mirror of
https://github.com/mapbase-source/mapbase-model-src.git
synced 2025-03-13 14:10:15 +03:00
225 lines
8.6 KiB
Plaintext
225 lines
8.6 KiB
Plaintext
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$Weightlist HipsUpperbodyReplace "valvebiped.Bip01_Pelvis" 1.0 "ValveBiped.Bip01_L_Thigh" 0.0 "ValveBiped.Bip01_R_Thigh" 0.0
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$Weightlist UpperbodyReplace "valvebiped.Bip01_Spine" 1.0
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$Weightlist HipsLowerbodyReplace "valvebiped.Bip01_Pelvis" 1.0 "ValveBiped.Bip01_Spine" 0.0
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$Weightlist AllBones "valvebiped.Bip01_Pelvis" 1.0
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$Weightlist UpperbodyBlend {
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"valvebiped.Bip01_Pelvis" 0.1
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"ValveBiped.Bip01_L_Thigh" 0.0
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"ValveBiped.Bip01_R_Thigh" 0.0
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"ValveBiped.Bip01_Spine" 0.2
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"ValveBiped.Bip01_Spine1" 0.4
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"ValveBiped.Bip01_Spine2" 0.6
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"ValveBiped.Bip01_Spine4" 1.0
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}
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$Weightlist SlowerUpperbodyBlend {
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"valvebiped.Bip01_Pelvis" 0.0
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"ValveBiped.Bip01_L_Thigh" 0.0
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"ValveBiped.Bip01_R_Thigh" 0.0
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"ValveBiped.Bip01_Spine" 0.1
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"ValveBiped.Bip01_Spine1" 0.3
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"ValveBiped.Bip01_Spine2" 0.4
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"ValveBiped.Bip01_Spine4" 0.66
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"ValveBiped.Bip01_R_Clavicle" 1.0
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"ValveBiped.Bip01_L_Clavicle" 1.0
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"ValveBiped.Bip01_Neck1" 1.0
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}
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//
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// make a 2D 3x3 aim overlay by extracting out individual frames and finding their
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// difference from a neutral frame.
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//
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$definemacro makeaimlayer layername filename \\
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$animation a_$layername$_neutral $filename$ frame 4 4 weightlist HipsUpperbodyReplace \\
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$animation a_$layername$_down_left $filename$ frame 0 0 subtract a_$layername$_neutral 0 weightlist HipsUpperbodyReplace \\
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$animation a_$layername$_down_center $filename$ frame 1 1 subtract a_$layername$_neutral 0 weightlist HipsUpperbodyReplace \\
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$animation a_$layername$_down_right $filename$ frame 2 2 subtract a_$layername$_neutral 0 weightlist HipsUpperbodyReplace \\
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$animation a_$layername$_mid_left $filename$ frame 3 3 subtract a_$layername$_neutral 0 weightlist HipsUpperbodyReplace \\
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$animation a_$layername$_mid_center $filename$ frame 4 4 subtract a_$layername$_neutral 0 weightlist HipsUpperbodyReplace \\
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$animation a_$layername$_mid_right $filename$ frame 5 5 subtract a_$layername$_neutral 0 weightlist HipsUpperbodyReplace \\
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$animation a_$layername$_up_left $filename$ frame 6 6 subtract a_$layername$_neutral 0 weightlist HipsUpperbodyReplace \\
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$animation a_$layername$_up_center $filename$ frame 7 7 subtract a_$layername$_neutral 0 weightlist HipsUpperbodyReplace \\
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$animation a_$layername$_up_right $filename$ frame 8 8 subtract a_$layername$_neutral 0 weightlist HipsUpperbodyReplace \\
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$sequence $layername$ { \\
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// a_$layername$_straight_up a_$layername$_straight_up a_$layername$_straight_up \\
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a_$layername$_up_right a_$layername$_up_center a_$layername$_up_left \\
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a_$layername$_mid_right a_$layername$_mid_center a_$layername$_mid_left \\
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a_$layername$_down_right a_$layername$_down_center a_$layername$_down_left \\
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blendref a_$layername$_neutral \\
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blendcenter a_$layername$_mid_center \\
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blendwidth 3 calcblend aim_yaw "anim_attachment_RH" ZR calcblend aim_pitch "anim_attachment_RH" YR \\
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delta \\
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iklock rfoot 1 0 iklock lfoot 1 0 \\
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hidden \\
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} \\
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$continue $layername$
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//
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// make a 2D 2x3 aim overlay by extracting out individual frames and finding their
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// difference from a neutral frame.
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//
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$definemacro makeaimlayerB layername filename \\
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$animation a_$layername$_neutral $filename$ frame 1 1 weightlist HipsUpperbodyReplace \\
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$animation a_$layername$_mid_left $filename$ frame 0 0 subtract a_$layername$_neutral 0 weightlist HipsUpperbodyReplace \\
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$animation a_$layername$_mid_center $filename$ frame 1 1 subtract a_$layername$_neutral 0 weightlist HipsUpperbodyReplace \\
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$animation a_$layername$_mid_right $filename$ frame 2 2 subtract a_$layername$_neutral 0 weightlist HipsUpperbodyReplace \\
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$animation a_$layername$_up_left $filename$ frame 3 3 subtract a_$layername$_neutral 0 weightlist HipsUpperbodyReplace \\
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$animation a_$layername$_up_center $filename$ frame 4 4 subtract a_$layername$_neutral 0 weightlist HipsUpperbodyReplace \\
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$animation a_$layername$_up_right $filename$ frame 5 5 subtract a_$layername$_neutral 0 weightlist HipsUpperbodyReplace \\
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$animation a_$layername$_straight_up $filename$ frame 6 6 subtract a_$layername$_neutral 0 weightlist HipsUpperbodyReplace \\
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$sequence $layername$ { \\
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a_$layername$_straight_up a_$layername$_straight_up a_$layername$_straight_up \\
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a_$layername$_up_right a_$layername$_up_center a_$layername$_up_left \\
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a_$layername$_mid_right a_$layername$_mid_center a_$layername$_mid_left \\
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blendref a_$layername$_neutral \\
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blendcenter a_$layername$_mid_center \\
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blendwidth 3 calcblend aim_yaw "anim_attachment_RH" ZR calcblend aim_pitch "anim_attachment_RH" YR \\
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delta \\
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iklock rfoot 1 0 iklock lfoot 1 0 \\
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hidden \\
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} \\
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$continue $layername$
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//
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// make an idle animation from a single frame, add in aiming
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//
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$definemacro makeidle idlename filename frame aimlayer \\
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$sequence $idlename$ $filename$ alignto reference frame $frame$ $frame$ numframes 30 loop addlayer $aimlayer$ \\
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$continue $idlename$
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//
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// make a running animation from a world space composite of an upper body animation
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// and a run animation, then blend them on top of a multiway walk and aiming
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//
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$definemacro makematchrun runname filename frame aimlayer \\
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$animation a_$runname$_base $filename$ frame $frame$ $frame$ \\
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$sequence $runname$_mod "..\humans_sdk\male_animations\RunN" { \\
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LX LY rotateto 0 \\
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alignto reference \\
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weightlist UpperbodyBlend \\
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worldspaceblend a_$runname$_base \\
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weightlist HipsUpperbodyReplace \\
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hidden \\
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iklock lfoot 1 0 iklock rfoot 1 0 \\
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} \\
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$sequence $runname$ { \\
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a_runS a_runSE a_runE a_runNE a_runN a_runNW a_runW a_runSW a_runS \\
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blendwidth 9 blend move_yaw -180 180 \\
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addlayer $runname$_mod \\
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addlayer $aimlayer$ \\
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} \\
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$continue $runname$
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//
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// make a running animation from an upper body animation blended on top of a
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// multiway run and aiming
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//
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$definemacro makerun runname filename frame aimlayer \\
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$sequence $runname$_mod $filename$ { \\
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LX LY rotateto 0 \\
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startloop $frame$ \\
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alignto reference \\
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weightlist HipsUpperbodyReplace \\
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hidden \\
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loop \\
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} \\
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$sequence $runname$ { \\
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a_runS a_runSE a_runE a_runNE a_runN a_runNW a_runW a_runSW a_runS \\
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blendwidth 9 blend move_yaw -180 180 \\
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addlayer $runname$_mod \\
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addlayer $aimlayer$ \\
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loop \\
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} \\
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$continue $runname$
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//
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// make an idle animation from a single frame, add in aiming
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//
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$definemacro makecidle cidlename filename frame aimlayer \\
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$sequence $cidlename$ $filename$ alignto reference frame $frame$ $frame$ numframes 30 loop addlayer $aimlayer$ \\
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$continue $cidlename$
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//
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// make an idle animation from a composite of a standing animation and a crouch animation, add in aiming
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//
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$definemacro makecidleB cidlename filename frame filenameB frameB aimlayer \\
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$animation a_$cidlename$_base $filename$ frame $frame$ $frame$ \\
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$sequence $cidlename$ $filenameB$ { \\
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frame $frameB$ $frameB$ \\
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alignto reference \\
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weightlist UpperbodyBlend \\
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worldspaceblend a_$cidlename$_base \\
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weightlist AllBones \\
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loop \\
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} \\
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$continue $cidlename$
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//
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// make a crouched walking animation from a world spacecomposite of an upper body animation
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// and a crouch walkN animation, then blend them on top of a multiway walk and aiming
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//
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$definemacro makecwalk crouch_walkname filename frame aimlayer \\
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$animation a_$crouch_walkname$_base $filename$ frame $frame$ $frame$ \\
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$sequence $crouch_walkname$_mod "..\humans_sdk\male_animations\crouch_walkN" { \\
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LX LY rotateto 0 \\
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alignto reference \\
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weightlist UpperbodyBlend \\
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worldspaceblend a_$crouch_walkname$_base \\
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weightlist HipsUpperbodyReplace \\
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hidden \\
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iklock lfoot 1 0 iklock rfoot 1 0 \\
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} \\
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$sequence $crouch_walkname$ { \\
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a_crouch_walkS a_crouch_walkSE a_crouch_walkE a_crouch_walkNE a_crouch_walkN a_crouch_walkNW a_crouch_walkW a_crouch_walkSW a_crouch_walkS \\
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blendwidth 9 blend move_yaw -180 180 \\
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addlayer $crouch_walkname$_mod \\
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addlayer $aimlayer$ \\
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loop \\
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} \\
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$continue $crouch_walkname$
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//
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// make a simple delta animation to add on to an upper body
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//
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$definemacro makerange rangename filename startframe \\
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$animation a_$rangename$ $filename$ subtract a_$rangename$ $startframe$ weightlist HipsUpperbodyReplace \\
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$sequence $rangename$ a_$rangename$ { \\
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iklock lfoot 1 0 iklock rfoot 1 0 \\
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delta \\
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} \\
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$continue $rangename$
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//
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// make a jump animation from a composite of an upper body pose and the CS jump
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//
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$definemacro makejump jumpname filename frame \\
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$animation a_$jumpname$ $filename$ frame $frame$ $frame$ weightlist SlowerUpperbodyBlend \\
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$sequence $jumpname$ "CS_Jump" { \\
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weightlist SlowerUpperbodyBlend \\
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worldspaceblend a_$jumpname$ \\
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weightlist AllBones \\
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} \\
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$continue $jumpname$
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//
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// make a upper body replacement animation
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//
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$definemacro makereload reloadname filename \\
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$sequence $reloadname$ $filename$ { \\
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weightlist UpperbodyBlend \\
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iklock lfoot 1 0 iklock rfoot 1 0 \\
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} \\
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$continue $reloadname$
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