT_HL2MP_WALK ] = index+1 self.ActivityTranslate [ ACT_HL2MP_RUN ] = index+2 self.ActivityTranslate [ ACT_HL2MP_IDLE_CROUCH ] = index+3 self.ActivityTranslate [ ACT_HL2MP_WALK_CROUCH ] = index+4 self.ActivityTranslate [ ACT_HL2MP_GESTURE_RANGE_ATTACK ] = index+5 self.ActivityTranslate [ ACT_HL2MP_GESTURE_RELOAD ] = index+6 self.ActivityTranslate [ ACT_HL2MP_JUMP ] = index+7 self.ActivityTranslate [ ACT_RANGE_ATTACK1 ] = index+8 a good place to do this would be the weapons initialize hook[/QUOTE] :D Thank you so very much!
[QUOTE=DarkNovaClan;15748917]Yea, im still doing updates.. Fist anims are being redone, old are shit. [/QUOTE] I agree with you on this. However, I would like to make a few minor ( seemingly so to me ) requests: Please add the hold type for dual pistols from CSS. This could be applied to anything from actual dualies to showing the player carrying items in their hands to any other two-hands-holding-something application. Even a sword-and-shield setup with some creative entity use could look decent with this. Please add the CSS / DODS weapon bones to the skeleton. There are a great deal of models unavailable to coders who don't know how to model and make the required changes to the world models of the weapons in order to have them use the correct bones. Having to do this to a larger number of weapon models is also a time-consuming action that yields little reward, especially when the modeler takes offense to hexing in any manner. Those are the two things I want to see greatly on the models.
Duals are already in the works [QUOTE=Kogitsune;15750025] Please add the CSS / DODS weapon bones to the skeleton. There are a great deal of models unavailable to coders who don't know how to model and make the required changes to the world models of the weapons in order to have them use the correct bones. Having to do this to a larger number of weapon models is also a time-consuming action that yields little reward, especially when the modeler takes offense to hexing in any manner. [/QUOTE] i pretty sure bones cannot be added without recompiling every single model... which unless i have the source for, cant be done.
I just remembered something.... On darklands,GU,noxious Not shure one of those's zombie survival server, when a player zombie dies and triggers the get up again their ragdoll seemingly stands up and moves into position before the player actually turns into it again. EDIT: Also a funny idea for noclip. When just standing still in noclip it keeps you like suspended slowly bobbing up and down in the air, when you move it blends into a superman like fly that holds your gun hand out, when you stop the animation blends back into the idle float :3
[QUOTE=DarkNovaClan;15750306]i pretty sure bones cannot be added without recompiling every single model... which unless i have the source for cant be done.[/QUOTE] Thanks for the duals =D. What I mean is that CSS uses a universal bone for the weapons on the player's model for the attachment. The HL2DM-based models that we have ( I assume ) do not have this bone on the models. Again, I'm not a modeler so I don't know, I'm just guessing. I don't even know if we're talking about the same thing.
bones and attachments are complied directly into the model.. so i cant reconfigure them without properly without having the source and recompiling them. And noxious .net uses a simple key frame system gradually move the rag doll and lift the it up to idle position then swap to the player, its an illusion An simple example of this code would be [lua] -----Inital Function, Ran once---- Local StartTime = CurTime() Local KeyTime = 5 -- in seconds Local TargetFrame = {Head = Vector(0,0,180), Spine = Vector(0,10,121), Arm = Vector(40,3,100) } Local CurrentOffset = { Head = GET LOCAL HEAD DIFFERENCE TO TARGET FRAME.... Spine = GET LOCAL SPINE DIFFERENCE TO TARGET FRAME.... Arm = GET LOCAL ARM DIFFERENCE TO TARGET FRAME.... } --key words, local & difference ----- Update function Local KeyWeight = (StartTime - CurTime()) / KeyTime -- Fraction percent for k,v in pairs(TargetFrame) do local BonePosition = v + (CurrentOffset[k] * KeyWeight ) --Position of the bones target frame plus a decreasing offset, this will gradually move the bone form its old position to its TargetFrame position SET THE BONES POSITION....... end [/lua] Please note that this a concept and not actual working code, its would also need an angles component in the target frame and i cant be bothered filling in the spaces. A simple key frame system such as this can be great for animating vgui and hud elements.. :D
[QUOTE=DarkNovaClan;15750306]Duals are already in the works i pretty sure bones cannot be added without recompiling every single model... which unless i have the source for, cant be done.[/QUOTE] OMG dualies are already in the works? can you tell me the whole name for the weapon holdtype? im trying to make some dualies for GMOD zombie survival, but it shows up like the animation for only one pistol. if SERVER then AddCSLuaFile("shared.lua") SWEP.HoldType = "pistol" end what do i put in place of pistol? =\
They're already IN THE WORKS. That doesn't mean you can access them yet.
where link? how i can get this animations?!!!
[QUOTE=Russian;17960027]where link? how i can get this animations?!!![/QUOTE] There's no link since they're the animations the official playermodels can use. :smile:
NOOB ALERT What is the path I place these codes in NOOB SEQUENCE ABORTED Peace, Ryuzaki
Reactivating Noob Module... So, exactly how do I use these? Edit- Never mind...
so, what happened to breathing?
All these animations are in the gmod player models. The author of this thread isn't working on the player models anymore, if you haven't noticed. They've been in the release version of Gmod for quite some time. As for actually finding/viewing the animations, open them up in the model viewer. Breathing is a pose parameter named "breathing"
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