Did a thing, to give a basic explanation it uses a Lerp-type function to interpolate between the angles given.
Going to work on multi-part animations now. :quagmire:
[IMG]http://i.imgur.com/WRWypwd.png[/IMG]
[IMG]http://i.imgur.com/jLFHLEH.gif[/IMG]
[QUOTE=DaWhale;51974400]Did a thing, to give a basic explanation it uses a Lerp-type function to interpolate between the angles given.
Going to work on multi-part animations now. :quagmire:
[IMG]http://i.imgur.com/WRWypwd.png[/IMG]
[IMG]http://i.imgur.com/jLFHLEH.gif[/IMG][/QUOTE]
If this could be also done in First person...
Like doing positions for each arm bone (including gun, since it's separated from the arms) of each viewmodel.
I think you can
[QUOTE=DaWhale;51974400]Did a thing, to give a basic explanation it uses a Lerp-type function to interpolate between the angles given.
Going to work on multi-part animations now. :quagmire:
[IMG]http://i.imgur.com/WRWypwd.png[/IMG]
[IMG]http://i.imgur.com/jLFHLEH.gif[/IMG][/QUOTE]
Damn. I'm really interested in this concept, good job!
[QUOTE=Moat;51972014]I've made super sexy [URL="https://gyazo.com/6fc42b9e58d731d1d7d6b2e54e9247c7"]dark[/URL], [URL="https://gyazo.com/e9ed001c571331037055d992279c4f6b"]light[/URL], [URL="https://gyazo.com/ae0afc9fdf8a513510f5fc75a6cdbd23"]blur[/URL], and [URL="https://gyazo.com/795e32c2ae4933aa5758d193f5f0d192"]clear[/URL] themes that users can choose if they don't like the default. I might add color customization to the themes soon if I get bored, not sure though.[/QUOTE]
Oh damn, I really like the blur and light theme. Seems like this is going pretty well, hope to see more!
your thing reminds me of my dayz interactions animations. Includes first person mode!
the sequence animations i included and their names are retarded i know
[video=youtube;MXh-WAaN1is]https://www.youtube.com/watch?v=MXh-WAaN1is[/video]
for all the custom poses that aren't a sequence, all you have to do to create a new pose is to position and angle the bones in pac, then run a command and it'll automatically generate the pose json for it. [It's automatically lerped for both angles and positions, doesn't require pac, example is surrender and point at object] The addon itself doesn't actually require pac, i just use it to generate poses.
oh also you can use a sequence 'base' before altering the bone pos and angles instead of simply just altering the bones by itself and having it play on top of the default sequence.
[QUOTE=ZeBull;51975394]your thing reminds me of my dayz interactions animations. Includes first person mode!
the sequence animations i included and their names are retarded i know
[video=youtube;MXh-WAaN1is]https://www.youtube.com/watch?v=MXh-WAaN1is[/video]
for all the custom poses that aren't a sequence, all you have to do to create a new pose is to position and angle the bones in pac, then run a command and it'll automatically generate the pose json for it. [It's automatically lerped for both angles and positions, doesn't require pac, example is surrender and point at object] The addon itself doesn't actually require pac, i just use it to generate poses.
oh also you can use a sequence 'base' before altering the bone pos and angles instead of simply just altering the bones by itself and having it play on top of the default sequence.[/QUOTE]
Looks really quite cool. Nice that the eventual end product doesn't clunkily require PAC to be installed on the server and client. Loving the DayZ esc animations and it would be great to have surrender etc on certain roleplay servers. Perhaps it's even possible to add support for client poses being communicated to the server so that custom poses could be added if desired by each individual player.
[QUOTE=DaWhale;51974400]Did a thing, to give a basic explanation it uses a Lerp-type function to interpolate between the angles given.[/QUOTE]
Awesome work, will this be released publicly some time in the future?
[video]https://youtu.be/Qy-pvtPhhZY[/video]
I made Minesweeper this time! :dance:
At first, I was only drawing squares and using a default font. Then I tried to mimic some textures by drawing picture-referenced lines. But I eventually settled on using textures.
Holy shit, that looks incredible, even just for debugging purposes the DLights practically make these into physical lasers. I think the ricochet angle tolerance needs to be lowered a bit, but I'm unsure. Perhaps looking into real life angles and probability is the best course of action.
Great job
[QUOTE=blakeguy25;51977080][video]https://youtu.be/Qy-pvtPhhZY[/video]
I made Minesweeper this time! :dance:[/QUOTE]
This is nice - but hopefully RP won't become "Players standing around staring at their phones".
[QUOTE=blakeguy25;51977080][video]https://youtu.be/Qy-pvtPhhZY[/video]
I made Minesweeper this time! :dance:[/QUOTE]
yeah but does it allow chording?
[QUOTE=ph:lxyz;51978199]This is nice - but hopefully RP won't become "Players standing around staring at their phones".[/QUOTE]
It'll become more realistic ;)
[QUOTE=MarioDox;51974495]If this could be also done in First person...
Like doing positions for each arm bone (including gun, since it's separated from the arms) of each viewmodel.[/QUOTE]
Pretty sure I've seen this done with some realism addon, similar to GMod legs.
[QUOTE=mib999;51975060]Damn. I'm really interested in this concept, good job![/QUOTE]
Thanks man, it's not that complex code-wise just took some maths. What IS going to be on the more difficult side is the multi-part since I haven't added a way to tell if the anim is finished yet, which actually should just be a reference to the angle table to see if the arm has those angs now.
[QUOTE=YourStalker;51976130]Awesome work, will this be released publicly some time in the future?[/QUOTE]
Add me on steam and I could polish it up and let you grab it.
Tom Clancy's Garry's Mod
[quote][vid]http://zombine.me/file/2017-03-18_12-08-44.mp4[/vid][/quote]
just need some more sounds and then I'll make the support station better
i also made some deaths
[media]https://www.youtube.com/watch?v=hmkwZ7E3N4g[/media]
[editline]19th March 2017[/editline]
and some potions (using the salute gesture)
[media]https://www.youtube.com/watch?v=l8I_zkpSwxg[/media]
Math is hard sometimes :(
[video=youtube;ndm9-q5UO2c]https://www.youtube.com/watch?v=ndm9-q5UO2c[/video]
So I made this for a job. The client wanted an octagon menu, but I decided to put in a bit more work, and make it work with any amount of sides. I think it turned out really simple, but really neat.
[video]https://youtu.be/ABUfVvX3h_k[/video]
This is cool, too bad it's for a job so this can't just be a public snippet if you wanted it to be.
I might have some content to show in a while.
I will only be selling usage rights to the client, so I can still use it for my own things :)
[QUOTE=Tenrys;51981476]too bad it's for a job so this can't just be a public snippet if you wanted it to be[/QUOTE]
The second example on [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/surface/DrawPoly]surface.DrawPoly[/url] can be used to get some circle segment coords, if you use it twice with a different radius you could get the inner and outer coordinates needed (with an added gap) and the rest is just drawing it
[QUOTE=DaWhale;51974400]Did a thing, to give a basic explanation it uses a Lerp-type function to interpolate between the angles given.
Going to work on multi-part animations now. :quagmire:
[IMG]http://i.imgur.com/WRWypwd.png[/IMG]
[IMG]http://i.imgur.com/jLFHLEH.gif[/IMG][/QUOTE]
Gonna release?? :) I would like to see how you did this.
This week on "Things Which Rape FPS" — expensive gradients because I don't know how to do this better!!!
[quote][vid]http://zombine.me/file/2017-03-18_23-21-54.mp4[/vid][/quote]
After a while, I've been using the Actors addon and realized that it's a bit time consuming to make lot's of actors on the scene and it lacks a lot of features that can automate some of the actions.
So I decided to create a new version for it, Actors2.
[video=youtube;8wwYTwc2oIo]http://www.youtube.com/watch?v=8wwYTwc2oIo[/video]
Right now, it includes:
- Better creation of spawn points, no need for changing names, everything is done for you.
- Spawn/Despawn
- Automatic path facing (actor faces the path it will follow)
- Use of the context menu to speed up the process of changing models/animations
- Mini-tutorial when you launch it for the first time, you can start it later ofc.
- Multi-Language
- HTML/JS Menu (welcome page)
- New interface using fancy things
- Search functions, it looks for the custom models you installed.
Features to come:
- Save/Load of paths, actors and animations.
- Better use of gestures/animations/transitions
- Modular asset loading via lua scripts, like rapelling, flashlights.
- Multiple actor types, like civilians, shooters, teams.
- More...
If you used the Actors addon, what did you think it lacked ?
[QUOTE=MrRalgoman;51981492]Gonna release?? :) I would like to see how you did this.[/QUOTE]
[QUOTE=DaWhale;51978612]
[QUOTE=YourStalker;51976130]Awesome work, will this be released publicly some time in the future?[/QUOTE]
Add me on steam and I could polish it up and let you grab it.[/QUOTE]
Must read to succeed
[QUOTE=nicolasx21;51982722]
If you used the Actors addon, what did you think it lacked?[/QUOTE]
Wiremod support and saving/loading imo
Mandelbrot sequence meets gmod (sorry about chat window :/)
[t]https://i.gyazo.com/2f34c1932b52f6713d9abdb6e343d3ed.png[/t]