2021-10-14 02:21:36 -05:00
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$weightlist "weights_weapon_holster_gesturespine" {
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"ValveBiped.Bip01_Pelvis" 0.9
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"ValveBiped.Bip01_Spine" 0.8
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"ValveBiped.Bip01_Spine1" 0.6
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"ValveBiped.Bip01_Spine2" 0.4
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"ValveBiped.Bip01_Spine4" 0
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"ValveBiped.Bip01_L_Thigh" 0
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"ValveBiped.Bip01_R_Thigh" 0
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}
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$weightlist "weights_layer_run_holding_Shotgun_Relaxed" {
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"ValveBiped.Bip01_Pelvis" 0.1
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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
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"ValveBiped.Bip01_L_Thigh" 0
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"ValveBiped.Bip01_R_Thigh" 0
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}
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$animation "@weapon_draw_gesturespine_corrective_animation" "alyx_animations_ep2\@weapon_draw_gesturespine_corrective_animation.smd" {
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}
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$animation "@weapon_holster_gesturespine_corrective_animation" "alyx_animations_ep2\@weapon_holster_gesturespine_corrective_animation.smd" {
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}
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$sequence "weapon_draw_gesturespine" {
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"alyx_animations_ep2\weapon_draw_gesturespine.smd"
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delta
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// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
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subtract "@weapon_draw_gesturespine_corrective_animation" 0
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fadein 0.2
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fadeout 0.2
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hidden
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fps 30
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2021-10-28 14:30:59 -05:00
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weightlist "weapongesture_justspine"
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2021-10-14 02:21:36 -05:00
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}
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$sequence "weapon_draw_gesturearms" {
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"alyx_animations_ep2\weapon_draw_gesturearms.smd"
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fadein 0.2
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fadeout 0.2
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hidden
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fps 30
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ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 0
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 1
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2021-10-28 14:30:59 -05:00
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weightlist "weapongesture_armsonly"
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2021-10-14 02:21:36 -05:00
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}
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$sequence "weapon_draw_gesture" {
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"alyx_animations_ep2\weapon_draw_gesture.smd"
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activity "ACT_ARM" 1
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{ event AE_NPC_DRAW 32 "" }
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fadein 0.2
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fadeout 0.2
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iklock "rfoot" 1 0
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iklock "lfoot" 1 0
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blendlayer "weapon_draw_gesturearms" 0 10 26 45 spline
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blendlayer "weapon_draw_gesturespine" 0 10 26 45 spline
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fps 30
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ikrule "rhand" touch "ValveBiped.Bip01_Spine" contact 10 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 10 26 40 target 0 usesequence
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 44 44 target 1 usesequence
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2021-10-28 14:30:59 -05:00
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noanimation
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2021-10-14 02:21:36 -05:00
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}
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$sequence "weapon_holster_gesturespine" {
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"alyx_animations_ep2\weapon_holster_gesturespine.smd"
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delta
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// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
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subtract "@weapon_holster_gesturespine_corrective_animation" 0
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fadein 0.2
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fadeout 0.2
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hidden
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fps 30
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weightlist "weights_weapon_holster_gesturespine"
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}
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$sequence "weapon_holster_gestureworld" {
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"alyx_animations_ep2\weapon_holster_gestureworld.smd"
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fadein 0.2
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fadeout 0.2
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hidden
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worldspace
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fps 30
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ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 0
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 1
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weightlist "weights_layer_run_holding_Shotgun_Relaxed"
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}
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$sequence "weapon_holster_gesture" {
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"alyx_animations_ep2\weapon_holster_gesture.smd"
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activity "ACT_DISARM" 1
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{ event AE_NPC_HOLSTER 22 "" }
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fadein 0.2
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fadeout 0.2
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iklock "rfoot" 1 0
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iklock "lfoot" 1 0
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blendlayer "weapon_holster_gestureworld" 0 15 30 45 spline
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blendlayer "weapon_holster_gesturespine" 0 0 30 45
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fps 30
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ikrule "rhand" touch "ValveBiped.Bip01_Spine" contact 15 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 15 30 1 target 0 usesequence
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 44 44 target 1 usesequence
|
2021-10-28 14:30:59 -05:00
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noanimation
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2021-10-14 02:21:36 -05:00
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}
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