2021-09-20 13:07:41 -05:00
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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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$definemacro makeidle idlename filename frame aimlayer \\
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2021-11-17 00:25:27 -06:00
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$sequence $idlename$ $filename$ alignto reference frame $frame$ $frame$ numframes 30 loop ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" addlayer $aimlayer$ \\
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2021-09-20 13:07:41 -05:00
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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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2021-11-15 01:05:43 -06:00
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$sequence $runname$_mod "..\hl2mp_ported_anims\RunN" { \\
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2021-09-20 13:07:41 -05:00
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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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$definemacro makecidle cidlename filename frame aimlayer \\
|
2021-11-17 00:25:27 -06:00
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$sequence $cidlename$ $filename$ alignto reference frame $frame$ $frame$ numframes 30 loop ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" addlayer $aimlayer$ \\
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2021-09-20 13:07:41 -05:00
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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 \\
|
2021-11-15 01:05:43 -06:00
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addlayer $aimlayer$ \\
|
2021-11-17 00:25:27 -06:00
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ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" \\
|
2021-09-20 13:07:41 -05:00
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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 $frame$ $frame$ \\
|
2021-11-15 01:05:43 -06:00
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|
$sequence $crouch_walkname$_mod "..\hl2mp_ported_anims\crouch_walkN" { \\
|
2021-09-20 13:07:41 -05:00
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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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|
|
2021-11-20 00:25:29 -06:00
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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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$definemacro makerange_releaseik rangename filename startframe \\
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$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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ikrule lhand release \\
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delta \\
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} \\
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$continue $rangename$
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|
2021-09-20 13:07:41 -05:00
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|
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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 \\
|
2021-11-15 01:05:43 -06:00
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$sequence $jumpname$ "..\hl2mp_ported_anims\CS_Jump" { \\
|
2021-09-20 13:07:41 -05:00
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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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|
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|
2021-11-15 01:05:43 -06:00
|
|
|
// ================================================================
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|
// 9-way blends
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$definemacro makematchrun_9way runname filename frame aimlayer idlefile idleframe \\
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|
$animation a_$runname$_base $filename$ frame $frame$ $frame$ \\
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|
|
$sequence $runname$_mod "..\hl2mp_ported_anims\RunN" { \\
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|
|
LX LY rotateto 0 \\
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|
|
alignto reference \\
|
|
|
|
weightlist UpperbodyBlend \\
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|
|
worldspaceblend a_$runname$_base \\
|
|
|
|
weightlist UpperbodyReplace \\
|
|
|
|
hidden \\
|
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|
|
iklock lfoot 1 0 iklock rfoot 1 0 \\
|
|
|
|
} \\
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|
|
$sequence $runname$_static $idlefile$ frame $idleframe$ $idleframe$ alignto reference weightlist UpperbodyReplace hidden \\
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|
|
$animation a_$runname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference cmdlist lockfeet \\
|
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|
|
$sequence $runname$ { \\
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|
|
a_runSW a_runS a_runSE \\
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|
|
a_runW a_$runname$C a_runE \\
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|
|
a_runNW a_runN a_runNE \\ // a_runS a_runSE a_runE a_runNE a_runN a_runNW a_runW a_runSW a_runS
|
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|
|
blendwidth 3 blend move_y -1 1 blend move_x -1 1 \\ // blendwidth 9 blend move_yaw -180 180
|
|
|
|
blendlayer $runname$_static 0 0 0 0 local \\
|
|
|
|
blendlayer $runname$_mod -2 -2 -1 0 poseparameter move_x spline \\
|
|
|
|
blendlayer $runname$_mod 0 1 2 2 poseparameter move_x spline \\
|
|
|
|
blendlayer $runname$_mod -1 -1 -1 0 poseparameter move_y spline \\
|
|
|
|
blendlayer $runname$_mod 0 1 2 2 poseparameter move_y spline \\
|
|
|
|
addlayer $aimlayer$ \\
|
|
|
|
} \\
|
|
|
|
$continue $runname$
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|
|
|
|
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|
|
$definemacro makerun_9way runname filename frame aimlayer idlefile idleframe \\
|
|
|
|
$sequence $runname$_mod $filename$ { \\
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|
|
LX LY rotateto 0 \\
|
|
|
|
startloop $frame$ \\
|
|
|
|
alignto reference \\
|
|
|
|
weightlist UpperbodyReplace \\
|
|
|
|
hidden \\
|
|
|
|
loop \\
|
|
|
|
} \\
|
|
|
|
$sequence $runname$_static $idlefile$ frame $idleframe$ $idleframe$ alignto reference weightlist UpperbodyReplace hidden \\
|
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|
|
$animation a_$runname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference cmdlist lockfeet \\
|
|
|
|
$sequence $runname$ { \\
|
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|
|
a_runSW a_runS a_runSE \\
|
|
|
|
a_runW a_$runname$C a_runE \\
|
|
|
|
a_runNW a_runN a_runNE \\ // a_runS a_runSE a_runE a_runNE a_runN a_runNW a_runW a_runSW a_runS
|
|
|
|
blendwidth 3 blend move_y -1 1 blend move_x -1 1 \\ // blendwidth 9 blend move_yaw -180 180
|
|
|
|
blendlayer $runname$_static 0 0 0 0 local \\
|
|
|
|
blendlayer $runname$_mod -1 -1 -1 0 poseparameter move_x spline \\
|
|
|
|
blendlayer $runname$_mod 0 1 2 2 poseparameter move_x spline \\
|
|
|
|
blendlayer $runname$_mod -1 -1 -1 0 poseparameter move_y spline \\
|
|
|
|
blendlayer $runname$_mod 0 1 2 2 poseparameter move_y spline \\
|
|
|
|
addlayer $aimlayer$ \\
|
|
|
|
loop \\
|
|
|
|
} \\
|
|
|
|
$continue $runname$
|
|
|
|
|
|
|
|
$definemacro makecwalk_9way crouch_walkname filename frame aimlayer idlefile idleframe \\
|
|
|
|
$animation a_$crouch_walkname$_base $filename$ frame $frame$ $frame$ \\
|
|
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$sequence $crouch_walkname$_mod "..\hl2mp_ported_anims\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 UpperbodyReplace \\
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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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$animation a_$crouch_walkname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference cmdlist lockfeet \\
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$sequence $crouch_walkname$ { \\
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a_crouch_walkSW a_crouch_walkS a_crouch_walkSE \\
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a_crouch_walkW a_$crouch_walkname$C a_crouch_walkE \\
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a_crouch_walkNW a_crouch_walkN a_crouch_walkNE \\ // 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 3 blend move_y -1 1 blend move_x -1 1 \\ // 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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// Walks
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$definemacro makematchwalk_9way walkname filename frame aimlayer idlefile idleframe \\
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$animation a_$walkname$_base $filename$ frame $frame$ $frame$ \\
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$sequence $walkname$_mod "..\male_shared_anims\a_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_$walkname$_base \\
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weightlist UpperbodyReplace \\
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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 $walkname$_static $idlefile$ frame $idleframe$ $idleframe$ alignto reference weightlist UpperbodyReplace hidden \\
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$animation a_$walkname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference cmdlist lockfeet \\
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$sequence $walkname$ { \\
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a_walkSW a_walkS a_walkSE \\
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a_walkW a_$walkname$C a_walkE \\
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a_walkNW a_walkN a_walkNE \\
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blendwidth 3 blend move_y -1 1 blend move_x -1 1 \\
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blendlayer $walkname$_static 0 0 0 0 local \\
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blendlayer $walkname$_mod -2 -2 -1 0 poseparameter move_x spline \\
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blendlayer $walkname$_mod 0 1 2 2 poseparameter move_x spline \\
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blendlayer $walkname$_mod -1 -1 -1 0 poseparameter move_y spline \\
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blendlayer $walkname$_mod 0 1 2 2 poseparameter move_y spline \\
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addlayer $aimlayer$ \\
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} \\
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$continue $walkname$
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$definemacro makewalk_9way walkname filename frame aimlayer idlefile idleframe \\
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$sequence $walkname$_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 UpperbodyReplace \\
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hidden \\
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loop \\
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} \\
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$sequence $walkname$_static $filename$ frame 0 0 alignto reference weightlist UpperbodyReplace hidden \\
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$animation a_$walkname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference cmdlist lockfeet \\
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$sequence $walkname$ { \\
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a_walkSW a_walkS a_walkSE \\
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a_walkW a_$walkname$C a_walkE \\
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a_walkNW a_walkN a_walkNE \\
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blendwidth 3 blend move_y -1 1 blend move_x -1 1 \\
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blendlayer $walkname$_static 0 0 0 0 local \\
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blendlayer $walkname$_mod -1 -1 -1 0 poseparameter move_x spline \\
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blendlayer $walkname$_mod 0 1 2 2 poseparameter move_x spline \\
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blendlayer $walkname$_mod -1 -1 -1 0 poseparameter move_y spline \\
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blendlayer $walkname$_mod 0 1 2 2 poseparameter move_y spline \\
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addlayer $aimlayer$ \\
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loop \\
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} \\
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$continue $walkname$
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2021-09-20 13:07:41 -05:00
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