Added and implemented a ton of new and fixed animations

This commit is contained in:
Blixibon 2021-11-01 07:58:07 -05:00
parent 7d1e73f28c
commit 7adb3b0fe3
172 changed files with 256124 additions and 6254 deletions

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@ -0,0 +1,27 @@
// ================================================================
//
// Citizen Activity Fixes
//
// This overwrites existing citizen sequences
// (note: both male_shared and female_shared include this and should $pushd before including)
//
// ================================================================
// ----------------------------------------------------------------
//
// REPLACEMENTS
//
// ----------------------------------------------------------------
// Crouch_idleD holds a SMG while crouchidlehide holds nothing, but the former used ACT_COVER_LOW instead of ACT_COVER_SMG1_LOW and crouchidlehide
// did not have an activity at all, despite having its own transitions.
// This has been changed so that Crouch_idleD uses ACT_COVER_LOW_SMG1 and crouchidlehide uses ACT_COVER_LOW.
$sequence "Crouch_idleD" { "Crouch_idleD.smd" activity "ACT_COVER_SMG1_LOW" 1 node "crouching" loop cmdlist lockfeetandlefthand }
$sequence "crouchidlehide" { "crouchidlehide.smd" activity "ACT_COVER_LOW" 1 node "crouchhide" loop cmdlist lockfeet }
// These transitions do not match any existing animations. The "crouching" node contains crouching combat animations, but these transitions make
// that look weird when they're standing up and down. There's also already a transition for going from crouching to standing in combat, which happen
// to use the same nodes as these.
// In order to give that transition precedent, these transitions no longer transition any nodes.
$sequence "Stand_to_crouch" { "Stand_to_crouch.smd" } // activity "ACT_TRANSITION" 1 transition "standing" "crouching"
$sequence "Crouch_to_stand" { "Crouch_to_stand.smd" } // activity "ACT_TRANSITION" 1 transition "crouching" "standing"

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// ================================================================
//
// New Citizen Crouch Movement Animations
//
// ================================================================
$weightlist "weights_layer_walk_aiming" {
"ValveBiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$sequence "layer_crouch_run_holding_pistol" {
"layer_crouch_run_holding.smd"
fadein 0.2
fadeout 0.2
hidden
addlayer $PistolIdleLowLayer$
worldspace
fps 30
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
ikrule "rhand" release
weightlist "weights_layer_walk_aiming"
}
$sequence "layer_crouch_run_aiming_pistol" {
"layer_crouch_run_aiming.smd"
fadein 0.2
fadeout 0.2
hidden
blendlayer $PistolCrouchAimLayer$ 0 0 0 0 local
addlayer $PistolAimLayer$
worldspace
fps 30
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
ikrule "rhand" release
weightlist "weights_layer_walk_aiming"
}
$sequence "crouchRUNHOLDINGALL1_pistol" {
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenCrouch_runN"
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_CROUCH_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_Citizen" }
{ event 6005 16 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
blendlayer "layer_crouch_run_holding_pistol" 0 0 0 0 local
node "run_crouching"
}
$sequence "crouchRUNAIMINGALL1_pistol" {
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenCrouch_runN"
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_CROUCH_AIM_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_Citizen" }
{ event 6005 16 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
blendlayer "layer_crouch_run_aiming_pistol" 0 0 0 0 local
node "run_crouching"
}
$sequence "layer_crouch_walk_holding_pistol" {
"layer_crouch_walk_holding.smd"
fadein 0.2
fadeout 0.2
hidden
addlayer $PistolIdleLowLayer$
worldspace
fps 30
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
ikrule "rhand" release
weightlist "weights_layer_walk_aiming"
}
$sequence "layer_crouch_walk_aiming_pistol" {
"layer_crouch_walk_aiming.smd"
fadein 0.2
fadeout 0.2
hidden
blendlayer $PistolCrouchAimLayer$ 0 0 0 0 local
addlayer $PistolAimLayer$
worldspace
fps 30
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
ikrule "rhand" release
weightlist "weights_layer_walk_aiming"
}
$sequence "Crouch_walk_holding_pistol_all" {
"a_CitizenCrouch_walkS"
"a_CitizenCrouch_walkSE"
"a_CitizenCrouch_walkE"
"a_CitizenCrouch_walkNE"
"a_CitizenCrouch_walkN"
"a_CitizenCrouch_walkNW"
"a_CitizenCrouch_walkW"
"a_CitizenCrouch_walkSW"
"a_CitizenCrouch_walkS"
activity "ACT_WALK_CROUCH_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
fadein 0.2
fadeout 0.2
blendlayer "layer_crouch_walk_holding_pistol" 0 0 0 0 local
node "walk_crouching"
}
$sequence "Crouch_walk_aiming_pistol_all" {
"a_CitizenCrouch_walkS"
"a_CitizenCrouch_walkSE"
"a_CitizenCrouch_walkE"
"a_CitizenCrouch_walkNE"
"a_CitizenCrouch_walkN"
"a_CitizenCrouch_walkNW"
"a_CitizenCrouch_walkW"
"a_CitizenCrouch_walkSW"
"a_CitizenCrouch_walkS"
activity "ACT_WALK_CROUCH_AIM_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
fadein 0.2
fadeout 0.2
blendlayer "layer_crouch_walk_aiming_pistol" 0 0 0 0 local
node "walk_crouching"
}

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@ -1,7 +1,7 @@
// ================================================================
//
// Reimplements wall cover animations with new activities.
// Also adds pistol cover animations.
// Also adds pistol and unarmed variants.
// "PistolIdleLayer" and "PistolIdleLowLayer" MUST be declared as variables!
//
// (See SoldierWallCover.qci for soldier equivalent)

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@ -0,0 +1,83 @@
// ================================================================
//
// This file adds a crude "male to female" layer to a bunch of sequences originally designed with male proprortions.
//
// ================================================================
$definemacro AddMtoFLayer SeqName \\
$append $SeqName$ { blendlayer "male_to_female_layer" 0 0 0 0 local }
$definemacro AddMtoFGestureLayer SeqName \\
$append $SeqName$spine { blendlayer "male_to_female_layer" 0 0 0 0 local } \\
$append $SeqName$arms { blendlayer "male_to_female_layer" 0 0 0 0 local } \\
$append $SeqName$ { blendlayer "male_to_female_layer" 0 0 0 0 local }
// ----------------------------------------------------------------
// AntlionRecvDI.qci
// ----------------------------------------------------------------
$AddMtoFLayer "antlion_soldier_DI_01"
$AddMtoFLayer "antlion_soldier_DI_02"
// ----------------------------------------------------------------
// HunterRecvDI.qci
// ----------------------------------------------------------------
$AddMtoFLayer "hunter_cit_throw_ground"
$AddMtoFLayer "hunter_cit_tackle_di"
$AddMtoFLayer "hunter_cit_stomp"
$AddMtoFLayer "hunter_cit_tackle"
$AddMtoFLayer "hunter_cit_tackle_postI"
// ----------------------------------------------------------------
// PoliceHarassGestures.qci
// ----------------------------------------------------------------
$AddMtoFLayer "harassfront1_layer"
$AddMtoFLayer "harassfront2_layer"
// ----------------------------------------------------------------
// ArrestAnims.qci
// ----------------------------------------------------------------
$AddMtoFLayer "arrest_act_floor"
$AddMtoFLayer "arrest_act_standing_gesture"
$AddMtoFLayer "arrest_act_floor_enter"
$AddMtoFLayer "arrest_act_floor_enter_panicked"
$AddMtoFLayer "arrest_act_floor_exit"
// ----------------------------------------------------------------
// CitizenWallCover.qci
//
// Note that most of these animations already existed on female citizens, but they were previously proportioned
// to the male skeleton.
// ----------------------------------------------------------------
$AddMtoFLayer "Cover_R"
$AddMtoFLayer "Cover_L"
$AddMtoFLayer "CoverLow_R"
$AddMtoFLayer "CoverLow_L"
$AddMtoFLayer "Cover_R_pistol"
$AddMtoFLayer "Cover_L_pistol"
$AddMtoFLayer "CoverLow_R_pistol"
$AddMtoFLayer "CoverLow_L_pistol"
// ----------------------------------------------------------------
// NewPistolAnimations_357_FemaleCitizen.qci / NewPistolAnimations_357_FemaleCitizen.qci
// ----------------------------------------------------------------
$AddMtoFLayer "reload_357"
$AddMtoFLayer "gesture_reload_357"
// ----------------------------------------------------------------
// L4D1_LadderClimb_Female.qci
// ----------------------------------------------------------------
$AddMtoFLayer "Ladder_Ascend"
$AddMtoFLayer "Ladder_Descend"
$AddMtoFLayer "Ladder_updown"
$AddMtoFLayer "Ladder_idle"
$AddMtoFLayer "Ladder_Mount_Top"
$AddMtoFLayer "Ladder_Dismount_Top"
// ----------------------------------------------------------------
// NPCDoorAnims.qci
// ----------------------------------------------------------------
$AddMtoFGestureLayer "g_open_door_lever_back"
$AddMtoFGestureLayer "g_open_door_lever_front"
$AddMtoFGestureLayer "g_open_door_pushbar_back"
$AddMtoFGestureLayer "g_open_door_pushbar_front"

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@ -4,6 +4,12 @@
//
// ================================================================
$definemacro 357ReloadSounds \\
{ event AE_CL_PLAYSOUND 10 "Weapon_357.OpenLoader" } \\
{ event AE_CL_PLAYSOUND 17 "Weapon_357.RemoveLoader" } \\
{ event AE_CL_PLAYSOUND 37 "Weapon_357.ReplaceLoader" } \\
{ event AE_CL_PLAYSOUND 47 "Weapon_357.Spin" } \\ // TODO: Not really a spin
$weightlist "weights_357_shoot" {
"ValveBiped.Bip01_Pelvis" 3
"ValveBiped.Bip01_R_Clavicle" 3
@ -57,3 +63,12 @@ $sequence "gesture_shoot_357" {
// ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 4 4 target 0
// ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 4 4 target 1
//}
$makeweapongesturep "gesture_reload_357" "police_animations_anims\custom\reload_357.smd" 15 51 62
$append "gesture_reload_357" {
$357ReloadSounds
activity "ACT_GESTURE_RELOAD_REVOLVER" 1
{ event 3017 0 "" }
{ event 3018 41 "" }
}

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@ -4,6 +4,12 @@
//
// ================================================================
$definemacro 357ReloadSounds \\
{ event AE_CL_PLAYSOUND 10 "Weapon_357.OpenLoader" } \\
{ event AE_CL_PLAYSOUND 17 "Weapon_357.RemoveLoader" } \\
{ event AE_CL_PLAYSOUND 37 "Weapon_357.ReplaceLoader" } \\
{ event AE_CL_PLAYSOUND 47 "Weapon_357.Spin" } \\ // TODO: Not really a spin
$weightlist "weights_357_shoot" {
"ValveBiped.Bip01_Pelvis" 4
"ValveBiped.Bip01_R_Clavicle" 4
@ -55,8 +61,44 @@ $sequence "shootp2" {
//weightlist "weights_357_shoot"
{ event 3014 1 "" }
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 11.95 7.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 4 4 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -9.2 -3.23 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 4 4 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 4 4 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 4 4 target 1
ikrule "lfoot" footstep contact 0 fakeorigin 11.95 7.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 15 15 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -9.2 -3.23 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 15 15 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
}
$sequence "crouch_shoot_357" {
"alyx_animations_ep2\crouch_aim_pistol.smd"
activity "ACT_RANGE_ATTACK_REVOLVER_LOW" 1
//numframes 16
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_p_all"
node "crouchShooting_pistol"
blendlayer "gesture_shoot_357" 0 0 0 0 local
//weightlist "weights_357_shoot"
{ event 3014 1 "" }
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 16 16 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -8.15 -4.51 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 16 16 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
}
// ----------------------------------------------------------------
$makeaimlayer soldier_Aim_9_directions "hl2mp_ported_anims\Aim_9_directions"
$makeweapongesturep "gesture_reload_357" "police_animations_anims\custom\reload_357.smd" 15 51 62
$append "gesture_reload_357" {
$357ReloadSounds
activity "ACT_GESTURE_RELOAD_REVOLVER" 1
}
// HACKHACK: Need soldier_Aim_9_directions instead of pistol_Aim_all to get past IK issues
$GenericReloadFromIdle "reload_357" "female_shared_anims\reloadpistol.smd" "ACT_RELOAD_REVOLVER" "soldier_Aim_9_directions" "gesture_reload_357" 15 51 62 41
$append "reload_357" {
$357ReloadSounds
node "shooting_pistol"
fps 30
}

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@ -10,17 +10,39 @@ $sequence "shootp2" {
"male_shared_anims\Idle_SMG1_Aim.smd" // "police_animations_anims\pistolangryidle2.smd"
activity "ACT_RANGE_ATTACK_REVOLVER" 1
numframes 16
fadein 0.2
fadeout 0.2
{ event 3014 1 "" }
addlayer "pistol_Aim_all"
blendlayer "layer_aim_pistol_posture" 0 0 0 0 local
blendlayer "gesture_shoot_357" 0 0 0 0 local
node "shooting_pistol"
//weightlist "weights_357_shoot"
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 11.95 7.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 4 4 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -9.2 -3.23 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 4 4 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 4 4 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 4 4 target 1
ikrule "lfoot" footstep contact 0 fakeorigin 11.95 7.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 15 15 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -9.2 -3.23 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 15 15 target 2
}
$sequence "crouch_shoot_357" {
"male_shared_anims\crouch_aim_smg1.smd"
activity "ACT_RANGE_ATTACK_REVOLVER_LOW" 1
numframes 16
blendlayer "Crouch_ShootPistol_Layer" 0 0 0 0 local
addlayer "pistol_Aim_all"
node "crouchShooting_pistol"
blendlayer "gesture_shoot_357" 0 0 0 0 local
//weightlist "weights_357_shoot"
{ event 3002 0 "" }
ikrule "lfoot" footstep contact 0 fakeorigin 11.07 8.78 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 15 15 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -5.22 0.2 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 15 15 target 2
}
// ----------------------------------------------------------------
$makeaimlayer soldier_Aim_9_directions "hl2mp_ported_anims\Aim_9_directions"
// HACKHACK: Need soldier_Aim_9_directions instead of pistol_Aim_all to get past IK issues
$GenericReload "reload_357" "police_animations_anims\custom\reload_357.smd" "ACT_RELOAD_REVOLVER" "soldier_Aim_9_directions" 15 51 62 41
$append "reload_357" {
$357ReloadSounds
node "shooting_pistol"
fps 30
}

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@ -20,6 +20,15 @@ $sequence "shootp2" {
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 11.95 7.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 4 4 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -9.2 -3.23 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 4 4 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 4 4 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 4 4 target 1
}
// ----------------------------------------------------------------
// HACKHACK: Need soldier_Aim_9_directions instead of pistol_Aim_all to get past IK issues
$GenericReload "reload_357" "police_animations_anims\custom\reload_357.smd" "ACT_RELOAD_REVOLVER" "soldier_Aim_9_directions" 15 51 62 41
$append "reload_357" {
$357ReloadSounds
node "shooting_pistol"
fps 30
}

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@ -4,6 +4,12 @@
//
// ================================================================
$definemacro 357ReloadSounds \\
{ event AE_CL_PLAYSOUND 10 "Weapon_357.OpenLoader" } \\
{ event AE_CL_PLAYSOUND 17 "Weapon_357.RemoveLoader" } \\
{ event AE_CL_PLAYSOUND 37 "Weapon_357.ReplaceLoader" } \\
{ event AE_CL_PLAYSOUND 47 "Weapon_357.Spin" } \\ // TODO: Not really a spin
$weightlist "weights_357_shoot" {
"ValveBiped.Bip01_Pelvis" 3
"ValveBiped.Bip01_R_Clavicle" 3
@ -46,8 +52,7 @@ $sequence "shootp2" {
{ event 3014 1 "" }
addlayer "Aim_stand_delta_all"
blendlayer "gesture_shoot_357" 0 0 0 0 local
ikrule "lfoot" footstep contact 0 height 20 radius 2.5
ikrule "rfoot" footstep contact 0 height 20 radius 2.5
cmdlist lockfeet
}
$sequence "shootp2c" {
@ -57,6 +62,32 @@ $sequence "shootp2c" {
addlayer "Aim_stand_delta_all" //addlayer "Aim_crouch_delta_all"
activity "ACT_RANGE_ATTACK_REVOLVER_LOW" 1
{ event 3014 1 "" }
ikrule "lfoot" footstep contact 0 height 20 radius 2.5
ikrule "rfoot" footstep contact 0 height 20 radius 2.5
cmdlist lockfeet
}
// ----------------------------------------------------------------
//$makeaimlayer soldier_Aim_9_directions "hl2mp_ported_anims\Aim_9_directions"
$makeweapongesturep "gesture_reload_357" "police_animations_anims\custom\reload_357.smd" 15 51 62
$append "gesture_reload_357" {
$357ReloadSounds
activity "ACT_GESTURE_RELOAD_REVOLVER" 1
{ event 3017 0 "" }
{ event 3018 41 "" }
}
$GenericReloadFromIdle "reload_357" $Blend_SMD_Pistol$ "ACT_RELOAD_REVOLVER" "Aim_stand_delta_all" "gesture_reload_357" 15 51 62 41
$append "reload_357" {
$357ReloadSounds
fps 30
}
$GenericReloadFromIdle "reload_357_low" $Blend_SMD_Pistol_Crouched$ "ACT_RELOAD_REVOLVER_LOW" "Aim_crouch_delta_all" "gesture_reload_357" 15 51 62 41
$append "reload_357" {
$357ReloadSounds
fps 30
}

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@ -49,8 +49,6 @@ $sequence "Layer_Pistol_Hands" {
loop
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
hidden
}
@ -68,8 +66,6 @@ $sequence "Layer_Pistol_Hand_R" {
loop
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
hidden
}
@ -86,8 +82,6 @@ $sequence "shootp1" {
fps 25
ikrule "lfoot" footstep contact 0 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -3.39 -7 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 5 5 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 5 5 target 1
}
$sequence "Pistol_idle" {
@ -97,12 +91,9 @@ $sequence "Pistol_idle" {
fadeout 0.2
blendlayer "Layer_Pistol_Hands" 0 0 0 0 local
node "standing"
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -3.39 -7 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
}
$sequence "Pistol_idle_aim" {
@ -113,12 +104,9 @@ $sequence "Pistol_idle_aim" {
//blendlayer "Layer_Pistol_Hands" 0 0 0 0 local
addlayer "layer_Aim_p_all"
node "shooting_pistol" // shooting
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 0 0 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -3.39 -7 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 0 0 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
}
// ================================================================
@ -130,12 +118,9 @@ $sequence "idle_p_crouch" { // crouch_idle_pistol
fadein 0.2
fadeout 0.2
node "crouching"
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 40 40 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -8.09 -4.55 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 40 40 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 40 40 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 40 40 target 1
}
$sequence "crouch_shoot_pistol" {
@ -150,8 +135,6 @@ $sequence "crouch_shoot_pistol" {
fps 25
ikrule "lfoot" footstep contact 0 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -8.15 -4.51 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 5 5 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 5 5 target 1
}
$sequence "crouch_aim_pistol" {
@ -161,12 +144,9 @@ $sequence "crouch_aim_pistol" {
fadeout 0.2
addlayer "layer_Aim_p_all"
node "crouchShooting_pistol"
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 16 16 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -8.15 -4.51 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 16 16 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 16 16 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 16 16 target 1
}
$sequence "crouch_reload_pistol" {
@ -179,8 +159,6 @@ $sequence "crouch_reload_pistol" {
fps 25
ikrule "lfoot" footstep contact 0 fakeorigin 4.85 1.65 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 39 39 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -8.2 -4.61 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 39 39 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 39 39 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 39 39 target 1
}
// ================================================================
@ -193,13 +171,10 @@ $sequence "Crouch_to_stand_pistol" {
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "crouching_pistol" "standing"
fps 30
ikrule "rfoot" footstep contact 1 fakeorigin -8.02 -4.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 5 10 target 2
ikrule "rfoot" footstep contact 12 fakeorigin -3.09 -7.27 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 12 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 14 16 target 3
ikrule "lfoot" footstep contact 24 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 21 24 24 25 target 3
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 1
}
$sequence "Stand_to_crouch_pistol" {
@ -209,12 +184,9 @@ $sequence "Stand_to_crouch_pistol" {
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "standing" "crouching_pistol"
fps 30
ikrule "rfoot" footstep contact 6 fakeorigin -8.34 -4.37 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 6 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 7 10 target 3
ikrule "lfoot" footstep contact 14 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 14 24 25 target 3
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 1
}
$sequence "Crouch_to_shoot_pistol" {
@ -224,13 +196,10 @@ $sequence "Crouch_to_shoot_pistol" {
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "crouching_pistol" "shooting_pistol" // shooting
fps 30
ikrule "rfoot" footstep contact 1 fakeorigin -8.02 -4.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 5 10 target 2
ikrule "rfoot" footstep contact 12 fakeorigin -3.09 -7.27 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 12 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 14 16 target 3
ikrule "lfoot" footstep contact 24 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 21 24 24 25 target 3
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 1
}
$sequence "Shoot_to_crouch" {
@ -240,12 +209,9 @@ $sequence "Shoot_to_crouch" {
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "shooting_pistol" "crouching_pistol" // shooting
fps 30
ikrule "rfoot" footstep contact 6 fakeorigin -8.34 -4.37 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 6 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 7 10 target 3
ikrule "lfoot" footstep contact 14 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 14 24 25 target 3
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 1
}
$sequence "Crouchshoot_to_stand_pistol" {
@ -255,13 +221,10 @@ $sequence "Crouchshoot_to_stand_pistol" {
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "crouchShooting_pistol" "standing"
fps 30
ikrule "rfoot" footstep contact 1 fakeorigin -8.1 -4.53 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 5 10 target 2
ikrule "rfoot" footstep contact 12 fakeorigin -2.93 -7.4 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 12 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 14 16 target 3
ikrule "lfoot" footstep contact 24 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 21 24 24 25 target 3
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 1
}
$sequence "Stand_to_crouchshoot_pistol" {
@ -271,12 +234,9 @@ $sequence "Stand_to_crouchshoot_pistol" {
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "standing" "crouchShooting_pistol"
fps 30
ikrule "rfoot" footstep contact 6 fakeorigin -7.59 -4.84 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 6 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 7 10 target 3
ikrule "lfoot" footstep contact 14 fakeorigin 5.28 1.4 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 14 24 25 target 3
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 1
}
$sequence "Crouchshoot_to_standshoot_pistol" {
@ -286,13 +246,10 @@ $sequence "Crouchshoot_to_standshoot_pistol" {
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "crouchShooting_pistol" "shooting_pistol" // shooting
fps 30
ikrule "rfoot" footstep contact 1 fakeorigin -7.76 -4.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 5 10 target 2
ikrule "rfoot" footstep contact 12 fakeorigin -3.02 -7.33 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 12 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 14 16 target 3
ikrule "lfoot" footstep contact 24 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 21 24 24 25 target 3
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 1
}
$sequence "Standshoot_to_crouchshoot_pistol" {
@ -302,12 +259,9 @@ $sequence "Standshoot_to_crouchshoot_pistol" {
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "shooting_pistol" "crouchShooting_pistol" // shooting
fps 30
ikrule "rfoot" footstep contact 6 fakeorigin -7.75 -4.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 6 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 7 10 target 3
ikrule "lfoot" footstep contact 14 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 14 24 25 target 3
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 1
}
$sequence "Crouchidle_to_crouchagitated_pistol" {
@ -316,11 +270,6 @@ $sequence "Crouchidle_to_crouchagitated_pistol" {
fadein 0.2
fadeout 0.2
transition "crouching_pistol" "crouchShooting_pistol"
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 10 10 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 10 10 target 1
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 10 10 target 2
ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 10 10 target 3
}
$sequence "crouchagitated_to_Crouchidle_pistol" {
@ -329,11 +278,6 @@ $sequence "crouchagitated_to_Crouchidle_pistol" {
fadein 0.2
fadeout 0.2
transition "crouchShooting_pistol" "crouching_pistol"
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 10 10 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 10 10 target 1
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 10 10 target 2
ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 10 10 target 3
}
// ================================================================
@ -380,8 +324,6 @@ $sequence "Idle_Pistol_Layer_2" {
loop
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
hidden
}
@ -519,15 +461,15 @@ $MakePistolIdle "Idle_Alert_Pistol_9" "female_shared_anims\Idle_Alert_SMG1_6.smd
// Walk Animations
// ================================================================
$sequence "walk_hold_pistol" {
"a_FemaleCitizenWalkS"
"a_FemaleCitizenWalkSE"
"a_FemaleCitizenWalkE"
"a_FemaleCitizenWalkNE"
"a_FemaleCitizenWalkN" // a_walkN_hold_pistol
"a_FemaleCitizenWalkNW"
"a_FemaleCitizenWalkW"
"a_FemaleCitizenWalkSW"
"a_FemaleCitizenWalkS"
"a_CitizenWalkS"
"a_CitizenWalkSE"
"a_CitizenWalkE"
"a_CitizenWalkNE"
"a_CitizenWalkN" // a_walkN_hold_pistol
"a_CitizenWalkNW"
"a_CitizenWalkW"
"a_CitizenWalkSW"
"a_CitizenWalkS"
activity "ACT_WALK_PISTOL_STIMULATED" 1 // ACT_WALK_PISTOL
blend "move_yaw" -180 180
blendwidth 9
@ -540,15 +482,15 @@ $sequence "walk_hold_pistol" {
}
$sequence "walk_hold_pistol2" {
"a_FemaleCitizenWalkS"
"a_FemaleCitizenWalkSE"
"a_FemaleCitizenWalkE"
"a_FemaleCitizenWalkNE"
"a_FemaleCitizenWalkN" // a_walkN_hold_pistol
"a_FemaleCitizenWalkNW"
"a_FemaleCitizenWalkW"
"a_FemaleCitizenWalkSW"
"a_FemaleCitizenWalkS"
"a_CitizenWalkS"
"a_CitizenWalkSE"
"a_CitizenWalkE"
"a_CitizenWalkNE"
"a_CitizenWalkN" // a_walkN_hold_pistol
"a_CitizenWalkNW"
"a_CitizenWalkW"
"a_CitizenWalkSW"
"a_CitizenWalkS"
activity "ACT_WALK_PISTOL_STIMULATED" 1 // ACT_WALK_PISTOL
blend "move_yaw" -180 180
blendwidth 9
@ -561,15 +503,15 @@ $sequence "walk_hold_pistol2" {
}
$sequence "walk_hold_pistol_relaxed" {
"a_FemaleCitizenWalkS"
"a_FemaleCitizenWalkSE"
"a_FemaleCitizenWalkE"
"a_FemaleCitizenWalkNE"
"a_FemaleCitizenWalkN" // a_walkN_hold_pistol
"a_FemaleCitizenWalkNW"
"a_FemaleCitizenWalkW"
"a_FemaleCitizenWalkSW"
"a_FemaleCitizenWalkS"
"a_CitizenWalkS"
"a_CitizenWalkSE"
"a_CitizenWalkE"
"a_CitizenWalkNE"
"a_CitizenWalkN" // a_walkN_hold_pistol
"a_CitizenWalkNW"
"a_CitizenWalkW"
"a_CitizenWalkSW"
"a_CitizenWalkS"
activity "ACT_WALK_PISTOL_RELAXED" 1 // ACT_WALK_PISTOL
blend "move_yaw" -180 180
blendwidth 9
@ -589,15 +531,15 @@ $sequence "walk_hold_pistol_relaxed" {
// Run Animations
// ================================================================
$sequence "run_hold_pistol" {
"a_FemaleCitizenRunS"
"a_FemaleCitizenRunSE"
"a_FemaleCitizenRunE"
"a_FemaleCitizenRunNE"
"a_FemaleCitizenRunN" // a_runN_hold_pistol
"a_FemaleCitizenRunNW"
"a_FemaleCitizenRunW"
"a_FemaleCitizenRunSW"
"a_FemaleCitizenRunS"
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenRunN" // a_runN_hold_pistol
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_PISTOL_STIMULATED" 1 // ACT_RUN_PISTOL
blend "move_yaw" -180 180
blendwidth 9
@ -610,15 +552,15 @@ $sequence "run_hold_pistol" {
}
$sequence "run_hold_pistol2" {
"a_FemaleCitizenRunS"
"a_FemaleCitizenRunSE"
"a_FemaleCitizenRunE"
"a_FemaleCitizenRunNE"
"a_FemaleCitizenRunN" // a_runN_hold_pistol
"a_FemaleCitizenRunNW"
"a_FemaleCitizenRunW"
"a_FemaleCitizenRunSW"
"a_FemaleCitizenRunS"
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenRunN" // a_runN_hold_pistol
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_PISTOL_STIMULATED" 1 // ACT_RUN_PISTOL
blend "move_yaw" -180 180
blendwidth 9
@ -631,15 +573,15 @@ $sequence "run_hold_pistol2" {
}
$sequence "run_hold_pistol_relaxed" {
"a_FemaleCitizenRunS"
"a_FemaleCitizenRunSE"
"a_FemaleCitizenRunE"
"a_FemaleCitizenRunNE"
"a_FemaleCitizenRunN" // a_runN_hold_pistol
"a_FemaleCitizenRunNW"
"a_FemaleCitizenRunW"
"a_FemaleCitizenRunSW"
"a_FemaleCitizenRunS"
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenRunN" // a_runN_hold_pistol
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_PISTOL_RELAXED" 1 // ACT_RUN_PISTOL
blend "move_yaw" -180 180
blendwidth 9

View File

@ -86,12 +86,15 @@ $weightlist "weights_move_hold_pistol_police_posture" {
// This should be phased out if full pistol animation SMDs are added.
//
// ================================================================
$definemacro MakeNudgeLayer SeqName SeqFile WeightlistName CorrectiveAnim \\
$sequence $SeqName$ $SeqFile$ weightlist $WeightlistName$ subtract $CorrectiveAnim$ 0 delta hidden
$weightlist "weights_layer_pistolangryidle2_up_left" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 0.2 }
$weightlist "weights_layer_pistolangryidle2_up_right" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 1 }
$weightlist "weights_layer_pistolangryidle2_mid_right" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 1 }
$sequence "layer_pistolangryidle2_up_left" "a_pistol_aim_up_left" weightlist "weights_layer_pistolangryidle2_up_left" delta hidden
$sequence "layer_pistolangryidle2_up_right" "a_pistol_aim_up_right" weightlist "weights_layer_pistolangryidle2_up_right" delta hidden
$sequence "layer_pistolangryidle2_mid_right" "a_pistol_aim_mid_right" weightlist "weights_layer_pistolangryidle2_mid_right" delta hidden
$MakeNudgeLayer "layer_pistolangryidle2_up_left" "police_animations_anims\a_pistol_aim_up_left.smd" "weights_layer_pistolangryidle2_up_left" "a_pistol_aim_up_left_corrective_animation"
$MakeNudgeLayer "layer_pistolangryidle2_up_right" "police_animations_anims\a_pistol_aim_up_right.smd" "weights_layer_pistolangryidle2_up_right" "a_pistol_aim_up_right_corrective_animation"
$MakeNudgeLayer "layer_pistolangryidle2_mid_right" "police_animations_anims\a_pistol_aim_mid_right.smd" "weights_layer_pistolangryidle2_mid_right" "a_pistol_aim_mid_right_corrective_animation"
$sequence "layer_aim_pistol_posture" "police_animations_anims\pistolangryidle2.smd" weightlist "weights_move_hold_pistol_police_posture" hidden addlayer "layer_pistolangryidle2_up_left" loop
@ -99,10 +102,10 @@ $weightlist "weights_layer_pistol_run_aim_mid_left" { "ValveBiped.Bip01_Pelvis"
$weightlist "weights_layer_pistol_run_aim_mid_right" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 0.3 }
$weightlist "weights_layer_pistol_run_aim_up_center" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 0.3 }
$weightlist "weights_layer_pistol_run_aim_up_right" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 0.8 }
$sequence "layer_pistol_run_aim_mid_left" "a_WalkN_pistol_aim_mid_left" weightlist "weights_layer_pistol_run_aim_mid_left" delta hidden
$sequence "layer_pistol_run_aim_mid_right" "a_WalkN_pistol_aim_mid_right" weightlist "weights_layer_pistol_run_aim_mid_right" delta hidden
$sequence "layer_pistol_run_aim_up_center" "a_WalkN_pistol_aim_up_center" weightlist "weights_layer_pistol_run_aim_up_center" delta hidden
$sequence "layer_pistol_run_aim_up_right" "a_WalkN_pistol_aim_up_right" weightlist "weights_layer_pistol_run_aim_up_right" delta hidden
$MakeNudgeLayer "layer_pistol_run_aim_mid_left" "police_animations_anims\a_WalkN_pistol_aim_mid_left.smd" "weights_layer_pistol_run_aim_mid_left" "a_WalkN_pistol_aim_mid_left_corrective_animation"
$MakeNudgeLayer "layer_pistol_run_aim_mid_right" "police_animations_anims\a_WalkN_pistol_aim_mid_right.smd" "weights_layer_pistol_run_aim_mid_right" "a_WalkN_pistol_aim_mid_right_corrective_animation"
$MakeNudgeLayer "layer_pistol_run_aim_up_center" "police_animations_anims\a_WalkN_pistol_aim_up_center.smd" "weights_layer_pistol_run_aim_up_center" "a_WalkN_pistol_aim_up_center_corrective_animation"
$MakeNudgeLayer "layer_pistol_run_aim_up_right" "police_animations_anims\a_WalkN_pistol_aim_up_right.smd" "weights_layer_pistol_run_aim_up_right" "a_WalkN_pistol_aim_up_right_corrective_animation"
$sequence "layer_walk_aiming_pistol_combat_posture" "male_shared_anims\layer_walk_aiming.smd" weightlist "weights_move_hold_pistol_angry_posture" hidden
@ -111,8 +114,6 @@ $sequence "layer_walk_aiming_pistol_posture" {
frame 0 0
hidden
loop
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
weightlist "weights_move_hold_pistol_police_posture"
}
@ -125,8 +126,6 @@ $sequence "layer_run_aiming_pistol_posture" {
addlayer "layer_pistol_run_aim_mid_left"
addlayer "layer_pistol_run_aim_up_center"
loop
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
weightlist "weights_move_hold_pistol_police_posture"
}
@ -145,8 +144,6 @@ $sequence "pistolangryidle2" {
fps 4
ikrule "lfoot" footstep contact 0 fakeorigin 11.96 7.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 3 3 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -9.2 -3.23 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 3 3 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 3 3 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 3 3 target 1
}
$sequence "Idle_Pistol_Aim" { // pistolangryidle2
@ -154,14 +151,14 @@ $sequence "Idle_Pistol_Aim" { // pistolangryidle2
activity "ACT_IDLE_ANGRY_PISTOL" 1
fadein 0.2
fadeout 0.2
addlayer "pistol_Aim_all"
blendlayer "layer_aim_pistol_posture" 0 0 0 0 local
addlayer "pistol_Aim_all"
node "shooting_pistol"
fps 4
ikrule "lfoot" footstep contact 0 fakeorigin 13.32 4.21 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -9.26 -2.18 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 2
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1
//ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0
//ikrule "rhand" release
}
$sequence "Crouch_idle_pistol" {
@ -174,8 +171,6 @@ $sequence "Crouch_idle_pistol" {
loop
ikrule "lfoot" footstep contact 0 fakeorigin 5.77 8.81 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 80 80 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -11.36 9.68 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 80 80 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 80 80 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 80 80 target 1
}
$sequence "gesture_shoot_pistol" {
@ -195,15 +190,13 @@ $sequence "shootp1" {
activity "ACT_RANGE_ATTACK_PISTOL" 1
fadein 0.2
fadeout 0.2
addlayer "pistol_Aim_all"
blendlayer "layer_aim_pistol_posture" 0 0 0 0 local
addlayer "pistol_Aim_all"
addlayer "gesture_shoot_pistol"
node "shooting_pistol"
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 11.95 7.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 4 4 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -9.2 -3.23 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 4 4 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 4 4 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 4 4 target 1
}
$sequence "reload_pistol" {
@ -222,7 +215,7 @@ $sequence "reload_pistol" {
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 29 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 26 29 30 31 target 1
ikrule "lhand" touch "ValveBiped.Bip01_Spine" contact 13 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 10 13 16 18 target 1
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 40 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 38 40 10 10 target 1 usesequence
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 40 40 target 0
ikrule "rhand" release
}
$sequence "gesture_reload_pistolspine" {
@ -243,8 +236,6 @@ $sequence "gesture_reload_pistolarms" {
fadeout 0.2
hidden
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 40 40 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 40 40 target 1
weightlist "weights_gesture_reload_pistolarms"
}
@ -280,8 +271,6 @@ $sequence "crouch_reload_pistol" {
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 5.77 8.81 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -11.36 9.68 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1
}
$weightlist "weights_pistol_crouch_layer" {
@ -307,8 +296,6 @@ $sequence "Crouch_Pistol_Layer" {
loop
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
hidden
}
@ -319,8 +306,6 @@ $sequence "Crouch_ShootPistol_Layer" {
loop
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
hidden
}
@ -337,8 +322,8 @@ $sequence "crouch_shoot_pistol" {
ikrule "lfoot" footstep contact 0 fakeorigin 11.07 8.78 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 6 6 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -5.22 0.2 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 6 6 target 2
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 1
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 0
ikrule "lhand" release
ikrule "rhand" release
}
$sequence "crouch_aim_pistol" {
@ -354,8 +339,8 @@ $sequence "crouch_aim_pistol" {
ikrule "lfoot" footstep contact 0 fakeorigin 11.07 8.78 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -5.22 0.2 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 2
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0
ikrule "lhand" release
ikrule "rhand" release
}
// ================================================================
@ -391,16 +376,16 @@ $sequence "crouch_aim_pistol" {
// By using the $makeaimlayer macro, which also came from the Source SDK (and can be found in this repository under hl2mp_ported_anims\player_macros.qci),
// we can recreate that blend in its original source form without the aforementioned decompiling issues.
//
$animation a_pistol_Aim_all_neutral "hl2mp_ported_anims\Pistol_aim_matrix" frame 4 4 weightlist "weights_pistol_Aim_all"
$animation a_pistol_Aim_all_down_left "hl2mp_ported_anims\Pistol_aim_matrix" frame 0 0 subtract a_pistol_Aim_all_neutral 0 weightlist "weights_pistol_Aim_all"
$animation a_pistol_Aim_all_down_center "hl2mp_ported_anims\Pistol_aim_matrix" frame 1 1 subtract a_pistol_Aim_all_neutral 0 weightlist "weights_pistol_Aim_all"
$animation a_pistol_Aim_all_down_right "hl2mp_ported_anims\Pistol_aim_matrix" frame 2 2 subtract a_pistol_Aim_all_neutral 0 weightlist "weights_pistol_Aim_all"
$animation a_pistol_Aim_all_mid_left "hl2mp_ported_anims\Pistol_aim_matrix" frame 3 3 subtract a_pistol_Aim_all_neutral 0 weightlist "weights_pistol_Aim_all"
$animation a_pistol_Aim_all_mid_center "hl2mp_ported_anims\Pistol_aim_matrix" frame 4 4 subtract a_pistol_Aim_all_neutral 0 weightlist "weights_pistol_Aim_all"
$animation a_pistol_Aim_all_mid_right "hl2mp_ported_anims\Pistol_aim_matrix" frame 5 5 subtract a_pistol_Aim_all_neutral 0 weightlist "weights_pistol_Aim_all"
$animation a_pistol_Aim_all_up_left "hl2mp_ported_anims\Pistol_aim_matrix" frame 6 6 subtract a_pistol_Aim_all_neutral 0 weightlist "weights_pistol_Aim_all"
$animation a_pistol_Aim_all_up_center "hl2mp_ported_anims\Pistol_aim_matrix" frame 7 7 subtract a_pistol_Aim_all_neutral 0 weightlist "weights_pistol_Aim_all"
$animation a_pistol_Aim_all_up_right "hl2mp_ported_anims\Pistol_aim_matrix" frame 8 8 subtract a_pistol_Aim_all_neutral 0 weightlist "weights_pistol_Aim_all"
$animation a_pistol_Aim_all_neutral "hl2mp_ported_anims\Pistol_aim_matrix" frame 4 4 weightlist "weights_pistol_Aim_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
$animation a_pistol_Aim_all_down_left "hl2mp_ported_anims\Pistol_aim_matrix" frame 0 0 subtract a_pistol_Aim_all_neutral 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource weightlist "weights_pistol_Aim_all"
$animation a_pistol_Aim_all_down_center "hl2mp_ported_anims\Pistol_aim_matrix" frame 1 1 subtract a_pistol_Aim_all_neutral 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource weightlist "weights_pistol_Aim_all"
$animation a_pistol_Aim_all_down_right "hl2mp_ported_anims\Pistol_aim_matrix" frame 2 2 subtract a_pistol_Aim_all_neutral 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource weightlist "weights_pistol_Aim_all"
$animation a_pistol_Aim_all_mid_left "hl2mp_ported_anims\Pistol_aim_matrix" frame 3 3 subtract a_pistol_Aim_all_neutral 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource weightlist "weights_pistol_Aim_all"
$animation a_pistol_Aim_all_mid_center "hl2mp_ported_anims\Pistol_aim_matrix" frame 4 4 subtract a_pistol_Aim_all_neutral 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource weightlist "weights_pistol_Aim_all"
$animation a_pistol_Aim_all_mid_right "hl2mp_ported_anims\Pistol_aim_matrix" frame 5 5 subtract a_pistol_Aim_all_neutral 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource weightlist "weights_pistol_Aim_all"
$animation a_pistol_Aim_all_up_left "hl2mp_ported_anims\Pistol_aim_matrix" frame 6 6 subtract a_pistol_Aim_all_neutral 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource weightlist "weights_pistol_Aim_all"
$animation a_pistol_Aim_all_up_center "hl2mp_ported_anims\Pistol_aim_matrix" frame 7 7 subtract a_pistol_Aim_all_neutral 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource weightlist "weights_pistol_Aim_all"
$animation a_pistol_Aim_all_up_right "hl2mp_ported_anims\Pistol_aim_matrix" frame 8 8 subtract a_pistol_Aim_all_neutral 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource weightlist "weights_pistol_Aim_all"
$sequence pistol_Aim_all {
a_pistol_aim_straight_up a_pistol_aim_straight_up a_pistol_aim_straight_up
a_pistol_Aim_all_up_right a_pistol_Aim_all_up_center a_pistol_Aim_all_up_left
@ -471,22 +456,20 @@ $sequence "layer_walk_aiming_pistol" {
addlayer "WalkN_pistol_Aim_all"
fps 30
loop
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
weightlist "weights_layer_walk_hold_baton_angry"
}
// Re-use the regular metrocop animation as a readiness activity
$sequence "walk_aiming_pistol_alert_all" {
"a_MaleCitizenWalkS"
"a_MaleCitizenWalkSE"
"a_MaleCitizenWalkE"
"a_MaleCitizenWalkNE"
"a_CitizenWalkS"
"a_CitizenWalkSE"
"a_CitizenWalkE"
"a_CitizenWalkNE"
"a_WalkN_aim_pistol"
"a_MaleCitizenWalkNW"
"a_MaleCitizenWalkW"
"a_MaleCitizenWalkSW"
"a_MaleCitizenWalkS"
"a_CitizenWalkNW"
"a_CitizenWalkW"
"a_CitizenWalkSW"
"a_CitizenWalkS"
activity "ACT_WALK_AIM_PISTOL_STIMULATED" 1 // ACT_WALK_AIM_PISTOL
blend "move_yaw" -180 180
blendwidth 9
@ -498,15 +481,15 @@ $sequence "walk_aiming_pistol_alert_all" {
}
$sequence "walk_aiming_pistol_all" {
"a_MaleCitizenWalkS"
"a_MaleCitizenWalkSE"
"a_MaleCitizenWalkE"
"a_MaleCitizenWalkNE"
"a_MaleCitizenWalkN" // a_WalkN_aim_pistol
"a_MaleCitizenWalkNW"
"a_MaleCitizenWalkW"
"a_MaleCitizenWalkSW"
"a_MaleCitizenWalkS"
"a_CitizenWalkS"
"a_CitizenWalkSE"
"a_CitizenWalkE"
"a_CitizenWalkNE"
"a_CitizenWalkN" // a_WalkN_aim_pistol
"a_CitizenWalkNW"
"a_CitizenWalkW"
"a_CitizenWalkSW"
"a_CitizenWalkS"
activity "ACT_WALK_AIM_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
@ -527,8 +510,6 @@ $sequence "layer_walk_hold_pistol_alert_posture" {
hidden
fps 30
loop
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
weightlist "weights_move_hold_pistol_angry_posture"
}
@ -540,8 +521,6 @@ $sequence "layer_walk_hold_pistol_angry_posture" {
hidden
fps 30
loop
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
weightlist "weights_move_hold_pistol_angry_posture"
}
@ -553,21 +532,19 @@ $sequence "layer_walk_hold_pistol" {
addlayer "WalkN_pistol_Aim_all"
fps 30
loop
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
weightlist "weights_move_hold_pistol"
}
$sequence "walk_alert_hold_pistol" {
"a_MaleCitizenWalkS"
"a_MaleCitizenWalkSE"
"a_MaleCitizenWalkE"
"a_MaleCitizenWalkNE"
"a_MaleCitizenWalkN" // a_walkN_hold_pistol
"a_MaleCitizenWalkNW"
"a_MaleCitizenWalkW"
"a_MaleCitizenWalkSW"
"a_MaleCitizenWalkS"
"a_CitizenWalkS"
"a_CitizenWalkSE"
"a_CitizenWalkE"
"a_CitizenWalkNE"
"a_CitizenWalkN" // a_walkN_hold_pistol
"a_CitizenWalkNW"
"a_CitizenWalkW"
"a_CitizenWalkSW"
"a_CitizenWalkS"
activity "ACT_WALK_PISTOL_STIMULATED" 1 // ACT_WALK_PISTOL
blend "move_yaw" -180 180
blendwidth 9
@ -581,15 +558,15 @@ $sequence "walk_alert_hold_pistol" {
}
$sequence "walk_hold_pistol" {
"a_MaleCitizenWalkS"
"a_MaleCitizenWalkSE"
"a_MaleCitizenWalkE"
"a_MaleCitizenWalkNE"
"a_MaleCitizenWalkN" // a_walkN_hold_pistol
"a_MaleCitizenWalkNW"
"a_MaleCitizenWalkW"
"a_MaleCitizenWalkSW"
"a_MaleCitizenWalkS"
"a_CitizenWalkS"
"a_CitizenWalkSE"
"a_CitizenWalkE"
"a_CitizenWalkNE"
"a_CitizenWalkN" // a_walkN_hold_pistol
"a_CitizenWalkNW"
"a_CitizenWalkW"
"a_CitizenWalkSW"
"a_CitizenWalkS"
activity "ACT_WALK_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
@ -620,21 +597,19 @@ $sequence "layer_walk_hold_pistol_relaxed" {
hidden
fps 30
loop
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
weightlist "weights_layer_walk_hold_pistol_relaxed"
}
$sequence "walk_hold_pistol_relaxed" {
"a_MaleCitizenWalkS"
"a_MaleCitizenWalkSE"
"a_MaleCitizenWalkE"
"a_MaleCitizenWalkNE"
"a_MaleCitizenWalkN" // a_walkN_hold_pistol
"a_MaleCitizenWalkNW"
"a_MaleCitizenWalkW"
"a_MaleCitizenWalkSW"
"a_MaleCitizenWalkS"
"a_CitizenWalkS"
"a_CitizenWalkSE"
"a_CitizenWalkE"
"a_CitizenWalkNE"
"a_CitizenWalkN" // a_walkN_hold_pistol
"a_CitizenWalkNW"
"a_CitizenWalkW"
"a_CitizenWalkSW"
"a_CitizenWalkS"
activity "ACT_WALK_PISTOL_RELAXED" 1 // ACT_WALK_PISTOL
blend "move_yaw" -180 180
blendwidth 9
@ -681,8 +656,6 @@ $sequence "layer_run_hold_pistol_alert_posture" {
hidden
fps 30
loop
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
weightlist "weights_move_hold_pistol_angry_posture"
}
@ -694,8 +667,6 @@ $sequence "layer_run_hold_pistol_angry_posture" {
hidden
fps 30
loop
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
weightlist "weights_move_hold_pistol_angry_posture"
}
@ -707,21 +678,19 @@ $sequence "layer_run_hold_pistol" {
addlayer "WalkN_pistol_Aim_all"
fps 30
loop
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
weightlist "weights_move_hold_pistol"
}
$sequence "run_alert_hold_pistol" {
"a_MaleCitizenRunS"
"a_MaleCitizenRunSE"
"a_MaleCitizenRunE"
"a_MaleCitizenRunNE"
"a_MaleCitizenRunN" // a_runN_hold_pistol
"a_MaleCitizenRunNW"
"a_MaleCitizenRunW"
"a_MaleCitizenRunSW"
"a_MaleCitizenRunS"
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenRunN" // a_runN_hold_pistol
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_PISTOL_STIMULATED" 1 // ACT_RUN_PISTOL
blend "move_yaw" -180 180
blendwidth 9
@ -735,15 +704,15 @@ $sequence "run_alert_hold_pistol" {
}
$sequence "run_hold_pistol" {
"a_MaleCitizenRunS"
"a_MaleCitizenRunSE"
"a_MaleCitizenRunE"
"a_MaleCitizenRunNE"
"a_MaleCitizenRunN" // a_runN_hold_pistol
"a_MaleCitizenRunNW"
"a_MaleCitizenRunW"
"a_MaleCitizenRunSW"
"a_MaleCitizenRunS"
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenRunN" // a_runN_hold_pistol
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
@ -765,21 +734,19 @@ $sequence "layer_run_hold_pistol_relaxed" {
hidden
fps 30
loop
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
weightlist "weights_layer_walk_hold_pistol_relaxed"
}
$sequence "run_hold_pistol_relaxed" {
"a_MaleCitizenRunS"
"a_MaleCitizenRunSE"
"a_MaleCitizenRunE"
"a_MaleCitizenRunNE"
"a_MaleCitizenRunN" // a_runN_hold_pistol
"a_MaleCitizenRunNW"
"a_MaleCitizenRunW"
"a_MaleCitizenRunSW"
"a_MaleCitizenRunS"
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenRunN" // a_runN_hold_pistol
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_PISTOL_RELAXED" 1 // ACT_RUN_PISTOL
blend "move_yaw" -180 180
blendwidth 9
@ -803,22 +770,21 @@ $sequence "layer_run_aiming_pistol" {
addlayer "WalkN_pistol_Aim_all"
fps 30
loop
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_layer_walk_hold_baton_angry"
}
// Re-use the regular metrocop animation as a readiness activity
$sequence "run_aiming_pistol_alert_all" {
"a_MaleCitizenRunS"
"a_MaleCitizenRunSE"
"a_MaleCitizenRunE"
"a_MaleCitizenRunNE"
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_runN_aim_pistol"
"a_MaleCitizenRunNW"
"a_MaleCitizenRunW"
"a_MaleCitizenRunSW"
"a_MaleCitizenRunS"
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_AIM_PISTOL_STIMULATED" 1 // ACT_RUN_AIM_PISTOL
blend "move_yaw" -180 180
blendwidth 9
@ -830,15 +796,15 @@ $sequence "run_aiming_pistol_alert_all" {
}
$sequence "run_aiming_pistol_all" {
"a_MaleCitizenRunS"
"a_MaleCitizenRunSE"
"a_MaleCitizenRunE"
"a_MaleCitizenRunNE"
"a_MaleCitizenRunN" // a_runN_aim_pistol
"a_MaleCitizenRunNW"
"a_MaleCitizenRunW"
"a_MaleCitizenRunSW"
"a_MaleCitizenRunS"
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenRunN" // a_runN_aim_pistol
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_AIM_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
@ -880,8 +846,6 @@ $sequence "Idle_Pistol_Layer" {
loop
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
hidden
}
@ -987,8 +951,6 @@ $sequence "Idle_Pistol_Layer_Relaxed_1" {
loop
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
hidden
}

View File

@ -168,15 +168,15 @@ $animation "a_runSW_pistol_aim_delta_corrective_animation" "police_animations_an
// ================================================================
$animation "a_aim_pistol_neutral" "police_animations_anims\a_aim_pistol_neutral.smd" {
fps 30
//ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 0
//ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
ikrule "rhand" release
ikrule "lhand" release
}
$animation "a_pistol_aim_down_left" "police_animations_anims\a_pistol_aim_down_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_down_left_corrective_animation" 0
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
@ -184,7 +184,7 @@ $animation "a_pistol_aim_down_center" "police_animations_anims\a_pistol_aim_down
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_down_center_corrective_animation" 0
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
@ -192,7 +192,7 @@ $animation "a_pistol_aim_down_right" "police_animations_anims\a_pistol_aim_down_
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_down_right_corrective_animation" 0
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
@ -200,7 +200,7 @@ $animation "a_pistol_aim_mid_left" "police_animations_anims\a_pistol_aim_mid_lef
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_mid_left_corrective_animation" 0
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
@ -208,7 +208,7 @@ $animation "a_pistol_aim_mid_center" "police_animations_anims\a_pistol_aim_mid_c
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_mid_center_corrective_animation" 0
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
@ -216,7 +216,7 @@ $animation "a_pistol_aim_mid_right" "police_animations_anims\a_pistol_aim_mid_ri
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_mid_right_corrective_animation" 0
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
@ -224,7 +224,7 @@ $animation "a_pistol_aim_up_left" "police_animations_anims\a_pistol_aim_up_left.
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_up_left_corrective_animation" 0
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
@ -232,7 +232,7 @@ $animation "a_pistol_aim_up_center" "police_animations_anims\a_pistol_aim_up_cen
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_up_center_corrective_animation" 0
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
@ -240,7 +240,7 @@ $animation "a_pistol_aim_up_right" "police_animations_anims\a_pistol_aim_up_righ
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_up_right_corrective_animation" 0
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
@ -248,21 +248,20 @@ $animation "a_pistol_aim_straight_up" "police_animations_anims\a_pistol_aim_stra
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_straight_up_corrective_animation" 0
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
$animation "a_walkn_aim_pistol_neutral" "police_animations_anims\a_walkn_aim_pistol_neutral.smd" {
fps 30
//ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 0
//ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
ikrule "rhand" release
ikrule "lhand" release
}
$animation "a_WalkN_pistol_aim_down_left" "police_animations_anims\a_WalkN_pistol_aim_down_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_down_left_corrective_animation" 0
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
weightlist "weights_pistol_Aim_all"
}
@ -270,7 +269,6 @@ $animation "a_WalkN_pistol_aim_down_center" "police_animations_anims\a_WalkN_pis
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_down_center_corrective_animation" 0
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
weightlist "weights_pistol_Aim_all"
}
@ -278,7 +276,6 @@ $animation "a_WalkN_pistol_aim_down_right" "police_animations_anims\a_WalkN_pist
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_down_right_corrective_animation" 0
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
weightlist "weights_pistol_Aim_all"
}
@ -286,7 +283,6 @@ $animation "a_WalkN_pistol_aim_mid_left" "police_animations_anims\a_WalkN_pistol
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_mid_left_corrective_animation" 0
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
weightlist "weights_pistol_Aim_all"
}
@ -294,7 +290,6 @@ $animation "a_WalkN_pistol_aim_mid_center" "police_animations_anims\a_WalkN_pist
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_mid_center_corrective_animation" 0
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
weightlist "weights_pistol_Aim_all"
}
@ -302,7 +297,6 @@ $animation "a_WalkN_pistol_aim_mid_right" "police_animations_anims\a_WalkN_pisto
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_mid_right_corrective_animation" 0
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
weightlist "weights_pistol_Aim_all"
}
@ -310,7 +304,6 @@ $animation "a_WalkN_pistol_aim_up_left" "police_animations_anims\a_WalkN_pistol_
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_up_left_corrective_animation" 0
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
weightlist "weights_pistol_Aim_all"
}
@ -318,7 +311,6 @@ $animation "a_WalkN_pistol_aim_up_center" "police_animations_anims\a_WalkN_pisto
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_up_center_corrective_animation" 0
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
weightlist "weights_pistol_Aim_all"
}
@ -326,7 +318,6 @@ $animation "a_WalkN_pistol_aim_up_right" "police_animations_anims\a_WalkN_pistol
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_up_right_corrective_animation" 0
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
weightlist "weights_pistol_Aim_all"
}
@ -334,7 +325,6 @@ $animation "a_WalkN_pistol_aim_straight_up" "police_animations_anims\a_WalkN_pis
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_straight_up_corrective_animation" 0
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
weightlist "weights_pistol_Aim_all"
}

View File

@ -55,8 +55,7 @@ $sequence "CombatIdle1_Pistol" { // pistolangryidle2
addlayer "Aim_stand_delta_all"
activity "ACT_IDLE_ANGRY_PISTOL" 1
loop
ikrule "lfoot" footstep
ikrule "rfoot" footstep
cmdlist lockfeet
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
}
@ -65,8 +64,7 @@ $sequence "Crouch_idle_pistol" {
activity "ACT_COVER_PISTOL_LOW" 1
//node "crouching_pistol"
loop
ikrule "lfoot" footstep
ikrule "rfoot" footstep
cmdlist lockfeet
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
}
@ -74,8 +72,7 @@ $sequence "shootp1" {
"combine_soldier_anims_anims\custom\shootp1.smd"
addlayer "Aim_stand_delta_all"
activity "ACT_RANGE_ATTACK_PISTOL" 1
ikrule "lfoot" footstep
ikrule "rfoot" footstep
cmdlist lockfeet
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
}
@ -98,8 +95,7 @@ $sequence "reload_pistol" {
activity "ACT_RELOAD_PISTOL" 1
{ event 3017 0 "" }
{ event 3018 34 "" }
ikrule "lfoot" footstep
ikrule "rfoot" footstep
cmdlist lockfeet
ikrule "lhand" release
ikrule "rhand" release
}
@ -115,8 +111,7 @@ $sequence "reload_pistol_low" { // crouch_reload_pistol
activity "ACT_RELOAD_PISTOL_LOW" 1
{ event 3017 0 "" }
{ event 3018 34 "" }
ikrule "lfoot" footstep
ikrule "rfoot" footstep
cmdlist lockfeet
ikrule "lhand" release
ikrule "rhand" release
}
@ -159,8 +154,7 @@ $sequence "crouch_aim_pistol" {
activity "ACT_RANGE_AIM_PISTOL_LOW" 1
fps 18
loop
ikrule "lfoot" footstep
ikrule "rfoot" footstep
cmdlist lockfeet
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
}
@ -171,8 +165,7 @@ $sequence "shootp1c" {
numframes 5
activity "ACT_RANGE_ATTACK_PISTOL_LOW" 1
{ event 4 0 "" }
ikrule "lfoot" footstep
ikrule "rfoot" footstep
cmdlist lockfeet
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
}
@ -275,4 +268,4 @@ $sequence "run_aiming_pistol_all" {
// Idle Animations
// ================================================================
$SoldierIdle "Idle1_Pistol" "combine_soldier_anims_anims\custom\Idle1_Pistol.smd" "ACT_IDLE_PISTOL"
$GenericIdle "Idle1_Pistol" "combine_soldier_anims_anims\custom\Idle1_Pistol.smd" "ACT_IDLE_PISTOL"

View File

@ -0,0 +1,242 @@
// ================================================================
//
// Police Activity Fixes
//
// This overwrites existing metrocop sequences
//
// ================================================================
$sequence "layer_relaxed_smg1" { "police_animations_anims\smg1angryidle1.smd" frame 0 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_combat_smg1" { "police_animations_anims\smg1angryidle1.smd" frame 0 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_lowcover_smg1" { "police_animations_anims\lowcover_aim_smg1.smd" frame 0 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
// TODO: These aren't perfect and could probably be turned into actual animation layer SMDs
$sequence "relaxed_smg1_to_ar2" "police_animations_anims\custom\ar2idle1.smd" frame 0 0 subtract "layer_relaxed_smg1" 0 delta hidden
$sequence "relaxed_smg1_to_shotgun" "police_animations_anims\custom\shotgunidle1.smd" frame 0 0 subtract "layer_relaxed_smg1" 0 delta hidden
$sequence "combat_smg1_to_ar2" "police_animations_anims\custom\ar2angryidle1.smd" frame 0 0 subtract "layer_combat_smg1" 0 delta hidden
$sequence "combat_smg1_to_shotgun" "police_animations_anims\custom\shotgunangryidle1.smd" frame 0 0 subtract "layer_combat_smg1" 0 delta hidden
$sequence "lowcover_smg1_to_ar2" "police_animations_anims\custom\lowcover_aim_ar2.smd" frame 0 0 subtract "layer_lowcover_smg1" 0 delta hidden
// Needed for the new weapon aim animations
$makeaimlayer soldier_Aim_9_directions "hl2mp_ported_anims\Aim_9_directions"
// ----------------------------------------------------------------
//
// REPLACEMENTS
//
// ----------------------------------------------------------------
// NEW -- Now uses melee-specific activities
// (note that ACT_MP_STAND_MELEE is currently a stand-in for that)
$GenericIdleWeight "batonidle1" "police_animations_anims\batonidle1.smd" "ACT_MP_STAND_MELEE" 2
$GenericIdle "batonidle2" "police_animations_anims\batonidle2.smd" "ACT_MP_STAND_MELEE"
// ----------------------------------------------------------------
// Changed these cover activities to use new "_MED" variants, partly due to how different they are from other NPC "_LOW" animations
// and how that interferes with standoff behavior, etc.
$GenericShoot "lowcover_shoot_pistol" "police_animations_anims\lowcover_shoot_pistol.smd" "ACT_RANGE_ATTACK_PISTOL_MED" "pistol_Aim_all" // ACT_RANGE_ATTACK_PISTOL_LOW
$GenericCombatIdle "lowcover_aim_pistol" "police_animations_anims\lowcover_aim_pistol.smd" "ACT_RANGE_AIM_PISTOL_MED" "pistol_Aim_all" // ACT_RANGE_AIM_PISTOL_LOW
$GenericShoot "lowcover_shoot_smg1" "police_animations_anims\lowcover_shoot_smg1.smd" "ACT_RANGE_ATTACK_SMG1_MED" "SMG1_Aim_all" // ACT_RANGE_ATTACK_SMG1_LOW
$GenericCombatIdle "lowcover_aim_smg1" "police_animations_anims\lowcover_aim_smg1.smd" "ACT_RANGE_AIM_SMG1_MED" "SMG1_Aim_all" // ACT_RANGE_AIM_SMG1_LOW
// ----------------------------------------------------------------
//
// NEW
//
// ----------------------------------------------------------------
// Hand-corrected custom idle animations
$GenericIdle "unarmedidle1" "police_animations_anims\custom\unarmedidle1.smd" "ACT_IDLE"
$GenericIdle "ar2idle1" "police_animations_anims\custom\ar2idle1.smd" "ACT_IDLE_AR2"
//$GenericIdle "ar2idle2" "police_animations_anims\custom\ar2idle2.smd" "ACT_IDLE_AR2" // Note that the left hand currently gets misaligned here and cannot be fixed by IK rules
$GenericIdle "shotgunidle1" "police_animations_anims\custom\ar2idle1.smd" "ACT_IDLE_SHOTGUN"
//$GenericIdle "shotgunidle2" "police_animations_anims\custom\ar2idle2.smd" "ACT_IDLE_SHOTGUN" // Note that the left hand currently gets misaligned here and cannot be fixed by IK rules
// Hand-corrected custom combat animations
$GenericCombatIdle "ar2angryidle1" "police_animations_anims\custom\ar2angryidle1.smd" "ACT_IDLE_ANGRY_AR2" "soldier_Aim_9_directions"
$GenericShootFromIdle "shoot_ar2" "police_animations_anims\custom\ar2angryidle1.smd" "ACT_RANGE_ATTACK_AR2" "soldier_Aim_9_directions" "gesture_shoot_smg1" 3
$GenericCombatIdle "shotgunangryidle1" "police_animations_anims\custom\shotgunangryidle1.smd" "ACT_IDLE_ANGRY_SHOTGUN" "soldier_Aim_9_directions"
$GenericShootFromIdle_NoHandIK "shoot_shotgun" "police_animations_anims\custom\shotgunangryidle1.smd" "ACT_RANGE_ATTACK_SHOTGUN" "soldier_Aim_9_directions" "gesture_shoot_shotgun" 45
$append "shoot_shotgun" { { event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } }
// Hand-corrected custom cover animations
$GenericShootFromIdle "lowcover_shoot_ar2" "police_animations_anims\custom\lowcover_aim_ar2.smd" "ACT_RANGE_ATTACK_AR2_MED" "soldier_Aim_9_directions" "gesture_shoot_smg1" 3 // ACT_RANGE_ATTACK_SMG1_LOW
$GenericCombatIdle "lowcover_aim_ar2" "police_animations_anims\custom\lowcover_aim_ar2.smd" "ACT_RANGE_AIM_AR2_MED" "soldier_Aim_9_directions" // ACT_RANGE_AIM_SMG1_LOW
//$append lowcover_aim_ar2 { blendlayer "combat_smg1_to_ar2" 0 0 0 0 local } // TODO: Not working with hands layer
$GenericAimMoveLayer "layer_run_hold_ar2" "police_animations_anims\layer_run_hold_smg1.smd" "relaxed_smg1_to_ar2" "soldier_Aim_9_directions"
$GenericAimMoveLayer "layer_run_aiming_ar2" "police_animations_anims\layer_run_aiming_smg1.smd" "combat_smg1_to_ar2" "soldier_Aim_9_directions"
$GenericAimMoveLayer "layer_walk_hold_ar2" "police_animations_anims\layer_walk_hold_smg1.smd" "relaxed_smg1_to_ar2" "soldier_Aim_9_directions"
$GenericAimMoveLayer "layer_walk_aiming_ar2" "police_animations_anims\layer_walk_aiming_SMG1.smd" "combat_smg1_to_ar2" "soldier_Aim_9_directions"
$GenericAimMoveLayer "layer_run_hold_shotgun" "police_animations_anims\layer_run_hold_smg1.smd" "relaxed_smg1_to_shotgun" "soldier_Aim_9_directions"
$GenericAimMoveLayer "layer_run_aiming_shotgun" "police_animations_anims\layer_run_aiming_smg1.smd" "combat_smg1_to_shotgun" "soldier_Aim_9_directions"
$GenericAimMoveLayer "layer_walk_hold_shotgun" "police_animations_anims\layer_walk_hold_smg1.smd" "relaxed_smg1_to_shotgun" "soldier_Aim_9_directions"
$GenericAimMoveLayer "layer_walk_aiming_shotgun" "police_animations_anims\layer_walk_aiming_SMG1.smd" "combat_smg1_to_shotgun" "soldier_Aim_9_directions"
$sequence "run_hold_ar2" { $a_RunBlends activity "ACT_RUN_AR2" 1 addlayer "layer_run_hold_ar2" }
$sequence "run_aiming_ar2_all" { $a_RunBlends activity "ACT_RUN_AIM_AR2" 1 addlayer "layer_run_aiming_ar2" }
$sequence "walk_hold_ar2" { $a_WalkBlends activity "ACT_WALK_AR2" 1 addlayer "layer_walk_hold_ar2" }
$sequence "walk_aiming_ar2_all" { $a_WalkBlends activity "ACT_WALK_AIM_AR2" 1 addlayer "layer_walk_aiming_ar2" }
$sequence "run_hold_shotgun" { $a_RunBlends activity "ACT_RUN_SHOTGUN" 1 addlayer "layer_run_hold_shotgun" }
$sequence "run_aiming_shotgun_all" { $a_RunBlends activity "ACT_RUN_AIM_SHOTGUN" 1 addlayer "layer_run_aiming_shotgun" }
$sequence "walk_hold_shotgun" { $a_WalkBlends activity "ACT_WALK_SHOTGUN" 1 addlayer "layer_walk_hold_shotgun" }
$sequence "walk_aiming_shotgun_all" { $a_WalkBlends activity "ACT_WALK_AIM_SHOTGUN" 1 addlayer "layer_walk_aiming_shotgun" }
// ----------------------------------------------------------------
$weightlist "NoHeadMovement" { "ValveBiped.Bip01_Head1" 0 "ValveBiped.Bip01_Neck1" 0.25 "ValveBiped.Bip01_Pelvis" 1 }
$sequence "gesture_shoot_shotgun" "combine_soldier_anims_anims\a_shootShotgun" { weightlist "NoHeadMovement" delta activity "ACT_GESTURE_RANGE_ATTACK_SHOTGUN" 1 { event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } }
// ----------------------------------------------------------------
$makeweapongesture "gesture_reload_shotgun" "male_shared_anims\reload_shotgun1.smd" 14 35 75
$append "gesture_reload_shotgun" {
activity "ACT_GESTURE_RELOAD_SHOTGUN" 1
{ event 3015 29 "" }
{ event AE_CL_PLAYSOUND 57 "Weapon_Shotgun.Special1" }
}
$GenericReloadFromIdle "reload_shotgun1" "police_animations_anims\custom\shotgunangryidle1.smd" "ACT_RELOAD_SHOTGUN" "soldier_Aim_9_directions" "gesture_reload_shotgun" 10 55 65 22
$GenericReloadFromIdle "crouch_reload_shotgun1" "police_animations_anims\crouch_reload_smg1.smd" "ACT_RELOAD_SHOTGUN_LOW" "soldier_Aim_9_directions" "gesture_reload_shotgun" 10 55 65 22
$append "reload_shotgun1" { { event AE_CL_PLAYSOUND 57 "Weapon_Shotgun.Special1" } }
$append "crouch_reload_shotgun1" { { event AE_CL_PLAYSOUND 57 "Weapon_Shotgun.Special1" } }
// ----------------------------------------------------------------
// NEW -- Full-on crouching to replace the low aim/shoot
$GenericCombatIdle "crouch_aim_pistol" "police_animations_anims\custom\crouch_aim_pistol.smd" "ACT_RANGE_AIM_PISTOL_LOW" "pistol_Aim_all"
$GenericCombatIdle "crouch_aim_smg1" "police_animations_anims\custom\crouch_aim_smg1.smd" "ACT_RANGE_AIM_SMG1_LOW" "SMG1_Aim_all"
$GenericShootFromIdle "crouch_shoot_pistol" "police_animations_anims\custom\crouch_aim_pistol.smd" "ACT_RANGE_ATTACK_PISTOL_LOW" "pistol_Aim_all" "gesture_shoot_pistol" 4
$GenericShootFromIdle "crouch_shoot_smg1" "police_animations_anims\custom\crouch_aim_smg1.smd" "ACT_RANGE_ATTACK_SMG1_LOW" "SMG1_Aim_all" "gesture_shoot_smg1" 3
$GenericCombatIdle "crouch_aim_ar2" "police_animations_anims\custom\crouch_aim_ar2.smd" "ACT_RANGE_AIM_AR2_LOW" "soldier_Aim_9_directions"
$GenericShootFromIdle "crouch_shoot_ar2" "police_animations_anims\custom\crouch_aim_ar2.smd" "ACT_RANGE_ATTACK_AR2_LOW" "soldier_Aim_9_directions" "gesture_shoot_smg1" 3
//$append crouch_aim_pistol { alignto ar2angryidle1 }
//$append crouch_aim_smg1 { alignto ar2angryidle1 }
//$append crouch_shoot_pistol { alignto ar2angryidle1 }
//$append crouch_shoot_smg1 { alignto ar2angryidle1 }
// ----------------------------------------------------------------
//
// Nodes for all of the above animations
//
// ----------------------------------------------------------------
$definemacro AddNodeToSequence SeqName NodeName \\
$append $SeqName$ { node $NodeName$ }
$AddNodeToSequence "unarmedidle1" "standing"
$AddNodeToSequence "batonidle1" "standing_baton"
$AddNodeToSequence "batonidle2" "standing_baton"
//$AddNodeToSequence "pistolidle1" "standing_pistol"
//$AddNodeToSequence "pistolidle2" "standing_pistol"
$AddNodeToSequence "ar2idle1" "standing_smg"
//$AddNodeToSequence "ar2idle2" "standing_smg"
$AddNodeToSequence "ar2angryidle1" "shooting_smg"
$AddNodeToSequence "shotgunidle1" "standing_smg"
//$AddNodeToSequence "shotgunidle2" "standing_smg"
$AddNodeToSequence "shotgunangryidle1" "shooting_smg"
$AddNodeToSequence "shoot_ar2" "shooting_smg"
$AddNodeToSequence "shoot_shotgun" "shooting_smg"
$AddNodeToSequence "lowcover_shoot_pistol" "lowcover_pistol"
$AddNodeToSequence "lowcover_aim_pistol" "lowcover_pistol"
$AddNodeToSequence "lowcover_shoot_smg1" "lowcover_smg"
$AddNodeToSequence "lowcover_aim_smg1" "lowcover_smg"
$AddNodeToSequence "lowcover_shoot_ar2" "lowcover_smg"
$AddNodeToSequence "lowcover_aim_ar2" "lowcover_smg"
$AddNodeToSequence "crouch_shoot_pistol" "crouchshoot_pistol"
$AddNodeToSequence "crouch_aim_pistol" "crouchshoot_pistol"
$AddNodeToSequence "crouch_shoot_smg1" "crouchshoot_smg"
$AddNodeToSequence "crouch_aim_smg1" "crouchshoot_smg"
// ----------------------------------------------------------------
$definemacro GenericTransitionBlend SeqName BaseFile StartSeq EndSeq StartNode EndNode NumFrames \\
$sequence $SeqName$ { \\
$BaseFile$ \\
numframes $NumFrames$ \\
blendlayer $StartSeq$ 0 0 0 $NumFrames$ spline \\
blendlayer $EndSeq$ 0 $NumFrames$ $NumFrames$ $NumFrames$ xfade spline \\
activity "ACT_TRANSITION" 1 \\
transition $StartNode$ $EndNode$ \\
}
$definemacro GenericTransitionBlendFromSMD SeqName StartSeq EndSeq StartNode EndNode NumFrames \\
$sequence $SeqName$ { \\
$StartSeq$ \\
numframes $NumFrames$ \\
blendlayer $EndSeq$ 0 $NumFrames$ $NumFrames$ $NumFrames$ xfade spline \\
activity "ACT_TRANSITION" 1 \\
transition $StartNode$ $EndNode$ \\
}
$definemacro GenericTransitionBlendToSMD SeqName StartSeq EndSeq StartNode EndNode NumFrames \\
$sequence $SeqName$ { \\
$EndSeq$ \\
numframes $NumFrames$ \\
blendlayer $StartSeq$ 0 0 0 $NumFrames$ spline \\
activity "ACT_TRANSITION" 1 \\
transition $StartNode$ $EndNode$ \\
}
// Stand to crouch aim
$GenericTransitionBlendFromSMD "Stand_to_crouchshootpistol" "police_animations_anims\Stand_to_crouchpistol.smd" "crouch_aim_pistol" "standing_pistol" "crouchshoot_pistol" 22
$GenericTransitionBlendFromSMD "Stand_to_crouchshootsmg1" "police_animations_anims\Stand_to_crouchsmg1.smd" "crouch_aim_smg1" "standing_smg" "crouchshoot_smg" 18
$append "Stand_to_crouchshootpistol" { walkframe 16 LX LY }
$append "Stand_to_crouchshootsmg1" { walkframe 16 LX LY }
// Shoot to crouch aim
$GenericTransitionBlendFromSMD "Shoot_to_crouchshootpistol" "police_animations_anims\Shoot_to_crouchpistol.smd" "crouch_aim_pistol" "shooting_pistol" "crouchshoot_pistol" 22
$GenericTransitionBlendFromSMD "Shoot_to_crouchshootsmg1" "police_animations_anims\Shoot_to_crouchsmg1.smd" "crouch_aim_smg1" "shooting_smg" "crouchshoot_smg" 18
$append "Shoot_to_crouchshootpistol" { walkframe 16 LX LY }
$append "Shoot_to_crouchshootsmg1" { walkframe 16 LX LY }
// Crouch to crouch aim
$GenericTransitionBlendFromSMD "crouch_to_crouchshootpistol" "police_animations_anims\crouch_to_lowcoverpistol.smd" "crouch_aim_pistol" "crouching_pistol" "crouchshoot_pistol" 22
$GenericTransitionBlendFromSMD "crouch_to_crouchshootsmg1" "police_animations_anims\crouch_to_lowcoversmg1.smd" "crouch_aim_smg1" "crouching_smg" "crouchshoot_smg" 18
$append "crouch_to_crouchshootpistol" { walkframe 17 LX LY }
$append "crouch_to_crouchshootsmg1" { walkframe 17 LX LY }
// Lowcover aim to crouch aim
$GenericTransitionBlendFromSMD "lowcover_to_crouchshootpistol" "police_animations_anims\lowcover_to_crouchpistol.smd" "crouch_aim_pistol" "lowcover_pistol" "crouchshoot_pistol" 22
$GenericTransitionBlendFromSMD "lowcover_to_crouchshootsmg1" "police_animations_anims\lowcover_to_crouchsmg1.smd" "crouch_aim_smg1" "lowcover_smg" "crouchshoot_smg" 18
$append "lowcover_to_crouchshootpistol" { blendlayer "pistol_Aim_all" 0 0 0 10 spline } // walkframe 16 LX LY
$append "lowcover_to_crouchshootsmg1" { blendlayer "SMG1_Aim_all" 0 0 0 10 spline } // walkframe 16 LX LY
// ----------------------------------------------------------------
// Crouch aim to stand
$GenericTransitionBlendToSMD "crouchshoot_to_standpistol" "crouch_aim_pistol" "police_animations_anims\Crouch_to_standpistol.smd" "crouchshoot_pistol" "standing_pistol" 22
$GenericTransitionBlendToSMD "crouchshoot_to_standsmg1" "crouch_aim_smg1" "police_animations_anims\Crouch_to_standsmg1.smd" "crouchshoot_smg" "standing_smg" 18
$append "crouchshoot_to_standpistol" { walkframe 20 LX LY blendlayer "pistol_Aim_all" 4 14 23 23 spline }
$append "crouchshoot_to_standsmg1" { walkframe 22 LX LY blendlayer "SMG1_Aim_all" 4 15 22 22 spline }
// Crouch aim to shoot
$GenericTransitionBlendToSMD "crouchshoot_to_shootpistol" "crouch_aim_pistol" "police_animations_anims\Crouch_to_shootpistol.smd" "crouchshoot_pistol" "shooting_pistol" 22
$GenericTransitionBlendToSMD "crouchshoot_to_shootsmg1" "crouch_aim_smg1" "police_animations_anims\Crouch_to_shootsmg1.smd" "crouchshoot_smg" "shooting_smg" 18
$append "crouchshoot_to_shootpistol" { walkframe 20 LX LY blendlayer "pistolangryidle2" 14 20 26 26 }
$append "crouchshoot_to_shootsmg1" { walkframe 22 LX LY blendlayer "SMG1_Aim_all" 4 15 22 22 spline }
// Crouch aim to crouch
$GenericTransitionBlendToSMD "crouchshoot_to_crouchpistol" "crouch_aim_pistol" "police_animations_anims\lowcover_to_crouchpistol.smd" "crouchshoot_pistol" "crouching_pistol" 22
$GenericTransitionBlendToSMD "crouchshoot_to_crouchsmg1" "crouch_aim_smg1" "police_animations_anims\lowcover_to_crouchsmg1.smd" "crouchshoot_smg" "crouching_smg" 18
$append "crouchshoot_to_crouchpistol" { walkframe 16 LX LY blendlayer "pistol_Aim_all" 0 0 0 10 spline }
$append "crouchshoot_to_crouchsmg1" { blendlayer "SMG1_Aim_all" 0 0 0 10 spline } // walkframe 16 LX LY
// Crouch aim to lowcover aim
$GenericTransitionBlendToSMD "crouchshoot_to_lowcoverpistol" "crouch_aim_pistol" "police_animations_anims\crouch_to_lowcoverpistol.smd" "crouchshoot_pistol" "lowcover_pistol" 22
$GenericTransitionBlendToSMD "crouchshoot_to_lowcoversmg1" "crouch_aim_smg1" "police_animations_anims\crouch_to_lowcoversmg1.smd" "crouchshoot_smg" "lowcover_smg" 18
$append "crouchshoot_to_lowcoverpistol" { walkframe 17 LX LY blendlayer "pistol_Aim_all" 4 14 23 23 spline }
$append "crouchshoot_to_lowcoversmg1" { walkframe 17 LX LY blendlayer "SMG1_Aim_all" 0 10 18 18 spline }

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// ================================================================
//
// New Police Crouch Movement Animations
//
// ================================================================
$weightlist "WeightsLayerLowCoverAim" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.5
//"ValveBiped.Bip01_L_Clavicle" 0
//"ValveBiped.Bip01_R_Clavicle" 0
//"ValveBiped.Bip01_L_Thigh" 0
//"ValveBiped.Bip01_R_Thigh" 0
}
$weightlist "weights_layer_crouch_move" {
"ValveBiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$animation "a_pistol_aim_up_center_corrective_animation" "police_animations_anims\a_pistol_aim_up_center_corrective_animation.smd" {
}
$animation "a_layer_lowcover_aim_pistol_up" "police_animations_anims\a_pistol_aim_up_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_up_center_corrective_animation" 0
weightlist "WeightsLayerLowCoverAim"
}
$animation "a_pistol_aim_mid_center_corrective_animation" "police_animations_anims\a_pistol_aim_mid_center_corrective_animation.smd" {
}
$animation "a_layer_lowcover_aim_pistol_mid_center" "police_animations_anims\a_pistol_aim_mid_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_mid_center_corrective_animation" 0
weightlist "WeightsLayerLowCoverAim"
}
$animation "a_pistol_aim_mid_left_corrective_animation" "police_animations_anims\a_pistol_aim_mid_left_corrective_animation.smd" {
}
$animation "a_layer_lowcover_aim_pistol_mid_left" "police_animations_anims\a_pistol_aim_mid_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_mid_left_corrective_animation" 0
weightlist "WeightsLayerLowCoverAim"
}
$sequence "layer_lowcover_aim_pistol" {
"a_layer_lowcover_aim_pistol_mid_center"
"a_layer_lowcover_aim_pistol_up"
"a_layer_lowcover_aim_pistol_mid_center"
blend "move_yaw" -180 180
blendwidth 3
delta
//addlayer "layer_lowcover_aim_pistol"
}
$sequence "layer_lowcover_aim_pistol_2" {
"a_layer_lowcover_aim_pistol_mid_center"
"a_layer_lowcover_aim_pistol_mid_left"
"a_layer_lowcover_aim_pistol_mid_center"
blend "aim_yaw" -60 60
blendwidth 3
delta
//addlayer "layer_lowcover_aim_pistol"
}
//$sequence "layer_lowcover_aim_pistol" {
// "police_animations_anims\lowcover_aim_pistol.smd"
// //addlayer "pistol_Aim_all"
// weightlist "WeightsLayerLowCoverAim"
// subtract "a_PoliceCrouch_walkN" 0
// delta
// rotate 60
// loop
//}
// ----------------------------------------------------------------
$sequence "layer_crouch_run_aiming_pistol" {
"police_animations_anims\layer_run_aiming_pistol.smd"
hidden
addlayer "WalkN_pistol_Aim_all"
fps 30
worldspace
rotate 90
loop
weightlist "weights_layer_crouch_move"
}
$sequence "layer_crouch_run_hold_pistol" {
"police_animations_anims\layer_run_hold_pistol.smd"
hidden
fps 30
worldspace
rotate 90
loop
weightlist "weights_layer_crouch_move"
}
$sequence "Crouch_walk_aim_pistol_all" {
"a_PoliceCrouch_walkS"
"a_PoliceCrouch_walkSE"
"a_PoliceCrouch_walkE"
"a_PoliceCrouch_walkNE"
"a_PoliceCrouch_walkN"
"a_PoliceCrouch_walkNW"
"a_PoliceCrouch_walkW"
"a_PoliceCrouch_walkSW"
"a_PoliceCrouch_walkS"
activity "ACT_WALK_CROUCH_AIM_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
addlayer "layer_crouch_run_aiming_pistol"
}
$sequence "Crouch_run_aim_pistol_all" {
"a_PoliceRunS"
"a_PoliceRunSE"
"a_PoliceRunE"
"a_PoliceRunNE"
"a_PoliceCrouch_runN"
"a_PoliceRunNW"
"a_PoliceRunW"
"a_PoliceRunSW"
"a_PoliceRunS"
activity "ACT_RUN_CROUCH_AIM_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_MetroPolice" }
{ event 6005 16 "NPC_MetroPolice" }
addlayer "layer_crouch_run_aiming_pistol"
}
$sequence "Crouch_walk_hold_pistol_all" {
"a_PoliceCrouch_walkS"
"a_PoliceCrouch_walkSE"
"a_PoliceCrouch_walkE"
"a_PoliceCrouch_walkNE"
"a_PoliceCrouch_walkN"
"a_PoliceCrouch_walkNW"
"a_PoliceCrouch_walkW"
"a_PoliceCrouch_walkSW"
"a_PoliceCrouch_walkS"
activity "ACT_WALK_CROUCH_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
addlayer "layer_crouch_run_hold_pistol"
}
$sequence "Crouch_run_hold_pistol_all" {
"a_PoliceCrouch_walkS"
"a_PoliceCrouch_walkSE"
"a_PoliceCrouch_walkE"
"a_PoliceCrouch_walkNE"
"a_PoliceCrouch_runN"
"a_PoliceCrouch_walkNW"
"a_PoliceCrouch_walkW"
"a_PoliceCrouch_walkSW"
"a_PoliceCrouch_walkS"
activity "ACT_RUN_CROUCH_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_MetroPolice" }
{ event 6005 16 "NPC_MetroPolice" }
addlayer "layer_crouch_run_hold_pistol"
}
// ----------------------------------------------------------------
$sequence "layer_crouch_run_aiming_smg1" {
"police_animations_anims\layer_run_aiming_smg1.smd"
hidden
addlayer "WalkN_SMG1_Aim_all"
fps 30
worldspace
rotate 90
loop
weightlist "weights_layer_crouch_move"
}
$sequence "layer_crouch_run_hold_smg1" {
"police_animations_anims\layer_run_hold_smg1.smd"
hidden
fps 30
worldspace
rotate 90
loop
weightlist "weights_layer_crouch_move"
}
$sequence "Crouch_walk_aim_smg1_all" {
"a_PoliceCrouch_walkS"
"a_PoliceCrouch_walkSE"
"a_PoliceCrouch_walkE"
"a_PoliceCrouch_walkNE"
"a_PoliceCrouch_walkN"
"a_PoliceCrouch_walkNW"
"a_PoliceCrouch_walkW"
"a_PoliceCrouch_walkSW"
"a_PoliceCrouch_walkS"
activity "ACT_WALK_CROUCH_AIM_RIFLE" 1
blend "move_yaw" -180 180
blendwidth 9
addlayer "layer_crouch_run_aiming_smg1"
}
$sequence "Crouch_run_aim_smg1_all" {
"a_PoliceRunS"
"a_PoliceRunSE"
"a_PoliceRunE"
"a_PoliceRunNE"
"a_PoliceCrouch_runN"
"a_PoliceRunNW"
"a_PoliceRunW"
"a_PoliceRunSW"
"a_PoliceRunS"
activity "ACT_RUN_CROUCH_AIM_RIFLE" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_MetroPolice" }
{ event 6005 16 "NPC_MetroPolice" }
addlayer "layer_crouch_run_aiming_smg1"
}
$sequence "Crouch_walk_hold_smg1_all" {
"a_PoliceCrouch_walkS"
"a_PoliceCrouch_walkSE"
"a_PoliceCrouch_walkE"
"a_PoliceCrouch_walkNE"
"a_PoliceCrouch_walkN"
"a_PoliceCrouch_walkNW"
"a_PoliceCrouch_walkW"
"a_PoliceCrouch_walkSW"
"a_PoliceCrouch_walkS"
activity "ACT_WALK_CROUCH_RIFLE" 1
blend "move_yaw" -180 180
blendwidth 9
addlayer "layer_crouch_run_hold_smg1"
}
$sequence "Crouch_run_hold_smg1_all" {
"a_PoliceCrouch_walkS"
"a_PoliceCrouch_walkSE"
"a_PoliceCrouch_walkE"
"a_PoliceCrouch_walkNE"
"a_PoliceCrouch_runN"
"a_PoliceCrouch_walkNW"
"a_PoliceCrouch_walkW"
"a_PoliceCrouch_walkSW"
"a_PoliceCrouch_walkS"
activity "ACT_RUN_CROUCH_RIFLE" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_MetroPolice" }
{ event 6005 16 "NPC_MetroPolice" }
addlayer "layer_crouch_run_hold_smg1"
}
// ----------------------------------------------------------------

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// ================================================================
//
// New Metrocop Readiness Animations
//
// ================================================================
// ================================================================
//$sequence "layer_relaxed_ar2" { "combine_soldier_anims_anims\custom\Idle1_AR2.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
//$sequence "layer_relaxed_smg1" { "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
//$sequence "layer_relaxed_shotgun" { "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
// Stimulated idle is basically half-idle, half-combat.
$weightlist "weights_stimulated_idle" { "ValveBiped.Bip01_Pelvis" 0.5 }
$weightlist "weights_stimulated_idle_walk" {
"ValveBiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_Spine" 0.5
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$weightlist "weights_stimulated_aim" {
"ValveBiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_Spine" 0.1
"ValveBiped.Bip01_Spine1" 0.2
"ValveBiped.Bip01_Spine2" 0.3
"ValveBiped.Bip01_Spine4" 0.4
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
// Stronger and doesn't care about the pelvis (for non-worldspace layers)
$weightlist "weights_stimulated_aim_2" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
// ----------------------------------------------------------------
$sequence "layer_stimulated_smg1" { "police_animations_anims\smg1angryidle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_stimulated_pistol" { "police_animations_anims\layer_walk_hold_pistol.smd" frame 0 0 weightlist "weights_stimulated_aim" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace rotate 90 hidden }
$sequence "layer_stimulated_ar2" { "police_animations_anims\custom\ar2angryidle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_stimulated_aim_smg1" { "police_animations_anims\lowcover_aim_smg1.smd" weightlist "weights_stimulated_aim" addlayer "SMG1_Aim_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
$sequence "layer_stimulated_aim_pistol" { "police_animations_anims\layer_walk_aiming_pistol.smd" frame 0 0 weightlist "weights_stimulated_aim" addlayer "WalkN_pistol_Aim_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace rotate 90 hidden }
$sequence "layer_stimulated_aim_ar2" { "police_animations_anims\custom\lowcover_aim_ar2.smd" weightlist "weights_stimulated_aim" addlayer "soldier_Aim_9_directions" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
// ----------------------------------------------------------------
//
// IDLE RELAXED
//
// ----------------------------------------------------------------
// ----------------------------------------------------------------
//
// IDLE STIMULATED
//
// ----------------------------------------------------------------
$sequence "idle_stimulated_layer" {
"police_animations_anims\smg1angryidle1.smd"
weightlist "weights_stimulated_idle"
worldspace
//frame 0 0
hidden
}
$sequence "pistolidle3" {
"police_animations_anims\pistolidle2.smd"
activity "ACT_IDLE_PISTOL_STIMULATED" 1
node "standing_pistol"
loop
blendlayer "idle_stimulated_layer" 0 0 0 0 local
blendlayer "layer_stimulated_pistol" 0 0 0 0 local
cmdlist lockfeet
}
$sequence "smg1idle3" {
"police_animations_anims\smg1idle2.smd"
activity "ACT_IDLE_RIFLE_STIMULATED" 1
node "standing_smg"
loop
//blendlayer "idle_stimulated_layer" 0 0 0 0 local
blendlayer "layer_stimulated_smg1" 0 0 0 0 local
cmdlist lockfeet
}
$sequence "ar2idle3" {
"police_animations_anims\custom\ar2idle1.smd"
activity "ACT_IDLE_AR2_STIMULATED" 1
node "standing_smg"
loop
//blendlayer "idle_stimulated_layer" 0 0 0 0 local
blendlayer "layer_stimulated_ar2" 0 0 0 0 local
cmdlist lockfeet
}
// ----------------------------------------------------------------
//
// AIMING STIMULATED
//
// ----------------------------------------------------------------
$sequence "pistolangryidle3" {
"police_animations_anims\pistolangryidle2.smd"
activity "ACT_IDLE_AIM_PISTOL_STIMULATED" 1
blendlayer "layer_stimulated_aim_pistol" 0 0 0 0 local
node "shooting_pistol"
fps 4
cmdlist lockfeet
}
$sequence "smg1angryidle2" {
"police_animations_anims\smg1angryidle1.smd"
activity "ACT_IDLE_AIM_RIFLE_STIMULATED" 1
blendlayer "layer_stimulated_aim_smg1" 0 0 0 0 local
node "shooting_smg"
fps 4
cmdlist lockfeet
}
$sequence "ar2angryidle2" {
"police_animations_anims\custom\ar2angryidle1.smd"
activity "ACT_IDLE_AIM_AR2_STIMULATED" 1
blendlayer "layer_stimulated_aim_ar2" 0 0 0 0 local
node "shooting_smg"
fps 4
cmdlist lockfeet
}
// ----------------------------------------------------------------
$sequence "walk_aiming_stimulated_SMG1_all" {
$a_WalkBlends
activity "ACT_WALK_AIM_RIFLE_STIMULATED" 1
keyvalues
{
interior ACT_IDLE_RIFLE_STIMULATED
}
blendlayer "layer_stimulated_aim_smg1" 0 0 0 0 local
}
$sequence "run_aiming_stimulated_SMG1_all" {
$a_RunBlends
activity "ACT_RUN_AIM_RIFLE_STIMULATED" 1
keyvalues
{
interior ACT_IDLE_RIFLE_STIMULATED
}
blendlayer "layer_stimulated_aim_smg1" 0 0 0 0 local
}
$sequence "walk_aiming_stimulated_AR2_all" {
$a_WalkBlends
activity "ACT_WALK_AIM_AR2_STIMULATED" 1
keyvalues
{
interior ACT_IDLE_AR2_STIMULATED
}
blendlayer "layer_stimulated_aim_ar2" 0 0 0 0 local
}
$sequence "run_aiming_stimulated_AR2_all" {
$a_RunBlends
activity "ACT_RUN_AIM_AR2_STIMULATED" 1
keyvalues
{
interior ACT_IDLE_AR2_STIMULATED
}
blendlayer "layer_stimulated_aim_ar2" 0 0 0 0 local
}
// ----------------------------------------------------------------

View File

@ -28,36 +28,136 @@ $sequence "oldidle_to_pistol" "combine_soldier_anims_anims\custom\Idle1_Pistol.s
//
// ----------------------------------------------------------------
$sequence "Idle1" {
"combine_soldier_anims_anims\Idle1.smd"
activity "ACT_IDLE_AR2_OLD" 1 // Activity changed from "ACT_IDLE" to the bogus "ACT_IDLE_AR2_OLD" since it doesn't fit any weapon in HL2
loop
ikrule "lfoot" footstep
ikrule "rfoot" footstep
$GenericIdle "Idle1" "combine_soldier_anims_anims\Idle1.smd" "ACT_IDLE_AR2_OLD" // Activity changed from "ACT_IDLE" to the bogus "ACT_IDLE_AR2_OLD" since it doesn't fit any weapon in HL2
$GenericCombatIdle "CombatIdle1" "combine_soldier_anims_anims\CombatIdle1.smd" "ACT_IDLE_ANGRY_AR2" "Aim_stand_delta_all" // Activity changed from "ACT_IDLE_ANGRY" to "ACT_IDLE_ANGRY_AR2"
$GenericCombatIdle "CombatIdle1_SMG1" "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" "ACT_IDLE_ANGRY_SMG1" "Aim_stand_delta_all"
$GenericCombatIdle "CombatIdle1_SG" "combine_soldier_anims_anims\CombatIdle1_SG.smd" "ACT_IDLE_ANGRY_SHOTGUN" "Aim_stand_delta_all_SG"
$GenericCombatIdle "crouch_aim_ar2" "combine_soldier_anims_anims\CrouchIdle.smd" "ACT_RANGE_AIM_AR2_LOW" "Aim_crouch_delta_all"
$GenericCombatIdle "crouch_aim_sm1" "combine_soldier_anims_anims\crouch_aim_sm1.smd" "ACT_RANGE_AIM_SMG1_LOW" "Aim_crouch_delta_all"
$sequence "Walk_all" { $a_WalkBlends activity "ACT_WALK_AR2_OLD" 1 } // Activity changed from "ACT_WALK" to the bogus "ACT_WALK_AR2_OLD" since it doesn't fit any weapon in HL2
$sequence "RunALL" { $a_RunBlends activity "ACT_RUN_AR2_OLD" 1 } // Activity changed from "ACT_RUN" to the bogus "ACT_RUN_AR2_OLD" since it doesn't fit any weapon in HL2
$sequence "Walk_aiming_all" { $a_WalkBlends activity "ACT_WALK_AIM_RIFLE" 1 blendlayer "layer_walk_aiming" 0 0 0 0 local } // Adds previously missing footstep events
$sequence "Walk_aiming_all_SG" { $a_WalkBlends activity "ACT_WALK_AIM_SHOTGUN" 1 blendlayer "layer_walk_aiming_SG" 0 0 0 0 local } // Adds previously missing footstep events
$sequence "RunAIMALL1" { $a_RunBlends activity "ACT_RUN_AIM_RIFLE" 1 blendlayer "layer_run_aiming" 0 0 0 0 local }
$sequence "RunAIMALL1_SG" { $a_RunBlends activity "ACT_RUN_AIM_SHOTGUN" 1 blendlayer "layer_run_aiming_SG" 0 0 0 0 local }
$sequence "Crouch_RunALL" { $a_CrouchRunBlends activity "ACT_RUN_CROUCH_RIFLE" 1 }
$sequence "Crouch_WalkALL" { $a_CrouchWalkBlends activity "ACT_WALK_CROUCH_RIFLE" 1 }
// ----------------------------------------------------------------
$GenericShoot "shootSMG1s" "combine_soldier_anims_anims\shootSMG1s.smd" "ACT_RANGE_ATTACK_SMG1" "Aim_stand_delta_all"
$GenericShoot "shootSMG1c" "combine_soldier_anims_anims\shootSMG1c.smd" "ACT_RANGE_ATTACK_SMG1_LOW" "Aim_crouch_delta_all"
$GenericShoot "shootAR2s" "combine_soldier_anims_anims\shootAR2s.smd" "ACT_RANGE_ATTACK_AR2" "Aim_stand_delta_all"
$GenericShoot "shootAR2c" "combine_soldier_anims_anims\shootAR2c.smd" "ACT_RANGE_ATTACK_AR2_LOW" "Aim_crouch_delta_all"
$GenericShoot "shootSGs" "combine_soldier_anims_anims\shootSGs.smd" "ACT_RANGE_ATTACK_SHOTGUN" "Aim_stand_delta_all_SG"
$GenericShoot "shootSGc" "combine_soldier_anims_anims\shootSGc.smd" "ACT_RANGE_ATTACK_SHOTGUN_LOW" "Aim_crouch_delta_all"
$GenericShoot "shootAR2alt" "combine_soldier_anims_anims\shootAR2alt.smd" "ACT_COMBINE_AR2_ALTFIRE" "Aim_stand_delta_all"
$append shootAR2alt {
{ event COMBINE_AE_BEGIN_ALTFIRE 0 "" }
{ event COMBINE_AE_ALTFIRE 16 "" }
}
// NEW -- Shotgun cocking sounds
// TODO: Is it a little extreme to add a new sound to an animation as frequent as this?
$append shootSGs { { event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } }
$append shootSGc { { event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } }
// ----------------------------------------------------------------
// These now use the aim layers, so soldiers aim their guns in the right direction
$definemacro SoldierReload SeqName FileName ActName AimLayer EventFrame \\
$sequence $SeqName$ { \\
$FileName$ \\
{ event 2 $EventFrame$ "" } \\
addlayer $AimLayer$ \\
activity $ActName$ 1 \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 \\
ikrule "rhand" release \\
ikrule "lhand" release \\
}
$SoldierReload "reload" "combine_soldier_anims_anims\reload.smd" "ACT_RELOAD" "Aim_stand_delta_all" 28
$SoldierReload "reload_low" "combine_soldier_anims_anims\reload_low.smd" "ACT_RELOAD_LOW" "Aim_crouch_delta_all" 30
// ----------------------------------------------------------------
$definemacro SoldierCover IdleName IdleSeq IdleAct \\
$sequence $IdleName$ { \\
$IdleSeq$ \\
activity $IdleAct$ 1 \\
loop \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 \\
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" \\
ikrule "rhand" release \\
}
$SoldierCover "cover_crouch" "combine_soldier_anims_anims\CrouchIdle.smd" "ACT_COVER"
$SoldierCover "cover_crouch_low" "combine_soldier_anims_anims\CrouchIdle.smd" "ACT_COVER_LOW"
$SoldierCover "cover_crouch_med" "combine_soldier_anims_anims\CrouchIdle.smd" "ACT_COVER_MED"
// ----------------------------------------------------------------
$sequence "melee_gunhit" {
"combine_soldier_anims_anims\melee_gunhit.smd"
activity "ACT_MELEE_ATTACK1" 1
{ event 3 13 "" }
ikrule "lfoot" footstep contact 0 height 20 radius 2.5
ikrule "rfoot" footstep contact 0 height 20 radius 2.5
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
ikrule "rhand" release
}
$sequence "Walk_all" {
$a_WalkBlends
activity "ACT_WALK_AR2_OLD" 1 // Activity changed from "ACT_WALK" to the bogus "ACT_WALK_AR2_OLD" since it doesn't fit any weapon in HL2
// ----------------------------------------------------------------
// These now use the aim layers, so soldiers aim their guns in the right direction
$definemacro SoldierGrenade SeqName FileName ActName FPS EventID EventFrame \\
$sequence $SeqName$ { \\
$FileName$ \\
fps $FPS$ \\
activity $ActName$ 1 \\
{ event $EventID$ $EventFrame$ "" } \\
addlayer "Aim_stand_delta_all" \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 \\
ikrule "rhand" release \\
ikrule "lhand" release \\
}
$sequence "RunALL" {
$a_RunBlends
activity "ACT_RUN_AR2_OLD" 1 // Activity changed from "ACT_RUN" to the bogus "ACT_RUN_AR2_OLD" since it doesn't fit any weapon in HL2
$SoldierGrenade "grenThrow" "combine_soldier_anims_anims\grenThrow.smd" "ACT_COMBINE_THROW_GRENADE" 45 7 30
$SoldierGrenade "grenDrop" "combine_soldier_anims_anims\grenDrop.smd" "ACT_SPECIAL_ATTACK1" 35 7 26
$SoldierGrenade "grenPlace" "combine_soldier_anims_anims\grenPlace.smd" "ACT_SPECIAL_ATTACK2" 35 9 25
// ----------------------------------------------------------------
// These now use the aim layers, so soldiers aim their guns in the right direction
$definemacro SoldierSignalSeq SeqName FileName ActName FPS \\
$sequence $SeqName$ { \\
$FileName$ \\
fps $FPS$ \\
activity $ActName$ 1 \\
{ event 4 0 "" } \\
addlayer "Aim_stand_delta_all" \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 \\
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" \\
}
$sequence "Walk_aiming_all" {
$a_WalkBlends // Adds previously missing footstep events
activity "ACT_WALK_AIM_RIFLE" 1
blendlayer "layer_walk_aiming" 0 0 0 0 local
}
$sequence "Walk_aiming_all_SG" {
$a_WalkBlends // Adds previously missing footstep events
activity "ACT_WALK_AIM_SHOTGUN" 1
blendlayer "layer_walk_aiming_SG" 0 0 0 0 local
}
$SoldierSignalSeq "signal_advance" "combine_soldier_anims_anims\signal_advance.smd" "ACT_SIGNAL_ADVANCE" 30
$SoldierSignalSeq "signal_forward" "combine_soldier_anims_anims\signal_forward.smd" "ACT_SIGNAL_FORWARD" 48
$SoldierSignalSeq "signal_group" "combine_soldier_anims_anims\signal_group.smd" "ACT_SIGNAL_GROUP" 48
$SoldierSignalSeq "signal_halt" "combine_soldier_anims_anims\signal_halt.smd" "ACT_SIGNAL_HALT" 48
$SoldierSignalSeq "signal_left" "combine_soldier_anims_anims\signal_left.smd" "ACT_SIGNAL_LEFT" 48
$SoldierSignalSeq "signal_right" "combine_soldier_anims_anims\signal_right.smd" "ACT_SIGNAL_RIGHT" 48
$SoldierSignalSeq "signal_takecover" "combine_soldier_anims_anims\signal_takecover.smd" "ACT_SIGNAL_TAKECOVER" 48
// ----------------------------------------------------------------
@ -84,94 +184,95 @@ $sequence "WalkEasy_all" {
// ----------------------------------------------------------------
// New Idles
$definemacro SoldierIdle IdleName IdleSeq IdleAct \\
$sequence $IdleName$ { \\
$IdleSeq$ \\
activity $IdleAct$ 1 \\
loop \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 \\
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" \\
ikrule "rhand" release \\
}
// NEW - Hand-corrected custom idle animations
$SoldierIdle "Idle1_SMG1" "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" "ACT_IDLE_SMG1"
$SoldierIdle "Idle1_AR2" "combine_soldier_anims_anims\custom\Idle1_AR2.smd" "ACT_IDLE_AR2"
$SoldierIdle "Idle1_SG" "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" "ACT_IDLE_SHOTGUN"
// Hand-corrected custom idle animations
$GenericIdle "Idle1_SMG1" "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" "ACT_IDLE_SMG1"
$GenericIdle "Idle1_AR2" "combine_soldier_anims_anims\custom\Idle1_AR2.smd" "ACT_IDLE_AR2"
$GenericIdle "Idle1_SG" "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" "ACT_IDLE_SHOTGUN"
$sequence "CombatIdle1" {
"combine_soldier_anims_anims\CombatIdle1.smd"
activity "ACT_IDLE_ANGRY_AR2" 1 // Activity changed from "ACT_IDLE_ANGRY" to "ACT_IDLE_ANGRY_AR2"
{ event 4 0 "" }
addlayer "Aim_stand_delta_all"
loop
ikrule "lfoot" footstep
ikrule "rfoot" footstep
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
}
// New activities from existing SMDs
$GenericCombatIdle "crouch_aim_sg" "combine_soldier_anims_anims\CrouchIdle.smd" "ACT_RANGE_AIM_SHOTGUN_LOW" "Aim_crouch_delta_all"
$SoldierCover "cover_crouch_low_ar2" "combine_soldier_anims_anims\CrouchIdle.smd" "ACT_COVER_AR2_LOW"
$SoldierCover "cover_crouch_low_smg1" "combine_soldier_anims_anims\crouch_aim_sm1.smd" "ACT_COVER_SMG1_LOW"
$SoldierCover "cover_crouch_low_sg" "combine_soldier_anims_anims\CrouchIdle.smd" "ACT_COVER_SHOTGUN_LOW"
// ----------------------------------------------------------------
// NEW -- AR2 walking animation
$sequence "Walk_all_AR2" {
$a_WalkBlends
activity "ACT_WALK_AR2" 1
blendlayer "oldidle_to_ar2" 0 0 0 0 local
// NEW -- Weapon-specific reload animations
// TODO: Do something more than just changing the hands?
$GenericReload "reload_ar2" "combine_soldier_anims_anims\reload.smd" "ACT_RELOAD_AR2" "Aim_stand_delta_all" 13 48 65 28
$append "reload_ar2" { blendlayer "CombatIdle1" 0 0 0 4 blendlayer "CombatIdle1" 61 67 67 67 xfade }
$GenericReload "reload_ar2_low" "combine_soldier_anims_anims\reload_low.smd" "ACT_RELOAD_AR2_LOW" "Aim_crouch_delta_all" 13 48 65 30
$append "reload_ar2_low" { blendlayer "crouch_aim_ar2" 0 0 0 4 blendlayer "crouch_aim_ar2" 61 67 67 67 xfade }
$makeweapongesture "gesture_reload_ar2" "combine_soldier_anims_anims\reload.smd" 10 50 59
$append "gesture_reload_ar2" {
activity "ACT_GESTURE_RELOAD_AR2" 1
{ event 2 28 "" }
ikrule "lhand" touch "ValveBiped.Bip01_Spine" contact 14 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 9 14 22 25 target 1 usesequence
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 30 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 22 30 48 1 target 1 usesequence
}
// NEW -- SMG1 walking animation
$sequence "Walk_all_SMG1" {
$a_WalkBlends
activity "ACT_WALK_RIFLE" 1
blendlayer "oldidle_to_smg1" 0 0 0 0 local
$GenericReload "reload_smg1" "combine_soldier_anims_anims\reload.smd" "ACT_RELOAD_SMG1" "Aim_stand_delta_all" 13 48 65 28
$append "reload_smg1" { blendlayer "CombatIdle1_SMG1" 0 0 0 4 blendlayer "CombatIdle1_SMG1" 61 67 67 67 xfade }
$GenericReload "reload_smg1_low" "combine_soldier_anims_anims\reload_low.smd" "ACT_RELOAD_SMG1_LOW" "Aim_crouch_delta_all" 13 48 65 30
$append "reload_smg1_low" { blendlayer "crouch_aim_sm1" 0 0 0 4 blendlayer "crouch_aim_sm1" 61 67 67 67 xfade }
$makeweapongesture "gesture_reload_shotgun" "male_shared_anims\reload_shotgun1.smd" 14 35 75
$append "gesture_reload_shotgun" {
activity "ACT_GESTURE_RELOAD_SHOTGUN" 1
{ event 3015 29 "" }
{ event AE_CL_PLAYSOUND 57 "Weapon_Shotgun.Special1" }
fps 38.1 // Needs to be the same duration as the existing soldier gesture reload
}
// NEW -- Shotgun walking animation
$sequence "Walk_all_SG" {
$a_WalkBlends
activity "ACT_WALK_SHOTGUN" 1
blendlayer "oldidle_to_shotgun" 0 0 0 0 local
}
$GenericReloadFromIdle "reload_shotgun1" "combine_soldier_anims_anims\reload.smd" "ACT_RELOAD_SHOTGUN" "Aim_stand_delta_all" "gesture_reload_shotgun" 10 55 65 22
$GenericReloadFromIdle "reload_shotgun1_low" "combine_soldier_anims_anims\reload_low.smd" "ACT_RELOAD_SHOTGUN_LOW" "Aim_crouch_delta_all" "gesture_reload_shotgun" 10 55 65 22
$append "reload_shotgun1" { { event AE_CL_PLAYSOUND 57 "Weapon_Shotgun.Special1" } }
$append "reload_shotgun1_low" { { event AE_CL_PLAYSOUND 57 "Weapon_Shotgun.Special1" } }
//$weightlist "weights_reload_shotgun1_legs" { "ValveBiped.Bip01_Pelvis" 1 "ValveBiped.Bip01_Spine" 0 }
//
//$sequence "reload_shotgun1_legs" "combine_soldier_anims_anims\reload.smd" weightlist "weights_reload_shotgun1_legs" hidden
//$sequence "reload_shotgun1" {
// "combine_soldier_anims_anims\CombatIdle1_SG.smd"
// numframes 65 // In sync with the existing soldier reload
// activity "ACT_RELOAD_SHOTGUN" 1
// { event 3015 22 "" } { event AE_CL_PLAYSOUND 50 "Weapon_Shotgun.Special1" }
// addlayer "gesture_reload_shotgun" addlayer "reload_shotgun1_legs"
// addlayer "Aim_stand_delta_all"
// ikrule "lfoot" footstep ikrule "rfoot" footstep ikrule "rhand" release ikrule "lhand" release
//}
//
//$sequence "reload_shotgun1_low" {
// "combine_soldier_anims_anims\CrouchIdle.smd"
// numframes 65 // In sync with the existing soldier reload
// activity "ACT_RELOAD_SHOTGUN_LOW" 1
// { event 3015 22 "" } { event AE_CL_PLAYSOUND 50 "Weapon_Shotgun.Special1" }
// addlayer "gesture_reload_shotgun"
// addlayer "Aim_crouch_delta_all"
// ikrule "lfoot" footstep ikrule "rfoot" footstep ikrule "rhand" release ikrule "lhand" release
//}
// ----------------------------------------------------------------
// NEW -- AR2 running animation
$sequence "RunALL_AR2" {
$a_RunBlends
activity "ACT_RUN_AR2" 1
blendlayer "oldidle_to_ar2" 0 0 0 0 local
}
// NEW -- SMG1 running animation
$sequence "RunALL_SMG1" {
$a_RunBlends
activity "ACT_RUN_RIFLE" 1
blendlayer "oldidle_to_smg1" 0 0 0 0 local
}
// NEW -- Shotgun running animation
$sequence "RunALL_SG" {
$a_RunBlends
activity "ACT_RUN_SHOTGUN" 1
blendlayer "oldidle_to_shotgun" 0 0 0 0 local
}
// NEW -- Weapon-specific walking animations
$sequence "Walk_all_AR2" { $a_WalkBlends activity "ACT_WALK_AR2" 1 blendlayer "oldidle_to_ar2" 0 0 0 0 local }
$sequence "Walk_all_SMG1" { $a_WalkBlends activity "ACT_WALK_RIFLE" 1 blendlayer "oldidle_to_smg1" 0 0 0 0 local }
$sequence "Walk_all_SG" { $a_WalkBlends activity "ACT_WALK_SHOTGUN" 1 blendlayer "oldidle_to_shotgun" 0 0 0 0 local }
// ----------------------------------------------------------------
$sequence "RunAIMALL1_AR2" {
$a_RunBlends
activity "ACT_RUN_AIM_AR2" 1
blendlayer "layer_run_aiming" 0 0 0 0 local
blendlayer "smg1_to_ar2" 0 0 0 0 local
}
// NEW -- Weapon-specific running animations
$sequence "RunALL_AR2" { $a_RunBlends activity "ACT_RUN_AR2" 1 blendlayer "oldidle_to_ar2" 0 0 0 0 local }
$sequence "RunALL_SMG1" { $a_RunBlends activity "ACT_RUN_RIFLE" 1 blendlayer "oldidle_to_smg1" 0 0 0 0 local }
$sequence "RunALL_SG" { $a_RunBlends activity "ACT_RUN_SHOTGUN" 1 blendlayer "oldidle_to_shotgun" 0 0 0 0 local }
$sequence "Walk_aiming_all_AR2" {
$a_WalkBlends
activity "ACT_WALK_AIM_AR2" 1
blendlayer "layer_walk_aiming" 0 0 0 0 local
blendlayer "smg1_to_ar2" 0 0 0 0 local
}
// ----------------------------------------------------------------
// NEW -- Weapon-specific running aim animations
$sequence "RunAIMALL1_AR2" { $a_RunBlends activity "ACT_RUN_AIM_AR2" 1 blendlayer "layer_run_aiming" 0 0 0 0 local blendlayer "smg1_to_ar2" 0 0 0 0 local }
$sequence "Walk_aiming_all_AR2" { $a_WalkBlends activity "ACT_WALK_AIM_AR2" 1 blendlayer "layer_walk_aiming" 0 0 0 0 local blendlayer "smg1_to_ar2" 0 0 0 0 local }
// ----------------------------------------------------------------

View File

@ -0,0 +1,149 @@
// ================================================================
//
// This file adds transition nodes to soldier animations.
//
// Node graph:
//
// - Unarmed_Idle, etc. standing
// - Idle1_AR2, Idle1_SMG1, etc. standing_ar2, standing_smg1, etc.
// - CombatIdle1_AR2, etc. shooting_ar2, etc.
// - crouch_aim_ar2, etc. crouching_ar2, etc.
//
// For now, walk/run use "standing_" and "shooting_" nodes
//
// ================================================================
$definemacro AddNodeToSequence SeqName NodeName \\
$append $SeqName$ { node $NodeName$ }
$skiptransition "standing" "standing_ar2" "standing_smg1" "standing_sg" "standing_pistol"
$skiptransition "shooting" "shooting_ar2" "shooting_smg1" "shooting_sg" "shooting_pistol"
$skiptransition "crouching" "crouching_ar2" "crouching_smg1" "crouching_sg" "crouching_pistol"
// ----------------------------------------------------------------
// SoldierActivityFixes.qci
// ----------------------------------------------------------------
$AddNodeToSequence "CombatIdle1" "shooting_ar2"
$AddNodeToSequence "CombatIdle1_SMG1" "shooting_smg1"
$AddNodeToSequence "CombatIdle1_SG" "shooting_sg"
$AddNodeToSequence "crouch_aim_ar2" "crouching_ar2"
$AddNodeToSequence "crouch_aim_sm1" "crouching_smg1"
$AddNodeToSequence "crouch_aim_sg" "crouching_sg"
$AddNodeToSequence "Idle_Unarmed_ACT_IDLE" "standing"
$AddNodeToSequence "Idle1_AR2" "standing_ar2"
$AddNodeToSequence "Idle1_SMG1" "standing_smg1"
$AddNodeToSequence "Idle1_SG" "standing_sg"
$AddNodeToSequence "cover_crouch" "crouching_ar2"
$AddNodeToSequence "cover_crouch_low" "crouching_ar2"
$AddNodeToSequence "cover_crouch_med" "crouching_ar2"
$AddNodeToSequence "cover_crouch_low_ar2" "crouching_ar2"
$AddNodeToSequence "cover_crouch_low_smg1" "crouching_smg1"
$AddNodeToSequence "cover_crouch_low_sg" "crouching_sg"
$AddNodeToSequence "Walk_aiming_all" "shooting_smg1"
$AddNodeToSequence "Walk_aiming_all_SG" "shooting_sg"
$AddNodeToSequence "Walk_aiming_all_AR2" "shooting_ar2"
$AddNodeToSequence "RunAIMALL1" "shooting_smg1"
$AddNodeToSequence "RunAIMALL1_SG" "shooting_sg"
$AddNodeToSequence "RunAIMALL1_AR2" "standing_ar2"
$AddNodeToSequence "WalkUnarmed_all_ACT_WALK" "standing"
$AddNodeToSequence "Walk_all_AR2" "standing_ar2"
$AddNodeToSequence "Walk_all_SMG1" "standing_smg1"
$AddNodeToSequence "Walk_all_SG" "standing_sg"
$AddNodeToSequence "RunUnarmed_all" "standing"
$AddNodeToSequence "RunALL_AR2" "standing_ar2"
$AddNodeToSequence "RunALL_SMG1" "standing_smg1"
$AddNodeToSequence "RunALL_SG" "standing_sg"
$AddNodeToSequence "Crouch_RunALL" "crouching"
$AddNodeToSequence "Crouch_WalkALL" "crouching"
$AddNodeToSequence "shootSMG1s" "shooting_smg1"
$AddNodeToSequence "shootSMG1c" "crouching_smg1"
$AddNodeToSequence "shootAR2s" "shooting_ar2"
$AddNodeToSequence "shootAR2c" "crouching_ar2"
$AddNodeToSequence "shootAR2alt" "shooting_ar2"
$AddNodeToSequence "shootSGs" "shooting_sg"
$AddNodeToSequence "shootSGc" "crouching_sg"
$AddNodeToSequence "reload_ar2" "shooting_ar2"
$AddNodeToSequence "reload_ar2_low" "crouching_ar2"
$AddNodeToSequence "reload_smg1" "shooting_smg1"
$AddNodeToSequence "reload_smg1_low" "crouching_smg1"
$AddNodeToSequence "reload_shotgun1" "shooting_sg"
$AddNodeToSequence "reload_shotgun1_low" "crouching_sg"
//$AddNodeToSequence "melee_gunhit" "shooting"
$AddNodeToSequence "grenThrow" "shooting"
$AddNodeToSequence "grenDrop" "shooting"
$AddNodeToSequence "grenPlace" "shooting"
$AddNodeToSequence "signal_advance" "shooting"
$AddNodeToSequence "signal_forward" "shooting"
$AddNodeToSequence "signal_group" "shooting"
$AddNodeToSequence "signal_halt" "shooting"
$AddNodeToSequence "signal_left" "shooting"
$AddNodeToSequence "signal_right" "shooting"
$AddNodeToSequence "signal_takecover" "shooting"
// ----------------------------------------------------------------
// SoldierReadinessAnims.qci
// ----------------------------------------------------------------
$AddNodeToSequence "walk_relaxed_all_AR2" "standing_ar2"
$AddNodeToSequence "walk_relaxed_all_SMG1" "standing_smg1"
$AddNodeToSequence "walk_relaxed_all_SG" "standing_sg"
$AddNodeToSequence "walk_relaxed_all_Pistol" "standing_pistol"
$AddNodeToSequence "Idle2_AR2" "standing_alert_ar2"
$AddNodeToSequence "Idle2_SMG1" "standing_alert_smg1"
$AddNodeToSequence "Idle2_SG" "standing_alert_sg"
$AddNodeToSequence "Idle2_Pistol" "standing_alert_pistol"
$AddNodeToSequence "walk_stimulated_all_AR2" "standing_alert_ar2"
$AddNodeToSequence "walk_stimulated_all_SMG1" "standing_alert_smg1"
$AddNodeToSequence "walk_stimulated_all_SG" "standing_alert_sg"
$AddNodeToSequence "walk_stimulated_all_Pistol" "standing_alert_pistol"
$AddNodeToSequence "walk_aiming_stimulated_all_AR2" "standing_alert_ar2"
$AddNodeToSequence "walk_aiming_stimulated_all_SMG1" "standing_alert_smg1"
$AddNodeToSequence "walk_aiming_stimulated_all_SG" "standing_alert_sg"
$AddNodeToSequence "walk_aiming_stimulated_all_Pistol" "standing_alert_pistol"
$AddNodeToSequence "run_aiming_stimulated_all_AR2" "standing_alert_ar2"
$AddNodeToSequence "run_aiming_stimulated_all_SMG1" "standing_alert_smg1"
$AddNodeToSequence "run_aiming_stimulated_all_SG" "standing_alert_sg"
$AddNodeToSequence "run_aiming_stimulated_all_Pistol" "standing_alert_pistol"
// ----------------------------------------------------------------
// NewPistolAnimations_357_Soldier.qci / NewPistolAnimations_357_Soldier.qci
// ----------------------------------------------------------------
$AddNodeToSequence "Idle1_Pistol" "standing_pistol"
$AddNodeToSequence "CombatIdle1_Pistol" "shooting_pistol"
$AddNodeToSequence "shootp1" "shooting_pistol"
$AddNodeToSequence "shootp2" "shooting_pistol"
$AddNodeToSequence "reload_pistol" "shooting_pistol"
$AddNodeToSequence "reload_pistol_low" "crouching_pistol"
$AddNodeToSequence "reload_357" "shooting_pistol"
$AddNodeToSequence "reload_357_low" "crouching_pistol"
$AddNodeToSequence "Crouch_idle_pistol" "crouching_pistol"
$AddNodeToSequence "crouch_aim_pistol" "crouching_pistol"
$AddNodeToSequence "walk_aiming_pistol_all" "shooting_pistol"
$AddNodeToSequence "run_aiming_pistol_all" "shooting_pistol"
$AddNodeToSequence "walk_hold_pistol" "standing_pistol"
$AddNodeToSequence "run_hold_pistol" "standing_pistol"
// ----------------------------------------------------------------
// SoldierCrouchMovement.qci
// ----------------------------------------------------------------

View File

@ -0,0 +1,86 @@
// ================================================================
//
// New Soldier Crouch Movement Animations
//
// ================================================================
$weightlist "WeightsLayerLowCoverAim" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.5
//"ValveBiped.Bip01_L_Clavicle" 0
//"ValveBiped.Bip01_R_Clavicle" 0
//"ValveBiped.Bip01_L_Thigh" 0
//"ValveBiped.Bip01_R_Thigh" 0
}
$weightlist "weights_layer_crouch_move" {
"ValveBiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_Spine" 0.1
"ValveBiped.Bip01_Spine1" 0.2
"ValveBiped.Bip01_Spine2" 0.3
"ValveBiped.Bip01_Spine4" 0.4
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$sequence "Crouch_RunAim_ALL" {
$a_CrouchRunBlends
activity "ACT_RUN_CROUCH_AIM_RIFLE" 1
blendlayer "layer_run_aiming" 0 0 0 0 local
addlayer "Aim_crouch_delta_all"
}
$sequence "Crouch_WalkAim_ALL" {
$a_CrouchWalkBlends
activity "ACT_WALK_CROUCH_AIM_RIFLE" 1
blendlayer "layer_walk_aiming" 0 0 0 0 local
addlayer "Aim_crouch_delta_all"
}
// ----------------------------------------------------------------
$sequence "layer_pistolangryidle2_crouch" {
"police_animations_anims\pistolangryidle2.smd" // TODO: For now, this looks better than the new soldier variant
weightlist "weights_layer_crouch_move"
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
worldspace
hidden
}
$sequence "Crouch_RunAim_pistol_ALL" {
$a_CrouchRunBlends
activity "ACT_RUN_CROUCH_AIM_PISTOL" 1
blendlayer "layer_pistolangryidle2_crouch" 0 0 0 0 local
addlayer "Aim_crouch_delta_all"
}
$sequence "Crouch_WalkAim_pistol_ALL" {
$a_CrouchWalkBlends
activity "ACT_WALK_CROUCH_AIM_PISTOL" 1
blendlayer "layer_pistolangryidle2_crouch" 0 0 0 0 local
addlayer "Aim_crouch_delta_all"
}
$sequence "layer_pistol_idle_crouch" {
"police_animations_anims\Crouch_idle_pistol.smd"
weightlist "weights_layer_crouch_move"
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
worldspace
hidden
}
$sequence "Crouch_Run_pistol_ALL" {
$a_CrouchRunBlends
activity "ACT_RUN_CROUCH_PISTOL" 1
blendlayer "layer_pistol_idle_crouch" 0 0 0 0 local
}
$sequence "Crouch_Walk_pistol_ALL" {
$a_CrouchWalkBlends
activity "ACT_WALK_CROUCH_PISTOL" 1
blendlayer "layer_pistol_idle_crouch" 0 0 0 0 local
}
// ----------------------------------------------------------------

View File

@ -32,6 +32,12 @@ $weightlist "weights_stimulated_aim" {
"ValveBiped.Cod" 1
}
$weightlist "weights_stimulated_aim_legs" {
"ValveBiped.Bip01_Pelvis" 0.5
"ValveBiped.Bip01_Spine" 0
"ValveBiped.Cod" 0.5
}
// Stronger and doesn't care about the pelvis (for non-worldspace layers)
$weightlist "weights_stimulated_aim_2" {
"ValveBiped.Bip01_Pelvis" 0
@ -53,6 +59,8 @@ $sequence "layer_stimulated_smg1" { "combine_soldier_anims_anims\CombatIdle1_SMG
$sequence "layer_stimulated_shotgun" { "combine_soldier_anims_anims\CombatIdle1_SG.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_stimulated_pistol" { "combine_soldier_anims_anims\custom\CombatIdle1_Pistol.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_stimulated_aim_legs" { "combine_soldier_anims_anims\CombatIdle1.smd" weightlist "weights_stimulated_aim_legs" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_stimulated_aim_ar2" { "combine_soldier_anims_anims\CombatIdle1.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
$sequence "layer_stimulated_aim_smg1" { "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
$sequence "layer_stimulated_aim_shotgun" { "combine_soldier_anims_anims\CombatIdle1_SG.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
@ -108,8 +116,7 @@ $sequence $IdleName$ { \\
$IdleSeq$ \\
activity $IdleAct$ 1 \\
loop \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 \\
cmdlist lockfeet \\
blendlayer $StimulatedLayer$ 0 0 0 0 local \\
}
@ -186,49 +193,20 @@ $sequence "walk_stimulated_all_Pistol" {
//
// ----------------------------------------------------------------
$sequence "CombatIdle2" {
"combine_soldier_anims_anims\custom\Idle1_AR2.smd"
activity "ACT_IDLE_AIM_AR2_STIMULATED" 1
loop
blendlayer "layer_stimulated_aim_ar2" 0 0 0 0 local
ikrule "lfoot" footstep
ikrule "rfoot" footstep
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
//ikrule "rhand" release
$definemacro SoldierStimulatedAimIdle IdleName IdleSeq IdleAct StimulatedLayer \\
$sequence $IdleName$ { \\
$IdleSeq$ \\
activity $IdleAct$ 1 \\
loop \\
cmdlist lockfeet \\
blendlayer "layer_stimulated_aim_legs" 0 0 0 0 local \\
blendlayer $StimulatedLayer$ 0 0 0 0 local \\
}
$sequence "CombatIdle2_SMG1" {
"combine_soldier_anims_anims\custom\Idle1_SMG1.smd"
activity "ACT_IDLE_AIM_RIFLE_STIMULATED" 1
loop
blendlayer "layer_stimulated_aim_smg1" 0 0 0 0 local
ikrule "lfoot" footstep
ikrule "rfoot" footstep
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
//ikrule "rhand" release
}
$sequence "CombatIdle2_SG" {
"combine_soldier_anims_anims\custom\Idle1_Shotgun.smd"
activity "ACT_IDLE_AIM_SHOTGUN_STIMULATED" 1
loop
blendlayer "layer_stimulated_aim_shotgun" 0 0 0 0 local
ikrule "lfoot" footstep
ikrule "rfoot" footstep
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
//ikrule "rhand" release
}
$sequence "CombatIdle2_Pistol" {
"combine_soldier_anims_anims\Idle1.smd"
activity "ACT_IDLE_AIM_PISTOL_STIMULATED" 1
loop
blendlayer "layer_stimulated_aim_pistol" 0 0 0 0 local
ikrule "lfoot" footstep
ikrule "rfoot" footstep
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
//ikrule "rhand" release
}
$SoldierStimulatedAimIdle "CombatIdle2" "combine_soldier_anims_anims\custom\Idle1_AR2.smd" "ACT_IDLE_AIM_AR2_STIMULATED" "layer_stimulated_aim_ar2"
$SoldierStimulatedAimIdle "CombatIdle2_SMG1" "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" "ACT_IDLE_AIM_RIFLE_STIMULATED" "layer_stimulated_aim_smg1"
$SoldierStimulatedAimIdle "CombatIdle2_SG" "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" "ACT_IDLE_AIM_SHOTGUN_STIMULATED" "layer_stimulated_aim_shotgun"
$SoldierStimulatedAimIdle "CombatIdle2_Pistol" "combine_soldier_anims_anims\Idle1.smd" "ACT_IDLE_AIM_PISTOL_STIMULATED" "layer_stimulated_aim_pistol"
// ----------------------------------------------------------------
@ -258,7 +236,7 @@ $sequence "walk_aiming_stimulated_all_AR2" {
keyvalues
{
interior ACT_IDLE
interior ACT_IDLE_AR2_STIMULATED
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
@ -271,7 +249,7 @@ $sequence "walk_aiming_stimulated_all_SMG1" {
keyvalues
{
interior ACT_IDLE
interior ACT_IDLE_RIFLE_STIMULATED
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
@ -284,7 +262,7 @@ $sequence "walk_aiming_stimulated_all_SG" {
keyvalues
{
interior ACT_IDLE
interior ACT_IDLE_SHOTGUN_STIMULATED
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
@ -297,7 +275,7 @@ $sequence "walk_aiming_stimulated_all_Pistol" {
keyvalues
{
interior ACT_IDLE
interior ACT_IDLE_PISTOL_STIMULATED
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
@ -310,7 +288,7 @@ $sequence "run_aiming_stimulated_all_AR2" {
keyvalues
{
interior ACT_IDLE
interior ACT_IDLE_AR2_STIMULATED
}
blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "layer_stimulated_aim_run_ar2" 0 0 0 0 local
@ -322,7 +300,7 @@ $sequence "run_aiming_stimulated_all_SMG1" {
keyvalues
{
interior ACT_IDLE
interior ACT_IDLE_RIFLE_STIMULATED
}
blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "layer_stimulated_aim_run_smg1" 0 0 0 0 local
@ -334,7 +312,7 @@ $sequence "run_aiming_stimulated_all_SG" {
keyvalues
{
interior ACT_IDLE
interior ACT_IDLE_SHOTGUN_STIMULATED
}
blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "layer_stimulated_aim_run_shotgun" 0 0 0 0 local
@ -346,7 +324,7 @@ $sequence "run_aiming_stimulated_all_pistol" {
keyvalues
{
interior ACT_IDLE
interior ACT_IDLE_PISTOL_STIMULATED
}
blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "layer_stimulated_aim_run_pistol" 0 0 0 0 local

View File

@ -0,0 +1,203 @@
// ================================================================
//
// New Soldier Transition Animations
//
// Node graph:
//
// - Unarmed_Idle standing
// - Idle1_AR2, Idle1_SMG1, etc. standing_ar2, standing_smg1, etc.
// - CombatIdle1_AR2, etc. shooting_ar2, etc.
// - crouch_aim_ar2, etc. crouching_ar2, etc.
// - cover_crouch_low cover
//
// For now, walk/run use "standing_" and "shooting_" nodes
//
// ================================================================
$pushd "combine_soldier_anims_anims"
$definemacro GenericTransitionBlend SeqName BaseFile StartSeq EndSeq StartNode EndNode NumFrames \\
$sequence $SeqName$ { \\
$BaseFile$ \\
numframes $NumFrames$ \\
blendlayer $StartSeq$ 0 0 0 $NumFrames$ spline \\
blendlayer $EndSeq$ 0 $NumFrames$ $NumFrames$ $NumFrames$ xfade spline \\
activity "ACT_TRANSITION" 1 \\
transition $StartNode$ $EndNode$ \\
}
$definemacro GenericTransitionBlendFromSMD SeqName StartSeq EndSeq StartNode EndNode NumFrames \\
$sequence $SeqName$ { \\
$StartSeq$ \\
numframes $NumFrames$ \\
blendlayer $EndSeq$ 0 $NumFrames$ $NumFrames$ $NumFrames$ xfade spline \\
activity "ACT_TRANSITION" 1 \\
transition $StartNode$ $EndNode$ \\
}
$definemacro GenericTransitionBlendToSMD SeqName StartSeq EndSeq StartNode EndNode NumFrames \\
$sequence $SeqName$ { \\
$EndSeq$ \\
numframes $NumFrames$ \\
blendlayer $StartSeq$ 0 0 0 $NumFrames$ spline \\
activity "ACT_TRANSITION" 1 \\
transition $StartNode$ $EndNode$ \\
}
// ----------------------------------------------------------------
$definemacro CombatStandCrouchTransition SeqName BaseFile StartNode EndNode \\
$sequence $SeqName$ { \\
$BaseFile$ \\
activity "ACT_TRANSITION" 1 \\
blendlayer "Aim_stand_delta_all" 0 0 0 16 local \\
blendlayer "Aim_crouch_delta_all" 0 16 16 16 local \\
transition $StartNode$ $EndNode$ \\
walkframe 7 LX \\
cmdlist lockfeet \\
}
$definemacro CombatCrouchStandTransition SeqName BaseFile StartNode EndNode \\
$sequence $SeqName$ { \\
$BaseFile$ \\
activity "ACT_TRANSITION" 1 \\
blendlayer "Aim_crouch_delta_all" 0 0 0 16 local \\
blendlayer "Aim_stand_delta_all" 0 16 16 16 local \\
transition $StartNode$ $EndNode$ \\
walkframe 7 LX \\
cmdlist lockfeet \\
}
// ----------------------------------------------------------------
// TODO: Remove these
$CombatStandCrouchTransition "Combat_stand_to_crouch" "Combat_stand_to_crouch.smd" "shooting_ar2_old" "crouching_ar2_old"
$CombatCrouchStandTransition "Crouch_to_combat_stand" "Crouch_to_combat_stand.smd" "crouching_ar2_old" "shooting_ar2_old"
// AR2 to crouch
$CombatStandCrouchTransition "Combat_stand_to_crouch_ar2" "Combat_stand_to_crouch.smd" "shooting_ar2" "crouching_ar2"
$append "Combat_stand_to_crouch_ar2" { blendlayer "oldidle_to_ar2" 0 0 0 0 local }
$CombatCrouchStandTransition "Crouch_to_combat_stand_ar2" "Crouch_to_combat_stand.smd" "crouching_ar2" "shooting_ar2"
$append "Crouch_to_combat_stand_ar2" { blendlayer "oldidle_to_ar2" 0 0 0 0 local }
// SMG1 to crouch
$CombatStandCrouchTransition "Combat_stand_to_crouch_smg1" "Combat_stand_to_crouch.smd" "shooting_smg1" "crouching_smg1"
$append "Combat_stand_to_crouch_smg1" { blendlayer "oldidle_to_smg1" 0 0 0 0 local }
$CombatCrouchStandTransition "Crouch_to_combat_stand_smg1" "Crouch_to_combat_stand.smd" "crouching_smg1" "shooting_smg1"
$append "Crouch_to_combat_stand_smg1" { blendlayer "oldidle_to_smg1" 0 0 0 0 local }
// Shotgun to crouch
$GenericTransitionBlendToSMD "Combat_stand_to_crouch_sg" "CombatIdle1_SG" "Combat_stand_to_crouch.smd" "shooting_sg" "crouching_sg" 16
$GenericTransitionBlendFromSMD "Crouch_to_combat_stand_sg" "Crouch_to_combat_stand.smd" "CombatIdle1_SG" "crouching_sg" "shooting_sg" 15
// Pistol to crouch
$GenericTransitionBlend "Combat_stand_to_crouch_pistol" "Combat_stand_to_crouch.smd" "CombatIdle1_Pistol" "crouch_aim_pistol" "shooting_pistol" "crouching_pistol" 16
$GenericTransitionBlend "Crouch_to_combat_stand_pistol" "Crouch_to_combat_stand.smd" "crouch_aim_pistol" "CombatIdle1_Pistol" "crouching_pistol" "shooting_pistol" 15
// ----------------------------------------------------------------
// AR2 to cover
$GenericTransitionBlendFromSMD "crouch_to_cover_crouch_low_ar2" "CrouchIdle.smd" "cover_crouch_low" "crouching_ar2" "cover" 15
$GenericTransitionBlendFromSMD "combat_stand_to_cover_crouch_low_ar2" "Combat_stand_to_crouch.smd" "cover_crouch_low" "shooting_ar2" "cover" 16
$append "combat_stand_to_cover_crouch_low_ar2" { walkframe 7 LX }
// SMG1 to cover
$GenericTransitionBlendFromSMD "crouch_to_cover_crouch_low_smg1" "crouch_aim_sm1.smd" "cover_crouch_low" "crouching_smg1" "cover" 15
$GenericTransitionBlendFromSMD "combat_stand_to_cover_crouch_low_smg1" "Combat_stand_to_crouch.smd" "cover_crouch_low" "shooting_smg1" "cover" 16
$append "combat_stand_to_cover_crouch_low_smg1" { blendlayer "oldidle_to_smg1" 0 0 0 0 local walkframe 7 LX }
// Cover to AR2
$GenericTransitionBlendToSMD "cover_crouch_low_to_crouch_ar2" "cover_crouch_low" "CrouchIdle.smd" "cover" "crouching_ar2" 15
$GenericTransitionBlendToSMD "cover_crouch_low_to_combat_stand_ar2" "cover_crouch_low" "Crouch_to_combat_stand.smd" "cover" "shooting_ar2" 16
$append "cover_crouch_low_to_combat_stand_ar2" { walkframe 7 LX }
// Cover to SMG1
$GenericTransitionBlendToSMD "cover_crouch_low_to_crouch_smg1" "cover_crouch_low" "crouch_aim_sm1.smd" "cover" "crouching_smg1" 15
$GenericTransitionBlendToSMD "cover_crouch_low_to_combat_stand_smg1" "cover_crouch_low" "Crouch_to_combat_stand.smd" "cover" "shooting_smg1" 16
$append "cover_crouch_low_to_combat_stand_smg1" { blendlayer "oldidle_to_smg1" 0 0 0 0 local walkframe 7 LX }
// ----------------------------------------------------------------
$definemacro IdleToCombatStandTransition SeqName BaseFile StartNode EndNode HandsLayer AimLayer \\
$sequence $SeqName$ { \\
$BaseFile$ \\
activity "ACT_TRANSITION" 1 \\
transition $StartNode$ $EndNode$ \\
blendlayer $HandsLayer$ 0 0 0 0 local \\
blendlayer $AimLayer$ 0 8 19 19 local spline \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 0 0 0 4 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 0 0 0 4 \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 9 12 18 18 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 9 12 18 18 \\
}
$definemacro CombatToIdleStandTransition SeqName BaseFile StartNode EndNode HandsLayer AimLayer \\
$sequence $SeqName$ { \\
$BaseFile$ \\
activity "ACT_TRANSITION" 1 \\
transition $StartNode$ $EndNode$ \\
blendlayer $HandsLayer$ 0 0 0 0 local \\
blendlayer $AimLayer$ 0 0 0 25 local spline \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 0 0 10 14 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 0 0 0 2 \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 20 24 24 24 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 11 15 24 24 \\
}
// AR2 idle to combat
$IdleToCombatStandTransition "idle_to_combat_stand_ar2" "custom/idle_to_combat_stand.smd" "standing_ar2" "shooting_ar2" "oldidle_to_ar2" "Aim_stand_delta_all"
$CombatToIdleStandTransition "combat_stand_to_idle_ar2" "custom/combat_stand_to_idle.smd" "shooting_ar2" "standing_ar2" "oldidle_to_ar2" "Aim_stand_delta_all"
// AR2 idle stimulated to combat
$GenericTransitionBlendToSMD "idle_stimulated_to_combat_stand_ar2" "Idle2_AR2" "custom/idle_to_combat_stand.smd" "standing_alert_ar2" "shooting_ar2" 15
$GenericTransitionBlendFromSMD "combat_stand_to_idle_stimulated_ar2" "custom/combat_stand_to_idle.smd" "Idle2_AR2" "shooting_ar2" "standing_alert_ar2" 20
// AR2 idle to crouch
$GenericTransitionBlendFromSMD "idle_to_crouch_ar2" "custom/idle_to_combat_stand.smd" "Combat_stand_to_crouch" "standing_ar2" "crouching_ar2" 15
$GenericTransitionBlendToSMD "crouch_to_idle_ar2" "Crouch_to_combat_stand" "custom/combat_stand_to_idle.smd" "crouching_ar2" "standing_ar2" 20
// AR2 idle stimulated to crouch
$GenericTransitionBlendToSMD "idle_stimulated_to_crouch_ar2" "Idle2_AR2" "Combat_stand_to_crouch.smd" "standing_alert_ar2" "crouching_ar2" 15
$GenericTransitionBlendFromSMD "crouch_to_idle_stimulated_ar2" "Crouch_to_combat_stand.smd" "Idle2_AR2" "crouching_ar2" "standing_alert_ar2" 20
// ----------------------------------------------------------------
// SMG1 idle to combat
$IdleToCombatStandTransition "idle_to_combat_stand_smg1" "custom/idle_to_combat_stand.smd" "standing_smg1" "shooting_smg1" "ar2_to_smg1" "Aim_stand_delta_all"
$CombatToIdleStandTransition "combat_stand_to_idle_smg1" "custom/combat_stand_to_idle.smd" "shooting_smg1" "standing_smg1" "ar2_to_smg1" "Aim_stand_delta_all"
// ----------------------------------------------------------------
// Shotgun idle to combat
$GenericTransitionBlend "idle_to_combat_stand_shotgun" "custom/idle_to_combat_stand.smd" "Idle1_SG" "CombatIdle1_SG" "standing_sg" "shooting_sg" 15
$GenericTransitionBlend "combat_stand_to_idle_shotgun" "custom/combat_stand_to_idle.smd" "CombatIdle1_SG" "Idle1_SG" "shooting_sg" "standing_sg" 20
$GenericTransitionBlend "idle_to_crouch_shotgun" "custom/idle_to_combat_stand.smd" "Idle1_SG" "crouch_aim_ar2" "standing_sg" "crouching_sg" 15
$GenericTransitionBlend "crouch_to_idle_shotgun" "custom/combat_stand_to_idle.smd" "crouch_aim_ar2" "Idle1_SG" "crouching_sg" "standing_sg" 20
// ----------------------------------------------------------------
// Stubs
$CombatStandCrouchTransition "transition_stub_cs_to_c_ar2" "Combat_stand_to_crouch.smd" "shooting" "crouching_ar2"
$CombatStandCrouchTransition "transition_stub_cs_to_c_smg1" "Combat_stand_to_crouch.smd" "shooting" "crouching_smg1"
$GenericTransitionBlendToSMD "transition_stub_cs_to_c_sg" "CombatIdle1_SG" "Combat_stand_to_crouch.smd" "shooting" "crouching_sg" 16
$GenericTransitionBlend "transition_stub_cs_to_c_pistol" "Combat_stand_to_crouch.smd" "CombatIdle1_Pistol" "crouch_aim_pistol" "shooting" "crouching_pistol" 16
$append "transition_stub_cs_to_c_ar2" { hidden blendlayer "oldidle_to_ar2" 0 0 0 0 local }
$append "transition_stub_cs_to_c_smg1" { hidden blendlayer "oldidle_to_smg1" 0 0 0 0 local }
$append "transition_stub_cs_to_c_sg" { hidden walkframe 7 LX }
$append "transition_stub_cs_to_c_pistol" { hidden walkframe 7 LX }
$CombatCrouchStandTransition "transition_stub_c_to_cs_ar2" "Crouch_to_combat_stand.smd" "crouching" "shooting_ar2"
$CombatCrouchStandTransition "transition_stub_c_to_cs_smg1" "Crouch_to_combat_stand.smd" "crouching" "shooting_smg1"
$GenericTransitionBlendFromSMD "transition_stub_c_to_cs_sg" "Crouch_to_combat_stand.smd" "CombatIdle1_SG" "crouching" "shooting_sg" 16
$GenericTransitionBlend "transition_stub_c_to_cs_pistol" "Crouch_to_combat_stand.smd" "crouch_aim_pistol" "CombatIdle1_Pistol" "crouching" "shooting_pistol" 16
$append "transition_stub_c_to_cs_ar2" { hidden blendlayer "oldidle_to_ar2" 0 0 0 0 local }
$append "transition_stub_c_to_cs_smg1" { hidden blendlayer "oldidle_to_smg1" 0 0 0 0 local }
$append "transition_stub_c_to_cs_sg" { hidden walkframe 7 LX }
$append "transition_stub_c_to_cs_pistol" { hidden walkframe 7 LX }
// ----------------------------------------------------------------
$popd

View File

@ -7,6 +7,9 @@ $ModelName "combine_soldier_anims.mdl"
// Must be included
$include "BaseModel.qci"
$include "hl2mp_ported_anims/commonbones.qci"
$include "hl2mp_ported_anims/weaponmacros.qci"
$include "GenericWeightlists.qci"
$include "GenericAnimationMacros.qci"
$definebone "ValveBiped.Cod" "ValveBiped.Bip01_Pelvis" -0.044717 2.313936 4.661499 0 0 -2.250005 0 0 0 0 0 0
@ -16,10 +19,10 @@ $include "SoldierMoveAnims.qci"
$includemodel "combine_soldier_anims_original.mdl"
$include "combine_soldier_anims_DeclareSequence.qci"
$include "SoldierActivityFixes.qci"
$include "SoldierTransitions.qci"
$include "SoldierReadinessAnims.qci"
$include "hl2mp_ported_anims/weaponmacros.qci"
$pushd "male_shared_anims"
$include "DefaultHolster.qci"
$popd
@ -66,7 +69,6 @@ $include "BaseDI.qci"
// and makes soldiers susceptible to it.
//$include "AlyxDI.qci"
$include "GenericAnimationMacros.qci"
$include "SoldierSignals.qci"
$include "HunterRecvDI.qci"
@ -221,32 +223,45 @@ $include "CitizenPackage_Soldier.qci"
$include "CitizenSuitcase_Soldier.qci"
$popd
$include "CitizenRPG.qci"
$pushd "combine_soldier_anims_anims"
$include "SoldierWallCover.qci"
$popd
$include "CitizenRPG_Soldier.qci"
$include "PoliceMelee_Soldier.qci"
$sequence "melee_kick" {
"police_ss_anims\adoorkick.smd"
activity "ACT_MELEE_ATTACK2" 1
frame 0 45
fps 40
{ event 3 20 "" }
blendlayer $Blend_Idle_Default$ 0 0 1 7
blendlayer $Blend_Idle_Default$ 30 37 46 46
}
$sequence "melee_kick_scripted" {
"police_ss_anims\adoorkick.smd"
frame 0 40
fps 30
{ event 1003 20 "1" }
blendlayer $Blend_Idle_Default$ 0 0 1 7
blendlayer $Blend_Idle_Default$ 30 38 38 41 xfade
}
$include "SoldierCrouchMovement.qci"
$include "l4d1_ported_anims\L4D1_LadderClimb_Male.qci"
$include "l4d1_ported_anims\L4D1_PistolAnims.qci"
$include "NPCDoorAnims.qci"
// ================================================================
$include "ProtectedRun.qci"
$sequence "run_protected_all" {
"a_SoldierRunS"
"a_SoldierRunSE"
"a_SoldierRunE"
"a_SoldierRunNE"
"a_SoldierRunN"
"a_SoldierRunNW"
"a_SoldierRunW"
"a_SoldierRunSW"
"a_SoldierRunS"
$a_RunBlends
activity "ACT_RUN_PROTECTED" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_CombineS" }
{ event 6005 15 "NPC_CombineS" }
fadein 0.2
fadeout 0.2
blendlayer "layer_run_protected" 0 0 0 0 local
node "running"
}
@ -259,3 +274,5 @@ $append Heal {
activity "ACT_CIT_HEAL" 1
{ event AE_CITIZEN_HEAL 31 "" }
}
$include "SoldierAnimationNodes.qci"

View File

@ -4,12 +4,12 @@ $declaresequence "LH_attachment_Init"
//$declaresequence "Idle1"
//$declaresequence "Idle1_SMG1"
//$declaresequence "CombatIdle1"
$declaresequence "CombatIdle1_SG"
$declaresequence "CombatIdle1_SMG1"
//$declaresequence "CombatIdle1_SG"
//$declaresequence "CombatIdle1_SMG1"
$declaresequence "cower"
$declaresequence "CrouchIdle"
$declaresequence "crouch_aim_ar2"
$declaresequence "crouch_aim_sm1"
//$declaresequence "crouch_aim_ar2"
//$declaresequence "crouch_aim_sm1"
$declaresequence "flinchhead"
$declaresequence "flinchchest"
$declaresequence "flinchgut"
@ -27,82 +27,51 @@ $declaresequence "deathpose_back"
$declaresequence "deathpose_right"
$declaresequence "deathpose_left"
$declaresequence "bugbait_hit"
$declaresequence "cover_crouch"
$declaresequence "cover_crouch_low"
$declaresequence "cover_crouch_med"
$declaresequence "grenThrow"
$declaresequence "grenDrop"
$declaresequence "grenPlace"
$declaresequence "reload_low"
$declaresequence "reload"
//$declaresequence "cover_crouch"
//$declaresequence "cover_crouch_low"
//$declaresequence "cover_crouch_med"
//$declaresequence "grenThrow"
//$declaresequence "grenDrop"
//$declaresequence "grenPlace"
//$declaresequence "reload_low"
//$declaresequence "reload"
$declaresequence "gesture_reloadspine"
$declaresequence "gesture_reloadarms"
$declaresequence "gesture_reload"
$declaresequence "gesture_reload_SMG1spine"
$declaresequence "gesture_reload_SMG1arms"
$declaresequence "gesture_reload_SMG1"
$declaresequence "melee_gunhit"
//$declaresequence "melee_gunhit"
$declaresequence "rappelloop"
$declaresequence "shootSMG1s"
$declaresequence "shootSMG1c"
$declaresequence "shootAR2s"
$declaresequence "shootAR2c"
//$declaresequence "shootSMG1s"
//$declaresequence "shootSMG1c"
//$declaresequence "shootAR2s"
//$declaresequence "shootAR2c"
$declaresequence "shootAR2g"
$declaresequence "shootAR2alt"
//$declaresequence "shootAR2alt"
//$declaresequence "shootSGs"
//$declaresequence "shootSGc"
$sequence "shootSGs" {
"combine_soldier_anims_anims\shootSGs.smd"
activity "ACT_RANGE_ATTACK_SHOTGUN" 1
{ event 4 0 "" }
{ event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } // TODO: Is it a little extreme to add a new sound to an animation as frequent as this?
fadein 0.2
fadeout 0.2
addlayer "Aim_stand_delta_all_SG"
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 18 4.61 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 45 45 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -14.07 -4.91 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 45 45 target 2
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
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
}
$sequence "shootSGc" {
"combine_soldier_anims_anims\shootSGc.smd"
activity "ACT_RANGE_ATTACK_SHOTGUN_LOW" 1
{ event 4 0 "" }
{ event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } // TODO: Is it a little extreme to add a new sound to an animation as frequent as this?
fadein 0.2
fadeout 0.2
addlayer "Aim_crouch_delta_all"
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 18 5.59 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 45 45 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -10.25 -3.4 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 45 45 target 2
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
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
}
$declaresequence "signal_advance"
$declaresequence "signal_forward"
$declaresequence "signal_group"
$declaresequence "signal_halt"
$declaresequence "signal_left"
$declaresequence "signal_right"
$declaresequence "signal_takecover"
$declaresequence "Combat_stand_to_crouch"
$declaresequence "Crouch_to_combat_stand"
//$declaresequence "signal_advance"
//$declaresequence "signal_forward"
//$declaresequence "signal_group"
//$declaresequence "signal_halt"
//$declaresequence "signal_left"
//$declaresequence "signal_right"
//$declaresequence "signal_takecover"
//$declaresequence "Combat_stand_to_crouch"
//$declaresequence "Crouch_to_combat_stand"
$declaresequence "Aim_stand_delta_all"
$declaresequence "Aim_stand_delta_all_SG"
$declaresequence "Aim_crouch_delta_all"
$declaresequence "Crouch_RunALL"
$declaresequence "Crouch_WalkALL"
//$declaresequence "Crouch_RunALL"
//$declaresequence "Crouch_WalkALL"
$declaresequence "Aim_all"
$declaresequence "Aim_all_SG"
//$declaresequence "RunALL"
$declaresequence "layer_run_aiming"
$declaresequence "RunAIMALL1"
//$declaresequence "RunAIMALL1"
$declaresequence "layer_run_aiming_SG"
$declaresequence "RunAIMALL1_SG"
//$declaresequence "RunAIMALL1_SG"
$declaresequence "Run_turretCarry_Upperbody"
//$declaresequence "Run_turretCarry_ALL"
@ -260,11 +229,9 @@ $declaresequence "breen_grav_grab"
$declaresequence "breen_gravCarry_Idle"
$declaresequence "breen_grav_placeDesk"
//$declaresequence "WalkEasy_all"
$declaresequence "Idle_Unarmed"
$declaresequence "layer_walk_unarmed"
//$declaresequence "WalkUnarmed_all"
$declaresequence "WalkMarch_all"
$declaresequence "layer_walk_GravCarry"
$declaresequence "WalkGravCarry_all"

View File

@ -0,0 +1,815 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_L_Thigh" 0
2 "ValveBiped.Bip01_L_Calf" 1
3 "ValveBiped.Bip01_L_Foot" 2
4 "ValveBiped.Bip01_L_Toe0" 3
5 "ValveBiped.Bip01_R_Thigh" 0
6 "ValveBiped.Bip01_R_Calf" 5
7 "ValveBiped.Bip01_R_Foot" 6
8 "ValveBiped.Bip01_R_Toe0" 7
9 "ValveBiped.Bip01_Spine" 0
10 "ValveBiped.Bip01_Spine1" 9
11 "ValveBiped.Bip01_Spine2" 10
12 "ValveBiped.Bip01_Spine4" 11
13 "ValveBiped.Bip01_Neck1" 12
14 "ValveBiped.Bip01_Head1" 13
15 "ValveBiped.Bip01_L_Clavicle" 12
16 "ValveBiped.Bip01_L_UpperArm" 15
17 "ValveBiped.Bip01_L_Forearm" 16
18 "ValveBiped.Bip01_L_Hand" 17
19 "ValveBiped.Bip01_L_Finger2" 18
20 "ValveBiped.Bip01_L_Finger21" 19
21 "ValveBiped.Bip01_L_Finger22" 20
22 "ValveBiped.Bip01_L_Finger1" 18
23 "ValveBiped.Bip01_L_Finger11" 22
24 "ValveBiped.Bip01_L_Finger12" 23
25 "ValveBiped.Bip01_L_Finger0" 18
26 "ValveBiped.Bip01_L_Finger01" 25
27 "ValveBiped.Bip01_L_Finger02" 26
28 "ValveBiped.Bip01_R_Clavicle" 12
29 "ValveBiped.Bip01_R_UpperArm" 28
30 "ValveBiped.Bip01_R_Forearm" 29
31 "ValveBiped.Bip01_R_Hand" 30
32 "ValveBiped.Bip01_R_Finger2" 31
33 "ValveBiped.Bip01_R_Finger21" 32
34 "ValveBiped.Bip01_R_Finger22" 33
35 "ValveBiped.Bip01_R_Finger1" 31
36 "ValveBiped.Bip01_R_Finger11" 35
37 "ValveBiped.Bip01_R_Finger12" 36
38 "ValveBiped.Bip01_R_Finger0" 31
39 "ValveBiped.Bip01_R_Finger01" 38
40 "ValveBiped.Bip01_R_Finger02" 39
41 "ValveBiped.Cod" 0
42 "ValveBiped.Anim_Attachment_LH" 18
43 "ValveBiped.Anim_Attachment_RH" 31
end
skeleton
time 0
0 2.669608 2.224498 33.062843 1.535747 0.074968 -0.578035
1 3.890452 -0.000004 -0.000003 -2.120690 -0.691485 -1.062082
2 17.848175 0.000000 0.000000 0.000000 0.000000 0.722786
3 16.525249 0.000000 0.000000 -0.096828 -0.068839 -0.835171
4 6.879453 0.000000 0.000000 -0.007299 -0.002951 -0.584373
5 -3.890452 0.000004 0.000007 -1.426739 -0.102437 -1.812044
6 17.848171 0.000000 0.000000 0.000000 0.000000 0.882452
7 16.525257 0.000000 0.000000 0.345111 0.073461 -1.574667
8 6.879454 0.000000 0.000000 -0.081333 -0.002951 -0.584373
9 0.000005 3.345128 -2.981901 1.518780 -0.175540 1.400531
10 4.018331 0.000000 0.000000 -0.113620 0.054662 0.191192
11 3.518561 0.000000 0.000000 -0.090917 0.084767 0.280299
12 8.942642 0.000000 0.000000 -0.007137 0.016443 0.141032
13 3.307271 0.000000 0.000000 3.141590 0.000000 0.400478
14 3.593710 -0.000003 0.000000 0.887487 0.016873 0.517378
15 2.033346 1.000767 1.937660 0.194389 -1.479234 4.345117
16 6.028142 0.000002 0.000000 -2.595712 -0.892694 -0.098559
17 11.692556 0.000000 -0.000001 0.000000 0.000000 -1.133728
18 11.481671 0.000000 -0.000029 -0.506326 0.547771 -0.080981
19 3.883691 -0.046771 0.431443 0.096615 -0.011011 -0.677044
20 1.719575 0.000000 0.000000 0.055915 -0.087978 -1.150781
21 1.209183 -0.000001 0.000000 0.009316 -0.033629 -0.339470
22 3.859861 -0.137948 1.332466 0.537935 -0.132420 -0.946691
23 1.719428 0.000001 0.000000 0.023476 -0.208311 -0.755744
24 1.099667 0.000000 0.000000 0.026046 -0.124621 -0.538681
25 0.806048 -0.348922 1.321258 -1.269164 -0.727275 -0.266407
26 1.789783 0.000001 0.000001 -0.001067 -0.012843 -0.131867
27 1.207000 0.000000 0.000001 -0.000100 -0.003215 -0.064874
28 2.033354 1.000771 -1.937610 2.566870 1.060628 0.927272
29 6.028142 0.000004 0.000000 1.276439 1.139275 -1.053535
30 11.692552 0.000000 0.000002 0.000000 0.000000 -1.763230
31 11.481699 0.000000 0.000004 -0.881887 0.247866 0.537781
32 3.883657 -0.050329 -0.431043 0.047704 -0.153454 -0.767482
33 1.719576 0.000003 0.000000 -0.053883 0.078888 -1.553283
34 1.209180 -0.000001 0.000000 -0.013612 0.036967 -0.732282
35 3.859830 -0.148938 -1.331282 -0.332627 0.218366 0.154975
36 1.719426 0.000000 0.000000 -0.042634 0.220745 -0.851607
37 1.099666 0.000000 0.000000 0.008154 0.000000 0.000000
38 0.806017 -0.359836 -1.318334 0.415058 0.423434 -0.720789
39 1.789784 0.000000 -0.000001 0.015106 0.038911 0.767156
40 1.206998 0.000000 0.000000 0.004785 0.022541 0.418309
41 -0.044717 2.313936 4.661499 -0.186195 -0.229683 -0.040029
42 2.676088 -1.712442 0.000000 1.570797 0.000000 1.570797
43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
time 1
0 2.657889 2.169346 32.883150 1.534348 0.075131 -0.574778
1 3.890452 -0.000004 -0.000003 -2.123517 -0.704216 -1.053875
2 17.848175 0.000000 0.000000 0.000000 0.000000 0.752090
3 16.525249 0.000000 0.000000 -0.096473 -0.068125 -0.849286
4 6.879453 0.000000 0.000000 -0.007299 -0.002951 -0.584373
5 -3.890452 0.000004 0.000007 -1.434694 -0.102780 -1.810911
6 17.848171 0.000000 0.000000 0.000000 0.000000 0.897213
7 16.525257 0.000000 0.000000 0.346328 0.078729 -1.590799
8 6.879454 0.000000 0.000000 -0.081333 -0.002939 -0.582382
9 0.000005 3.345128 -2.981901 1.518780 -0.175557 1.400531
10 4.018331 0.000000 0.000000 -0.114005 0.053104 0.193179
11 3.518561 0.000000 0.000000 -0.093537 0.082382 0.282254
12 8.942642 0.000000 0.000000 -0.008635 0.016850 0.141019
13 3.307271 0.000000 0.000000 3.141590 0.000000 0.400478
14 3.593710 -0.000003 0.000000 0.888320 0.020564 0.520582
15 2.033346 1.000767 1.937660 0.197643 -1.480769 4.341765
16 6.028142 0.000002 0.000000 -2.576572 -0.872682 -0.122601
17 11.692556 0.000000 -0.000001 0.000000 0.000000 -1.194205
18 11.481671 0.000000 -0.000029 -0.467249 0.546318 -0.035805
19 3.883691 -0.046771 0.431443 0.096615 -0.011011 -0.677044
20 1.719575 0.000000 0.000000 0.055915 -0.087978 -1.150781
21 1.209183 -0.000001 0.000000 0.009316 -0.033629 -0.339470
22 3.859861 -0.137948 1.332466 0.537935 -0.132420 -0.946691
23 1.719428 0.000001 0.000000 0.023476 -0.208311 -0.755744
24 1.099667 0.000000 0.000000 0.026046 -0.124621 -0.538681
25 0.806048 -0.348922 1.321258 -1.269164 -0.727275 -0.266407
26 1.789783 0.000001 0.000001 -0.001067 -0.012843 -0.131867
27 1.207000 0.000000 0.000001 -0.000100 -0.003215 -0.064874
28 2.033354 1.000771 -1.937610 2.566870 1.060628 0.927272
29 6.028142 0.000004 0.000000 1.243009 1.114736 -1.080390
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time 2
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time 3
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time 4
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time 5
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time 6
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time 7
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time 14
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time 15
0 1.763330 -2.481868 16.730314 1.414634 0.085699 -0.291022
1 3.890452 -0.000004 -0.000003 -3.103169 -1.400716 0.178738
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43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
time 16
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1 3.890452 -0.000004 -0.000003 -3.025167 -1.402290 0.098793
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end

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,815 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_L_Thigh" 0
2 "ValveBiped.Bip01_L_Calf" 1
3 "ValveBiped.Bip01_L_Foot" 2
4 "ValveBiped.Bip01_L_Toe0" 3
5 "ValveBiped.Bip01_R_Thigh" 0
6 "ValveBiped.Bip01_R_Calf" 5
7 "ValveBiped.Bip01_R_Foot" 6
8 "ValveBiped.Bip01_R_Toe0" 7
9 "ValveBiped.Bip01_Spine" 0
10 "ValveBiped.Bip01_Spine1" 9
11 "ValveBiped.Bip01_Spine2" 10
12 "ValveBiped.Bip01_Spine4" 11
13 "ValveBiped.Bip01_Neck1" 12
14 "ValveBiped.Bip01_Head1" 13
15 "ValveBiped.Bip01_L_Clavicle" 12
16 "ValveBiped.Bip01_L_UpperArm" 15
17 "ValveBiped.Bip01_L_Forearm" 16
18 "ValveBiped.Bip01_L_Hand" 17
19 "ValveBiped.Bip01_L_Finger2" 18
20 "ValveBiped.Bip01_L_Finger21" 19
21 "ValveBiped.Bip01_L_Finger22" 20
22 "ValveBiped.Bip01_L_Finger1" 18
23 "ValveBiped.Bip01_L_Finger11" 22
24 "ValveBiped.Bip01_L_Finger12" 23
25 "ValveBiped.Bip01_L_Finger0" 18
26 "ValveBiped.Bip01_L_Finger01" 25
27 "ValveBiped.Bip01_L_Finger02" 26
28 "ValveBiped.Bip01_R_Clavicle" 12
29 "ValveBiped.Bip01_R_UpperArm" 28
30 "ValveBiped.Bip01_R_Forearm" 29
31 "ValveBiped.Bip01_R_Hand" 30
32 "ValveBiped.Bip01_R_Finger2" 31
33 "ValveBiped.Bip01_R_Finger21" 32
34 "ValveBiped.Bip01_R_Finger22" 33
35 "ValveBiped.Bip01_R_Finger1" 31
36 "ValveBiped.Bip01_R_Finger11" 35
37 "ValveBiped.Bip01_R_Finger12" 36
38 "ValveBiped.Bip01_R_Finger0" 31
39 "ValveBiped.Bip01_R_Finger01" 38
40 "ValveBiped.Bip01_R_Finger02" 39
41 "ValveBiped.Cod" 0
42 "ValveBiped.Anim_Attachment_LH" 18
43 "ValveBiped.Anim_Attachment_RH" 31
end
skeleton
time 0
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9 0.000005 3.345128 -2.981901 1.518780 -0.175557 1.400531
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25 0.806048 -0.348922 1.321258 -1.269164 -0.727275 -0.266407
26 1.789783 0.000001 0.000001 -0.001067 -0.012843 -0.131867
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36 1.719426 0.000000 0.000000 -0.042634 0.220745 -0.851607
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41 -0.044717 2.313936 4.661499 -0.368100 -0.459537 -0.010894
42 2.676088 -1.712442 0.000000 1.570797 0.000000 1.570797
43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
time 1
0 1.763330 -2.483029 16.745939 1.414634 0.085699 -0.291022
1 3.890452 -0.000004 -0.000003 -3.097250 -1.400668 0.172737
2 17.848175 0.000000 0.000000 0.000000 0.000000 2.143838
3 16.525249 0.000000 0.000000 -0.103438 0.022717 -1.348776
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6 17.848171 0.000000 0.000000 0.000000 0.000000 2.389530
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18 11.481671 0.000000 -0.000029 -0.359093 0.744768 0.136443
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28 2.033354 1.000771 -1.937610 2.566867 1.060627 0.927271
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33 1.719576 0.000003 0.000000 -0.053884 0.078890 -1.553283
34 1.209180 -0.000001 0.000000 -0.013612 0.036967 -0.732282
35 3.859830 -0.148938 -1.331282 -0.332627 0.218366 0.154975
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42 2.676088 -1.712442 0.000000 1.570797 0.000000 1.570797
43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
time 2
0 1.806300 -2.263580 16.855317 1.418451 0.085470 -0.300315
1 3.890452 -0.000004 -0.000003 -3.108557 -1.392610 0.181826
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5 -3.890452 0.000004 0.000007 -1.820763 -0.305533 -1.694977
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7 16.525257 0.000000 0.000000 0.256791 -0.236316 -1.203681
8 6.879454 0.000000 0.000000 -0.079548 -0.004665 -0.937106
9 0.000005 3.345128 -2.981901 1.518780 -0.175540 1.400531
10 4.018331 0.000000 0.000000 -0.141540 0.056915 0.242305
11 3.518561 0.000000 0.000000 -0.252580 0.033629 0.329216
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13 3.307271 0.000000 0.000000 3.141590 0.000000 0.400478
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time 3
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time 4
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time 5
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time 6
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time 7
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time 8
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end

View File

@ -0,0 +1,949 @@
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_L_Thigh" 0
2 "ValveBiped.Bip01_L_Calf" 1
3 "ValveBiped.Bip01_L_Foot" 2
4 "ValveBiped.Bip01_L_Toe0" 3
5 "ValveBiped.Bip01_R_Thigh" 0
6 "ValveBiped.Bip01_R_Calf" 5
7 "ValveBiped.Bip01_R_Foot" 6
8 "ValveBiped.Bip01_R_Toe0" 7
9 "ValveBiped.Bip01_Spine" 0
10 "ValveBiped.Bip01_Spine1" 9
11 "ValveBiped.Bip01_Spine2" 10
12 "ValveBiped.Bip01_Spine4" 11
13 "ValveBiped.Bip01_Neck1" 12
14 "ValveBiped.Bip01_Head1" 13
15 "ValveBiped.Bip01_L_Clavicle" 12
16 "ValveBiped.Bip01_L_UpperArm" 15
17 "ValveBiped.Bip01_L_Forearm" 16
18 "ValveBiped.Bip01_L_Hand" 17
19 "ValveBiped.Bip01_L_Finger2" 18
20 "ValveBiped.Bip01_L_Finger21" 19
21 "ValveBiped.Bip01_L_Finger22" 20
22 "ValveBiped.Bip01_L_Finger1" 18
23 "ValveBiped.Bip01_L_Finger11" 22
24 "ValveBiped.Bip01_L_Finger12" 23
25 "ValveBiped.Bip01_L_Finger0" 18
26 "ValveBiped.Bip01_L_Finger01" 25
27 "ValveBiped.Bip01_L_Finger02" 26
28 "ValveBiped.Anim_Attachment_LH" 18
29 "ValveBiped.Bip01_R_Clavicle" 12
30 "ValveBiped.Bip01_R_UpperArm" 29
31 "ValveBiped.Bip01_R_Forearm" 30
32 "ValveBiped.Bip01_R_Hand" 31
33 "ValveBiped.Bip01_R_Finger2" 32
34 "ValveBiped.Bip01_R_Finger21" 33
35 "ValveBiped.Bip01_R_Finger22" 34
36 "ValveBiped.Bip01_R_Finger1" 32
37 "ValveBiped.Bip01_R_Finger11" 36
38 "ValveBiped.Bip01_R_Finger12" 37
39 "ValveBiped.Bip01_R_Finger0" 32
40 "ValveBiped.Bip01_R_Finger01" 39
41 "ValveBiped.Bip01_R_Finger02" 40
42 "ValveBiped.Anim_Attachment_RH" 32
43 "ValveBiped.Cod" 0
end
skeleton
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time 1
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time 3
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time 4
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time 5
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time 6
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time 7
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time 8
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time 12
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time 15
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time 16
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time 17
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time 18
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time 19
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end

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,904 @@
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_L_Thigh" 0
2 "ValveBiped.Bip01_L_Calf" 1
3 "ValveBiped.Bip01_L_Foot" 2
4 "ValveBiped.Bip01_L_Toe0" 3
5 "ValveBiped.Bip01_R_Thigh" 0
6 "ValveBiped.Bip01_R_Calf" 5
7 "ValveBiped.Bip01_R_Foot" 6
8 "ValveBiped.Bip01_R_Toe0" 7
9 "ValveBiped.Bip01_Spine" 0
10 "ValveBiped.Bip01_Spine1" 9
11 "ValveBiped.Bip01_Spine2" 10
12 "ValveBiped.Bip01_Spine4" 11
13 "ValveBiped.Bip01_Neck1" 12
14 "ValveBiped.Bip01_Head1" 13
15 "ValveBiped.Bip01_L_Clavicle" 12
16 "ValveBiped.Bip01_L_UpperArm" 15
17 "ValveBiped.Bip01_L_Forearm" 16
18 "ValveBiped.Bip01_L_Hand" 17
19 "ValveBiped.Bip01_L_Finger2" 18
20 "ValveBiped.Bip01_L_Finger21" 19
21 "ValveBiped.Bip01_L_Finger22" 20
22 "ValveBiped.Bip01_L_Finger1" 18
23 "ValveBiped.Bip01_L_Finger11" 22
24 "ValveBiped.Bip01_L_Finger12" 23
25 "ValveBiped.Bip01_L_Finger0" 18
26 "ValveBiped.Bip01_L_Finger01" 25
27 "ValveBiped.Bip01_L_Finger02" 26
28 "ValveBiped.Anim_Attachment_LH" 18
29 "ValveBiped.Bip01_R_Clavicle" 12
30 "ValveBiped.Bip01_R_UpperArm" 29
31 "ValveBiped.Bip01_R_Forearm" 30
32 "ValveBiped.Bip01_R_Hand" 31
33 "ValveBiped.Bip01_R_Finger2" 32
34 "ValveBiped.Bip01_R_Finger21" 33
35 "ValveBiped.Bip01_R_Finger22" 34
36 "ValveBiped.Bip01_R_Finger1" 32
37 "ValveBiped.Bip01_R_Finger11" 36
38 "ValveBiped.Bip01_R_Finger12" 37
39 "ValveBiped.Bip01_R_Finger0" 32
40 "ValveBiped.Bip01_R_Finger01" 39
41 "ValveBiped.Bip01_R_Finger02" 40
42 "ValveBiped.Anim_Attachment_RH" 32
43 "ValveBiped.Cod" 0
end
skeleton
time 0
0 0.017183 -0.018379 37.699703 1.573086 0.000000 -0.056699
1 3.890452 -0.000010 -0.000003 -1.741992 -0.085487 -1.477335
2 17.848179 0.000002 0.000000 0.000000 -0.000000 0.366118
3 15.638503 -0.000001 0.000001 -0.046076 0.061893 -1.209170
4 7.109373 0.000000 0.000002 -0.007119 -0.003131 -0.631763
5 -3.890452 -0.000010 0.000007 -1.056964 0.050326 -1.514749
6 17.848167 0.000000 -0.000000 -0.000000 0.000000 0.220796
7 15.638515 0.000001 0.000001 -0.019489 0.005137 -1.226009
8 7.109375 0.000000 -0.000001 -0.081150 -0.003134 -0.631763
9 0.000005 3.345128 -2.981901 1.567482 0.068521 1.564960
10 4.018327 0.000002 -0.000000 -0.072165 -0.012752 0.053676
11 3.518561 -0.000000 0.000000 -0.058396 -0.015832 0.064300
12 8.942648 -0.000002 0.000000 0.032919 0.007047 0.160543
13 3.307270 0.000009 0.000000 3.141590 -0.000000 0.400478
14 3.593717 0.000004 -0.000000 0.171113 0.000816 0.401041
15 2.033208 0.999998 1.100586 -1.293393 -1.729718 -0.453189
16 6.809424 -0.000003 0.000000 -1.384539 -0.113459 -1.022959
17 12.391819 0.000000 -0.000005 0.022009 0.247319 -1.429333
18 9.337080 0.000002 -0.000035 -0.423133 -0.008905 -0.116371
19 4.453131 -0.071048 0.573729 0.631056 -0.066179 -1.134065
20 1.425772 0.000011 -0.000000 -0.053381 -0.063751 -0.136464
21 1.324221 -0.000007 -0.000003 0.009318 -0.033630 -0.575090
22 4.476563 -0.026356 1.583007 0.476660 -0.055423 -1.136100
23 1.341798 -0.000002 0.000000 -0.062817 -0.200109 -0.336225
24 1.225592 -0.000002 -0.000003 0.026046 -0.124621 -0.538681
25 2.630857 -0.344474 1.908201 -0.890867 -0.267627 -1.166175
26 1.057607 0.000004 -0.000001 0.015574 0.354585 -0.034917
27 0.778325 0.000001 -0.000006 -0.000472 0.006934 -0.135956
28 2.676086 -1.712450 0.000000 1.570797 -0.000000 1.570797
29 2.033361 1.000771 -1.101652 0.920315 1.817269 -0.744141
30 6.809412 0.000016 0.000000 0.832075 0.401557 -0.843060
31 12.391784 0.000003 0.000000 0.000000 0.000000 -1.631100
32 9.337106 0.000001 0.000006 -1.014170 -0.300659 0.059427
33 4.453125 -0.076347 -0.573251 -0.386562 0.126212 -1.146673
34 1.425775 -0.000000 -0.000010 -0.051400 0.078807 -1.521771
35 1.324211 0.000002 0.000007 -0.034697 0.051520 -1.200274
36 4.476564 -0.041040 -1.583022 -0.083014 0.164909 0.067474
37 1.341800 -0.000002 -0.000000 0.024529 0.136368 -0.478052
38 1.225587 -0.000006 -0.000001 -0.166396 0.224946 -1.318205
39 2.630864 -0.362311 -1.904308 1.070430 0.381350 -0.978489
40 1.059285 -0.000007 -0.000001 0.002184 0.017482 0.317171
41 0.778319 0.000002 0.000003 0.006479 0.026018 0.488055
42 2.676089 -1.712452 -0.000003 -1.570796 -0.000000 -1.570796
43 -0.044717 2.528782 4.661500 -0.026897 0.015422 0.043372
time 1
0 0.054818 0.013474 37.728039 1.573167 0.001266 -0.064063
1 3.890452 -0.000007 -0.000003 -1.743717 -0.099126 -1.472326
2 17.848171 0.000001 0.000001 -0.000000 -0.000000 0.396822
3 15.640343 -0.000001 0.000001 -0.046332 0.061690 -1.205079
4 7.106114 0.000000 0.000002 -0.007122 -0.003129 -0.631091
5 -3.890452 -0.000005 0.000007 -1.074351 0.034101 -1.515898
6 17.848171 -0.000000 0.000000 0.000000 -0.000000 0.235673
7 15.640356 0.000001 0.000001 -0.019133 0.007058 -1.235380
8 7.106115 0.000000 -0.000001 -0.081154 -0.003131 -0.631091
9 0.000005 3.345124 -2.981900 1.566231 0.065024 1.562663
10 4.018326 0.000001 0.000000 -0.072477 -0.011463 0.054146
11 3.518558 0.000000 0.000000 -0.058857 -0.014406 0.067362
12 8.942644 -0.000002 -0.000000 0.032351 0.007180 0.160266
13 3.307272 0.000009 0.000000 3.141590 -0.000000 0.400478
14 3.593722 -0.000003 0.000000 0.181269 0.001044 0.402691
15 2.033208 1.000010 1.112453 -1.301543 -1.727363 -0.444871
16 6.798349 -0.000005 0.000000 -1.379498 -0.197093 -0.968738
17 12.381905 -0.000000 -0.000005 0.017893 0.242364 -1.404391
18 9.367483 0.000004 -0.000033 -0.425347 -0.001938 -0.112621
19 4.445059 -0.070695 0.571712 0.623580 -0.065320 -1.127615
20 1.429939 0.000012 0.000001 -0.051836 -0.064056 -0.150845
21 1.322583 -0.000003 -0.000004 0.009318 -0.033629 -0.571750
22 4.467819 -0.027933 1.579454 0.477614 -0.056475 -1.133404
23 1.347160 -0.000002 0.000001 -0.061594 -0.200220 -0.342172
24 1.223804 -0.000000 -0.000003 0.026046 -0.124621 -0.538681
25 2.604986 -0.344534 1.899879 -0.893164 -0.269291 -1.160315
26 1.067993 0.000003 0.000001 0.014334 0.352109 -0.035244
27 0.784410 0.000003 -0.000006 -0.000467 0.006790 -0.134948
28 2.676087 -1.712445 0.000000 1.570797 0.000000 1.570797
29 2.033363 1.000770 -1.113503 0.890974 1.814377 -0.774099
30 6.798336 0.000006 0.000001 0.849595 0.429194 -0.853769
31 12.381877 0.000001 0.000003 0.054477 0.033764 -1.631783
32 9.367510 0.000001 0.000009 -1.015974 -0.294504 0.070100
33 4.445048 -0.075974 -0.571221 -0.381575 0.121484 -1.131995
34 1.429940 0.000001 -0.000004 -0.051435 0.078808 -1.522218
35 1.322580 0.000001 0.000002 -0.037963 0.051161 -1.200600
36 4.467816 -0.042569 -1.579442 -0.085123 0.164779 0.063637
37 1.347154 0.000001 -0.000004 0.024187 0.134418 -0.486794
38 1.223802 -0.000008 -0.000003 -0.164038 0.221757 -1.317750
39 2.604991 -0.362273 -1.895986 1.061112 0.382138 -0.974915
40 1.069641 -0.000001 -0.000004 0.002367 0.017785 0.319097
41 0.784396 -0.000004 0.000005 0.006455 0.025968 0.487066
42 2.676085 -1.712449 0.000007 -1.570796 -0.000000 -1.570796
43 -0.044717 2.525210 4.661500 -0.036282 0.011342 0.041981
time 2
0 0.157617 0.100482 37.795601 1.573295 0.004716 -0.084179
1 3.890452 -0.000006 -0.000003 -1.749132 -0.135488 -1.458630
2 17.848181 0.000003 0.000000 -0.000000 -0.000000 0.470038
3 15.653214 -0.000001 0.000001 -0.047386 0.059903 -1.193038
4 7.097211 -0.000000 0.000001 -0.007129 -0.003122 -0.629256
5 -3.890452 -0.000006 0.000007 -1.121698 -0.010001 -1.523411
6 17.848164 0.000000 0.000000 0.000000 -0.000000 0.287032
7 15.653227 0.000002 0.000001 -0.014634 0.011623 -1.257733
8 7.097213 -0.000000 0.000000 -0.081164 -0.003125 -0.629256
9 0.000005 3.345129 -2.981900 1.562897 0.055471 1.556392
10 4.018328 0.000001 -0.000000 -0.073530 -0.008184 0.056513
11 3.518560 -0.000000 0.000000 -0.060117 -0.010510 0.075727
12 8.942644 -0.000001 0.000000 0.030799 0.007544 0.159510
13 3.307269 0.000010 0.000000 3.141590 -0.000000 0.400478
14 3.593725 0.000007 0.000000 0.209011 0.001666 0.407197
15 2.033214 1.000041 1.144868 -1.325130 -1.720988 -0.420846
16 6.768095 -0.000005 0.000000 -1.409886 -0.407294 -0.841689
17 12.354817 -0.000003 0.000004 0.008078 0.229111 -1.344913
18 9.450531 -0.000001 -0.000032 -0.431131 0.017134 -0.102417
19 4.423008 -0.069759 0.566203 0.603147 -0.062987 -1.109990
20 1.441315 0.000008 0.000001 -0.047616 -0.064895 -0.190127
21 1.318134 -0.000005 -0.000003 0.009317 -0.033626 -0.562626
22 4.443936 -0.032255 1.569751 0.480206 -0.059357 -1.126041
23 1.361781 -0.000002 0.000000 -0.058254 -0.200525 -0.358418
24 1.218933 -0.000001 -0.000003 0.026046 -0.124621 -0.538681
25 2.534322 -0.344711 1.877150 -0.899464 -0.273757 -1.144266
26 1.096341 0.000000 -0.000003 0.010947 0.345344 -0.036137
27 0.801003 0.000001 -0.000005 -0.000453 0.006398 -0.132195
28 2.676086 -1.712446 0.000000 1.570797 -0.000000 1.570797
29 2.033357 1.000773 -1.145874 0.807338 1.807637 -0.859282
30 6.768083 0.000007 0.000001 0.892385 0.498904 -0.881864
31 12.354800 -0.000001 0.000010 0.184385 0.114278 -1.634239
32 9.450556 0.000003 0.000004 -1.020204 -0.277553 0.099060
33 4.422997 -0.074969 -0.565726 -0.367889 0.108643 -1.091846
34 1.441317 0.000003 -0.000007 -0.051531 0.078811 -1.523438
35 1.318126 0.000001 0.000007 -0.046883 0.050180 -1.201491
36 4.443936 -0.046746 -1.569703 -0.090864 0.164407 0.053155
37 1.361777 -0.000001 -0.000000 0.023253 0.129095 -0.510673
38 1.218926 -0.000008 -0.000002 -0.157599 0.213046 -1.316507
39 2.534327 -0.362178 -1.873303 1.035665 0.384264 -0.965138
40 1.097930 -0.000004 -0.000002 0.002867 0.018613 0.324357
41 0.800997 0.000001 0.000005 0.006389 0.025833 0.484366
42 2.676086 -1.712449 -0.000003 -1.570796 -0.000000 -1.570796
43 -0.044717 2.515830 4.661500 -0.063343 0.000640 0.038333
time 3
0 0.310424 0.229816 37.876247 1.573228 0.009817 -0.114085
1 3.890453 -0.000008 -0.000003 -1.759007 -0.187662 -1.438068
2 17.848183 0.000002 0.000000 -0.000000 -0.000000 0.557425
3 15.688160 -0.000000 0.000002 -0.049663 0.054771 -1.173390
4 7.083978 -0.000000 0.000000 -0.007140 -0.003111 -0.626528
5 -3.890452 -0.000009 0.000007 -1.190365 -0.075181 -1.543424
6 17.848169 0.000000 0.000000 -0.000000 0.000000 0.384961
7 15.688172 0.000001 0.000000 -0.000841 0.017039 -1.284424
8 7.083977 -0.000000 -0.000000 -0.081179 -0.003114 -0.626528
9 0.000005 3.345126 -2.981901 1.558162 0.041271 1.547080
10 4.018331 0.000001 0.000000 -0.075503 -0.003803 0.062211
11 3.518564 0.000000 0.000000 -0.061989 -0.004720 0.088160
12 8.942647 -0.000002 -0.000000 0.028493 0.008086 0.158387
13 3.307271 0.000007 -0.000000 3.141590 -0.000000 0.400478
14 3.593713 0.000002 -0.000001 0.250247 0.002590 0.413896
15 2.033219 1.000084 1.193051 -1.364176 -1.711684 -0.381198
16 6.723123 -0.000006 -0.000000 -1.538240 -0.665650 -0.671007
17 12.314577 -0.000001 -0.000005 -0.003636 0.209977 -1.273923
18 9.573974 -0.000004 -0.000035 -0.439010 0.045584 -0.087333
19 4.390232 -0.068363 0.558016 0.572737 -0.059554 -1.083779
20 1.458225 0.000008 -0.000004 -0.041346 -0.066158 -0.248516
21 1.311507 -0.000004 -0.000005 0.009316 -0.033622 -0.549063
22 4.408440 -0.038680 1.555336 0.484027 -0.063657 -1.115102
23 1.383510 0.000000 0.000000 -0.053289 -0.200980 -0.382566
24 1.211679 -0.000001 -0.000001 0.026046 -0.124621 -0.538681
25 2.429287 -0.344965 1.843371 -0.908892 -0.280188 -1.120304
26 1.138490 0.000000 -0.000002 0.005913 0.335290 -0.037465
27 0.825683 0.000003 -0.000006 -0.000432 0.005815 -0.128103
28 2.676087 -1.712448 0.000004 1.570797 -0.000000 1.570797
29 2.033362 1.000769 -1.193993 0.675234 1.801006 -0.993309
30 6.723113 0.000005 -0.000000 0.945221 0.590752 -0.922225
31 12.314547 0.000000 -0.000000 0.339436 0.210375 -1.639083
32 9.574001 0.000006 0.000008 -1.024624 -0.252058 0.141629
33 4.390219 -0.073472 -0.557539 -0.347369 0.089748 -1.032018
34 1.458228 0.000001 -0.000000 -0.051674 0.078816 -1.525252
35 1.311507 -0.000000 0.000008 -0.060142 0.048722 -1.202816
36 4.408437 -0.052958 -1.555207 -0.099345 0.163808 0.037575
37 1.383512 -0.000001 -0.000004 0.021863 0.121189 -0.546171
38 1.211676 -0.000004 0.000003 -0.148025 0.200098 -1.314660
39 2.429287 -0.362037 -1.839575 0.997857 0.387346 -0.950569
40 1.139975 -0.000001 0.000003 0.003610 0.019844 0.332176
41 0.825672 -0.000001 0.000002 0.006292 0.025631 0.480351
42 2.676087 -1.712448 0.000006 -1.570796 -0.000000 -1.570796
43 -0.044717 2.502666 4.661501 -0.106437 -0.014376 0.033214
time 4
0 0.498083 0.388648 37.943810 1.572728 0.016021 -0.150819
1 3.890453 -0.000008 -0.000003 -1.773993 -0.248680 -1.412319
2 17.848179 0.000002 -0.000000 -0.000000 -0.000000 0.630642
3 15.756207 -0.000000 0.000000 -0.053585 0.044540 -1.146466
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26 1.190245 0.000001 0.000000 -0.000270 0.322942 -0.039095
27 0.855984 0.000003 -0.000007 -0.000406 0.005099 -0.123078
28 2.676086 -1.712443 -0.000003 1.570797 -0.000000 1.570797
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30 6.667886 0.000010 0.000000 0.996700 0.685967 -0.967637
31 12.265121 0.000000 0.000004 0.469343 0.290889 -1.646927
32 9.725602 0.000002 0.000006 -1.027043 -0.220443 0.193242
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34 1.478997 0.000003 -0.000005 -0.051849 0.078822 -1.527479
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36 4.364842 -0.060584 -1.537413 -0.109674 0.162998 0.018442
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43 -0.044717 2.487749 4.661500 -0.163918 -0.031401 0.027411
time 5
0 0.705437 0.564149 37.972145 1.571646 0.022769 -0.191424
1 3.890453 -0.000002 -0.000003 -1.793971 -0.311619 -1.383163
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26 1.247433 0.000001 -0.000001 -0.007102 0.309298 -0.040897
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28 2.676086 -1.712445 -0.000002 1.570797 -0.000000 1.570797
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time 7
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time 8
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time 9
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time 10
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time 11
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time 15
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time 16
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time 17
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0 0.798457 2.224498 32.523764 1.528177 0.066097 -0.571329
1 3.890452 -0.000004 -0.000003 -2.075197 -0.627161 -1.055905
2 17.848175 0.000000 0.000000 0.000000 0.000000 0.656812
3 15.638504 0.000000 0.000000 -0.155932 -0.036197 -0.800521
@ -1128,7 +1128,7 @@ skeleton
42 2.676088 -1.712442 0.000000 1.570797 0.000000 1.570797
43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
time 24
0 -2.224498 0.743768 32.582360 1.528177 0.066097 0.999467
0 0.743768 2.224498 32.582360 1.528177 0.066097 -0.571329
1 3.890452 -0.000004 -0.000003 -2.072812 -0.621535 -1.058111
2 17.848175 0.000000 0.000000 0.000000 0.000000 0.646791
3 15.638504 0.000000 0.000000 -0.157247 -0.035236 -0.796239
@ -1173,7 +1173,7 @@ skeleton
42 2.676088 -1.712442 0.000000 1.570797 0.000000 1.570797
43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
time 25
0 -2.224498 0.689079 32.656581 1.528177 0.066097 0.999467
0 0.689079 2.224498 32.656581 1.528177 0.066097 -0.571329
1 3.890452 -0.000004 -0.000003 -2.069809 -0.614478 -1.061199
2 17.848175 0.000000 0.000000 0.000000 0.000000 0.633884
3 15.638504 0.000000 0.000000 -0.158597 -0.034248 -0.790687
@ -1218,7 +1218,7 @@ skeleton
42 2.676088 -1.712442 0.000000 1.570797 0.000000 1.570797
43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
time 26
0 -2.224498 0.630483 32.742521 1.528177 0.066097 0.999467
0 0.630483 2.224498 32.742521 1.528177 0.066097 -0.571329
1 3.890452 -0.000004 -0.000003 -2.066540 -0.606372 -1.064993
2 17.848175 0.000000 0.000000 0.000000 0.000000 0.618701
3 15.638504 0.000000 0.000000 -0.159877 -0.033287 -0.784065
@ -1263,7 +1263,7 @@ skeleton
42 2.676088 -1.712442 0.000000 1.570797 0.000000 1.570797
43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
time 27
0 -2.224498 0.579700 32.836274 1.528177 0.066097 0.999467
0 0.579700 2.224498 32.836274 1.528177 0.066097 -0.571329
1 3.890452 -0.000004 -0.000003 -2.063095 -0.597503 -1.069317
2 17.848175 0.000000 0.000000 0.000000 0.000000 0.601771
3 15.638504 0.000000 0.000000 -0.161050 -0.032436 -0.776640
@ -1308,7 +1308,7 @@ skeleton
42 2.676088 -1.712442 0.000000 1.570797 0.000000 1.570797
43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
time 28
0 -2.224498 0.532824 32.933933 1.528177 0.066097 0.999467
0 0.532824 2.224498 32.933933 1.528177 0.066097 -0.571329
1 3.890452 -0.000004 -0.000003 -2.059562 -0.588348 -1.073994
2 17.848175 0.000000 0.000000 0.000000 0.000000 0.584006
3 15.638504 0.000000 0.000000 -0.162045 -0.031695 -0.768680
@ -1353,7 +1353,7 @@ skeleton
42 2.676088 -1.712442 0.000000 1.570797 0.000000 1.570797
43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
time 29
0 -2.224498 0.493760 33.027686 1.528177 0.066097 0.999467
0 0.493760 2.224498 33.027686 1.528177 0.066097 -0.571329
1 3.890452 -0.000004 -0.000003 -2.056293 -0.579336 -1.078847
2 17.848175 0.000000 0.000000 0.000000 0.000000 0.566089
3 15.638504 0.000000 0.000000 -0.162755 -0.031146 -0.760585
@ -1398,7 +1398,7 @@ skeleton
42 2.676088 -1.712442 0.000000 1.570797 0.000000 1.570797
43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
time 30
0 -2.224498 0.470322 33.113626 1.528177 0.066097 0.999467
0 0.470322 2.224498 33.113626 1.528177 0.066097 -0.571329
1 3.890452 -0.000004 -0.000003 -2.053378 -0.570896 -1.083612
2 17.848175 0.000000 0.000000 0.000000 0.000000 0.549007
3 15.638504 0.000000 0.000000 -0.163182 -0.030844 -0.752826
@ -1443,7 +1443,7 @@ skeleton
42 2.676088 -1.712442 0.000000 1.570797 0.000000 1.570797
43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
time 31
0 -2.224498 0.458603 33.191753 1.528177 0.066097 0.999467
0 0.458603 2.224498 33.191753 1.528177 0.066097 -0.571329
1 3.890452 -0.000004 -0.000003 -2.050993 -0.563648 -1.088024
2 17.848175 0.000000 0.000000 0.000000 0.000000 0.533747
3 15.638504 0.000000 0.000000 -0.163253 -0.030789 -0.745802
@ -1488,7 +1488,7 @@ skeleton
42 2.676088 -1.712442 0.000000 1.570797 0.000000 1.570797
43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
time 32
0 -2.224498 0.466416 33.250349 1.528177 0.066097 0.999467
0 0.466416 2.224498 33.250349 1.528177 0.066097 -0.571329
1 3.890452 -0.000004 -0.000003 -2.049226 -0.558069 -1.091906
2 17.848175 0.000000 0.000000 0.000000 0.000000 0.521524
3 15.638504 0.000000 0.000000 -0.162862 -0.031091 -0.740049
@ -1533,7 +1533,7 @@ skeleton
42 2.676088 -1.712442 0.000000 1.570797 0.000000 1.570797
43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
time 33
0 -2.224498 0.497666 33.285506 1.528177 0.066097 0.999467
0 0.497666 2.224498 33.285506 1.528177 0.066097 -0.571329
1 3.890452 -0.000004 -0.000003 -2.048520 -0.555494 -1.094730
2 17.848175 0.000000 0.000000 0.000000 0.000000 0.514843
3 15.638504 0.000000 0.000000 -0.161831 -0.031832 -0.736705
@ -1578,7 +1578,7 @@ skeleton
42 2.676088 -1.712442 0.000000 1.570797 0.000000 1.570797
43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
time 34
0 -2.224498 0.560168 33.289413 1.528177 0.066097 0.999467
0 0.560168 2.224498 33.289413 1.528177 0.066097 -0.571329
1 3.890452 -0.000004 -0.000003 -2.049050 -0.556353 -1.096318
2 17.848175 0.000000 0.000000 0.000000 0.000000 0.514464
3 15.638504 0.000000 0.000000 -0.160161 -0.033095 -0.736303
@ -1623,7 +1623,7 @@ skeleton
42 2.676088 -1.712442 0.000000 1.570797 0.000000 1.570797
43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
time 35
0 -2.224498 0.642202 33.269881 1.528177 0.066097 0.999467
0 0.642202 2.224498 33.269881 1.528177 0.066097 -0.571329
1 3.890452 -0.000004 -0.000003 -2.050551 -0.559786 -1.096936
2 17.848175 0.000000 0.000000 0.000000 0.000000 0.518943
3 15.638504 0.000000 0.000000 -0.157993 -0.034687 -0.737976
@ -1668,7 +1668,7 @@ skeleton
42 2.676088 -1.712442 0.000000 1.570797 0.000000 1.570797
43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
time 36
0 -2.224498 0.732049 33.234723 1.528177 0.066097 0.999467
0 0.732049 2.224498 33.234723 1.528177 0.066097 -0.571329
1 3.890452 -0.000004 -0.000003 -2.052583 -0.564888 -1.096848
2 17.848175 0.000000 0.000000 0.000000 0.000000 0.526611
3 15.638504 0.000000 0.000000 -0.155576 -0.036499 -0.741187
@ -1713,7 +1713,7 @@ skeleton
42 2.676088 -1.712442 0.000000 1.570797 0.000000 1.570797
43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
time 37
0 -2.224498 0.825801 33.191753 1.528177 0.066097 0.999467
0 0.825801 2.224498 33.191753 1.528177 0.066097 -0.571329
1 3.890452 -0.000004 -0.000003 -2.054880 -0.570848 -1.096230
2 17.848175 0.000000 0.000000 0.000000 0.000000 0.536025
3 15.638504 0.000000 0.000000 -0.153088 -0.038311 -0.745133
@ -1758,7 +1758,7 @@ skeleton
42 2.676088 -1.712442 0.000000 1.570797 0.000000 1.570797
43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
time 38
0 -2.224498 0.915648 33.144877 1.528177 0.066097 0.999467
0 0.915648 2.224498 33.144877 1.528177 0.066097 -0.571329
1 3.890452 -0.000004 -0.000003 -2.057265 -0.576808 -1.095348
2 17.848175 0.000000 0.000000 0.000000 0.000000 0.545515
3 15.638504 0.000000 0.000000 -0.150778 -0.040013 -0.749214
@ -1803,7 +1803,7 @@ skeleton
42 2.676088 -1.712442 0.000000 1.570797 0.000000 1.570797
43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
time 39
0 -2.224498 0.989869 33.101907 1.528177 0.066097 0.999467
0 0.989869 2.224498 33.101907 1.528177 0.066097 -0.571329
1 3.890452 -0.000004 -0.000003 -2.059385 -0.581958 -1.094465
2 17.848175 0.000000 0.000000 0.000000 0.000000 0.553942
3 15.638504 0.000000 0.000000 -0.148859 -0.041413 -0.752759
@ -1848,7 +1848,7 @@ skeleton
42 2.676088 -1.712442 0.000000 1.570797 0.000000 1.570797
43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
time 40
0 -2.224498 1.040652 33.074562 1.528177 0.066097 0.999467
0 1.040652 2.224498 33.074562 1.528177 0.066097 -0.571329
1 3.890452 -0.000004 -0.000003 -2.060798 -0.585582 -1.093759
2 17.848175 0.000000 0.000000 0.000000 0.000000 0.559863
3 15.638504 0.000000 0.000000 -0.147544 -0.042374 -0.755301
@ -1893,7 +1893,7 @@ skeleton
42 2.676088 -1.712442 0.000000 1.570797 0.000000 1.570797
43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
time 41
0 -2.224498 1.060184 33.062843 1.528177 0.066097 0.999467
0 1.060184 2.224498 33.062843 1.528177 0.066097 -0.571329
1 3.890452 -0.000004 -0.000003 -2.061417 -0.586965 -1.093495
2 17.848175 0.000000 0.000000 0.000000 0.000000 0.562141
3 15.638504 0.000000 0.000000 -0.147082 -0.042731 -0.756237

View File

@ -8,12 +8,23 @@ $modelname "Humans\female_shared.mdl"
$include "BaseModel.qci"
$include "hl2mp_ported_anims/commonbones_female.qci"
$include "hl2mp_ported_anims/weaponmacros.qci"
$include "hl2mp_ported_anims/player_macros.qci"
$include "GenericWeightlists.qci"
$include "GenericAnimationMacros.qci"
$include "FemaleCitizenMoveAnims.qci"
$includemodel "humans/female_shared_original.mdl"
$include "female_shared_DeclareSequence.qci"
$pushd "female_shared_anims"
$include "CitizenActivityFixes.qci"
$popd
// A quick way of retargeting male animations to the female skeleton.
$weightlist "MaleToFemaleWeights" { "ValveBiped.Bip01_Pelvis" 1 "ValveBiped.Bip01_L_UpperArm" 0 "ValveBiped.Bip01_R_UpperArm" 0 }
$sequence "male_to_female_layer_base" "male_shared_anims\ragdoll.smd" hidden
$sequence "male_to_female_layer" "female_shared_anims\ragdoll.smd" weightlist "MaleToFemaleWeights" subtract "male_to_female_layer_base" 0 delta hidden
// ================================================================
//
@ -24,7 +35,6 @@ $include "NewPistolAnimations_FemaleCitizen.qci"
$include "NewPistolAnimations_357_FemaleCitizen.qci"
// ================================================================
$sequence "MeleeAttack01_Act" {
"female_shared_anims\MeleeAttack01.smd"
activity "ACT_MELEE_ATTACK1" 1
@ -66,7 +76,6 @@ $include "AlyxBlindfire.qci"
$include "AlyxHolster.qci"
$include "Rappel.qci"
$include "GenericAnimationMacros.qci"
$include "SoldierSignals.qci"
// Soldiers' original signals had a FPS of 48
@ -149,10 +158,24 @@ $include "ArrestAnims.qci"
$include "CitizenPackageRun_Female.qci"
$include "CitizenSuitcase_FemaleCitizen.qci"
$definevariable PistolIdleLayer "Idle_Pistol_Layer2"
$definevariable PistolIdleLowLayer "Idle_Pistol_Layer2"
$definevariable PistolCrouchAimLayer "Idle_Pistol_Layer3"
$definevariable PistolAimLayer "layer_Aim_p_all"
$include "CitizenWallCover.qci"
$include "CitizenCrouchMovement.qci"
$popd
$include "l4d1_ported_anims\L4D1_LadderClimb_Female.qci"
$include "NPCDoorAnims.qci"
// Converts certain sequences from the above files to the female skeleton
// (Keep this at the bottom!)
$include "FemaleCitizenConversions.qci"
$KeyValues
{
dynamic_interactions

View File

@ -10,7 +10,7 @@ $declaresequence "idlenoise"
$declaresequence "LineIdle01"
$declaresequence "LineIdle02"
$declaresequence "LineIdle03"
$declaresequence "Crouch_idleD"
//$declaresequence "Crouch_idleD"
$declaresequence "layer_crouch_walk_no_weapon"
$declaresequence "layer_crouch_run_no_weapon"
$declaresequence "walk_all_Moderate"
@ -19,8 +19,8 @@ $declaresequence "run_all"
$declaresequence "Crouch_walk_all"
$declaresequence "crouch_run_all_delta"
$declaresequence "crouchRUNALL1"
$declaresequence "Stand_to_crouch"
$declaresequence "Crouch_to_stand"
//$declaresequence "Stand_to_crouch"
//$declaresequence "Crouch_to_stand"
$declaresequence "Open_door_away"
$declaresequence "Open_door_towards_right"
$declaresequence "Open_door_towards_left"
@ -64,7 +64,7 @@ $declaresequence "ThrowItem"
$declaresequence "Heal"
$declaresequence "Wave"
$declaresequence "Wave_close"
$declaresequence "crouchidlehide"
//$declaresequence "crouchidlehide"
$declaresequence "Fear_Reaction"
$declaresequence "Fear_Reaction_Idle"
$declaresequence "cower"
@ -191,10 +191,10 @@ $declaresequence "CrouchDToStand"
$declaresequence "StandToCrouchD"
$declaresequence "CrouchDToCrouchShoot"
$declaresequence "CrouchShootToCrouchD"
$declaresequence "Cover_R"
$declaresequence "Cover_L"
$declaresequence "CoverLow_R"
$declaresequence "CoverLow_L"
//$declaresequence "Cover_R" // See "CitizenWallCover.qci"
//$declaresequence "Cover_L" // See "CitizenWallCover.qci"
//$declaresequence "CoverLow_R" // See "CitizenWallCover.qci"
//$declaresequence "CoverLow_L" // See "CitizenWallCover.qci"
$declaresequence "Cover_LToShootSMG1"
$declaresequence "Cover_RToShootSMG1"
$declaresequence "CoverLow_LToShootSMG1"

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View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
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1 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
2 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
3 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
4 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
5 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
6 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
7 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
8 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
9 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
10 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
11 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
12 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
13 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
14 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
15 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
16 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
17 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
18 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
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20 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
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22 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
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24 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
25 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
26 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
27 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
28 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
29 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
30 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
31 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
32 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
33 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
34 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
35 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
36 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
37 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
38 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
39 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
40 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
41 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
42 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
43 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
44 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
45 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
46 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
47 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
48 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
49 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
50 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
51 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
52 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
53 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
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end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.246200 0.129094 -1.664570
end

View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
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end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.228568 0.041573 -1.643036
end

View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
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end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.251560 -0.110075 -1.505507
end

View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
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end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.000000 0.000000 -1.570796
end

View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
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end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.324934 -0.027228 -1.618480
end

View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
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end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.344214 -0.015337 -1.544559
end

View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
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end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.366940 -0.014356 -1.568787
end

View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
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26 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
27 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
28 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
29 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
30 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
31 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
32 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
33 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
34 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
35 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
36 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
37 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
38 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
39 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
40 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
41 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
42 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
43 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
44 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
45 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
46 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
47 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
48 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
49 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
50 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
51 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
52 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
53 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
54 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
55 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.306118 -0.190914 -1.497360
end

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View File

@ -0,0 +1,224 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
56 "ValveBiped.Bip01_L_Trapezius" 8
57 "ValveBiped.Bip01_L_Ulna" 10
58 "ValveBiped.Bip01_R_Ulna" 15
59 "ValveBiped.Bip01_L_Wrist" 10
60 "ValveBiped.Bip01_L_Bicep" 9
61 "ValveBiped.Bip01_L_Latt" 3
62 "ValveBiped.Bip01_L_Pectoral" 3
63 "ValveBiped.Bip01_R_Elbow" 14
64 "ValveBiped.Bip01_R_Pectoral" 3
65 "ValveBiped.Bip01_R_Latt" 3
66 "ValveBiped.Bip01_L_Shoulder" 9
67 "ValveBiped.Bip01_R_Wrist" 15
68 "ValveBiped.Bip01_L_Elbow" 9
69 "ValveBiped.Bip01_R_Trapezius" 13
70 "ValveBiped.Bip01_R_Shoulder" 14
71 "ValveBiped.Bip01_R_Bicep" 14
end
skeleton
time 0
0 -0.003280 -0.785175 37.913784 1.570796 0.000000 0.000000
1 0.000005 4.212784 -1.689857 1.570796 -0.027977 1.570796
2 3.837408 0.000000 0.000000 0.000000 0.000000 -0.112614
3 3.617871 0.000000 0.000000 0.000000 0.000000 -0.012635
4 7.539782 0.000000 0.000000 0.000000 0.000000 0.155813
5 3.178295 0.000000 0.000000 3.141590 0.000000 0.224127
6 2.970273 0.000000 0.000000 0.000000 0.000000 0.109880
7 0.000001 0.000000 0.000000 -1.570796 0.000000 -1.326450
8 2.023707 0.907460 0.852579 1.638357 -1.334136 2.900115
9 4.983667 -0.000001 0.000000 -1.519083 0.217476 -0.750734
10 11.123056 0.000000 -0.000003 0.000000 0.000000 -0.103137
11 11.208307 -0.000001 -0.000001 1.505416 -0.038605 0.036303
12 2.676090 -1.712445 0.000000 1.570797 0.000000 1.570797
13 2.023710 0.907462 -0.852528 -1.710117 1.334139 2.900105
14 4.983665 -0.000001 0.000000 1.572275 -0.168258 -0.760930
15 11.123055 0.000001 0.000006 0.000000 0.000000 -0.103137
16 11.208299 0.000000 0.000005 -1.496970 0.038596 0.036303
17 2.676092 -1.712445 0.000000 -1.570796 0.000000 -1.570795
18 3.984014 -0.000004 -0.000003 -1.570796 0.051767 -1.611082
19 15.940010 0.000000 0.000000 0.000000 0.000000 0.051654
20 17.709562 0.000000 0.000000 0.009640 -0.065921 -1.084062
21 7.239185 0.000001 0.000000 -0.007275 -0.002973 -0.591346
22 -3.984013 0.000007 0.000007 -1.570796 0.051767 -1.530513
23 15.940014 0.000000 0.000000 0.000000 0.000000 0.051654
24 17.709555 0.000000 0.000000 0.000891 0.065907 -1.086450
25 7.227464 0.000000 0.000000 -0.081311 -0.002973 -0.588959
26 3.643000 0.077725 -1.395717 -0.235783 0.220369 -0.034100
27 0.859615 0.000001 0.000000 -0.000010 0.097590 -0.319280
28 0.664375 0.000000 0.000000 0.000002 0.087709 -0.302961
29 3.905048 0.033172 -0.533660 -0.076341 0.127073 -0.093475
30 1.186487 -0.000002 0.000000 0.000009 0.027094 -0.198013
31 0.897499 -0.000001 0.000000 0.000012 0.039462 -0.296807
32 3.678658 -0.031052 0.528430 0.089863 -0.028725 -0.112460
33 1.623928 0.000001 0.000000 0.000004 -0.004618 -0.241685
34 1.020124 0.000000 0.000000 -0.000011 -0.005804 -0.314980
35 3.709706 -0.079761 1.329728 0.310176 -0.267122 -0.068333
36 1.328212 -0.000002 0.000000 0.000003 -0.069269 -0.291437
37 0.897403 0.000001 0.000000 0.000000 -0.069720 -0.307467
38 0.817546 -0.508928 1.154933 -1.343011 -0.576934 -0.553889
39 1.221124 0.000001 0.000000 0.000000 0.002024 -0.043589
40 1.240631 -0.000001 0.000000 0.000000 0.013129 -0.286815
41 3.643027 0.090310 1.393918 0.234968 -0.220645 -0.032207
42 0.859616 -0.000001 0.000001 0.000010 -0.100035 -0.318537
43 0.664374 -0.000001 0.000000 -0.000002 -0.089938 -0.302325
44 3.905061 0.039331 0.531306 0.076173 -0.127864 -0.092397
45 1.186484 -0.000001 0.000000 -0.000009 -0.028724 -0.197785
46 0.897498 0.000000 0.000000 -0.000012 -0.041847 -0.296495
47 3.678656 -0.035553 -0.529785 -0.089863 0.027766 -0.112688
48 1.623926 -0.000001 0.000000 -0.000004 0.002616 -0.241721
49 1.020123 0.000001 0.000000 0.000011 0.003287 -0.315015
50 3.709687 -0.090361 -1.329624 -0.310584 0.266534 -0.070622
51 1.328211 0.000002 0.000000 -0.000004 0.066872 -0.291977
52 0.897406 -0.000002 0.000000 0.000000 0.067299 -0.307982
53 0.817520 -0.519489 -1.152394 1.340170 0.572463 -0.558527
54 1.221121 0.000001 0.000000 0.000000 -0.002263 -0.043577
55 1.240630 0.000002 -0.000001 0.000000 -0.014735 -0.286743
56 4.271700 0.000002 0.000000 0.000000 0.000000 0.000000
57 5.604152 0.000000 0.000001 -0.030876 0.000000 0.000000
58 5.604152 0.000000 0.000002 0.034930 -0.000001 0.000000
59 11.208302 -0.000001 -0.000001 -0.057543 0.000000 0.000000
60 5.560002 -0.700001 -0.500002 0.000000 0.000000 0.000000
61 2.132021 1.532022 5.000000 0.000000 0.000000 0.000000
62 2.000000 4.938046 2.578000 0.000000 0.000000 0.000000
63 11.123055 0.000001 0.000006 0.000000 0.000000 -0.100063
64 1.999999 4.938041 -2.578000 0.000000 0.000000 0.000000
65 2.132021 1.532021 -5.000000 0.000000 0.000000 0.000000
66 1.500000 0.000000 -0.000001 0.000000 0.000000 0.000000
67 11.208301 0.000000 0.000003 0.065171 -0.000001 0.000000
68 11.123056 0.000000 -0.000003 0.000000 0.000000 -0.100081
69 4.271699 0.000000 0.000000 0.000000 0.000000 0.000000
70 1.500001 0.000000 0.000001 0.000000 0.000000 0.000000
71 5.560004 -0.700000 0.500003 0.000000 0.000000 0.000000
time 1
0 -0.003280 -0.785175 37.913784 1.570796 0.000000 0.000000
1 0.000005 4.212784 -1.689857 1.570796 -0.027977 1.570796
2 3.837408 0.000000 0.000000 0.000000 0.000000 -0.112614
3 3.617871 0.000000 0.000000 0.000000 0.000000 -0.012635
4 7.539782 0.000000 0.000000 0.000000 0.000000 0.155813
5 3.178295 0.000000 0.000000 3.141590 0.000000 0.224127
6 2.970273 0.000000 0.000000 0.000000 0.000000 0.109880
7 0.000001 0.000000 0.000000 -1.570796 0.000000 -1.326450
8 2.023707 0.907460 0.852579 1.638357 -1.334136 2.900115
9 4.983667 -0.000001 0.000000 -1.519083 0.217476 -0.750734
10 11.123056 0.000000 -0.000003 0.000000 0.000000 -0.103137
11 11.208307 -0.000001 -0.000001 1.505416 -0.038605 0.036303
12 2.676090 -1.712445 0.000000 1.570797 0.000000 1.570797
13 2.023710 0.907462 -0.852528 -1.710117 1.334139 2.900105
14 4.983665 -0.000001 0.000000 1.572275 -0.168258 -0.760930
15 11.123055 0.000001 0.000006 0.000000 0.000000 -0.103137
16 11.208299 0.000000 0.000005 -1.496970 0.038596 0.036303
17 2.676092 -1.712445 0.000000 -1.570796 0.000000 -1.570795
18 3.984014 -0.000004 -0.000003 -1.570796 0.051767 -1.611082
19 15.940010 0.000000 0.000000 0.000000 0.000000 0.051654
20 17.709562 0.000000 0.000000 0.009640 -0.065921 -1.084062
21 7.239185 0.000001 0.000000 -0.007275 -0.002973 -0.591346
22 -3.984013 0.000007 0.000007 -1.570796 0.051767 -1.530513
23 15.940014 0.000000 0.000000 0.000000 0.000000 0.051654
24 17.709555 0.000000 0.000000 0.000891 0.065907 -1.086450
25 7.227464 0.000000 0.000000 -0.081311 -0.002973 -0.588959
26 3.643000 0.077725 -1.395717 -0.235783 0.220369 -0.034100
27 0.859615 0.000001 0.000000 -0.000010 0.097590 -0.319280
28 0.664375 0.000000 0.000000 0.000002 0.087709 -0.302961
29 3.905048 0.033172 -0.533660 -0.076341 0.127073 -0.093475
30 1.186487 -0.000002 0.000000 0.000009 0.027094 -0.198013
31 0.897499 -0.000001 0.000000 0.000012 0.039462 -0.296807
32 3.678658 -0.031052 0.528430 0.089863 -0.028725 -0.112460
33 1.623928 0.000001 0.000000 0.000004 -0.004618 -0.241685
34 1.020124 0.000000 0.000000 -0.000011 -0.005804 -0.314980
35 3.709706 -0.079761 1.329728 0.310176 -0.267122 -0.068333
36 1.328212 -0.000002 0.000000 0.000003 -0.069269 -0.291437
37 0.897403 0.000001 0.000000 0.000000 -0.069720 -0.307467
38 0.817546 -0.508928 1.154933 -1.343011 -0.576934 -0.553889
39 1.221124 0.000001 0.000000 0.000000 0.002024 -0.043589
40 1.240631 -0.000001 0.000000 0.000000 0.013129 -0.286815
41 3.643027 0.090310 1.393918 0.234968 -0.220645 -0.032207
42 0.859616 -0.000001 0.000001 0.000010 -0.100035 -0.318537
43 0.664374 -0.000001 0.000000 -0.000002 -0.089938 -0.302325
44 3.905061 0.039331 0.531306 0.076173 -0.127864 -0.092397
45 1.186484 -0.000001 0.000000 -0.000009 -0.028724 -0.197785
46 0.897498 0.000000 0.000000 -0.000012 -0.041847 -0.296495
47 3.678656 -0.035553 -0.529785 -0.089863 0.027766 -0.112688
48 1.623926 -0.000001 0.000000 -0.000004 0.002616 -0.241721
49 1.020123 0.000001 0.000000 0.000011 0.003287 -0.315015
50 3.709687 -0.090361 -1.329624 -0.310584 0.266534 -0.070622
51 1.328211 0.000002 0.000000 -0.000004 0.066872 -0.291977
52 0.897406 -0.000002 0.000000 0.000000 0.067299 -0.307982
53 0.817520 -0.519489 -1.152394 1.340170 0.572463 -0.558527
54 1.221121 0.000001 0.000000 0.000000 -0.002263 -0.043577
55 1.240630 0.000002 -0.000001 0.000000 -0.014735 -0.286743
56 4.271700 0.000002 0.000000 0.000000 0.000000 0.000000
57 5.604152 0.000000 0.000001 -0.030876 0.000000 0.000000
58 5.604152 0.000000 0.000002 0.034930 -0.000001 0.000000
59 11.208302 -0.000001 -0.000001 -0.057543 0.000000 0.000000
60 5.560002 -0.700001 -0.500002 0.000000 0.000000 0.000000
61 2.132021 1.532022 5.000000 0.000000 0.000000 0.000000
62 2.000000 4.938046 2.578000 0.000000 0.000000 0.000000
63 11.123055 0.000001 0.000006 0.000000 0.000000 -0.100063
64 1.999999 4.938041 -2.578000 0.000000 0.000000 0.000000
65 2.132021 1.532021 -5.000000 0.000000 0.000000 0.000000
66 1.500000 0.000000 -0.000001 0.000000 0.000000 0.000000
67 11.208301 0.000000 0.000003 0.065171 -0.000001 0.000000
68 11.123056 0.000000 -0.000003 0.000000 0.000000 -0.100081
69 4.271699 0.000000 0.000000 0.000000 0.000000 0.000000
70 1.500001 0.000000 0.000001 0.000000 0.000000 0.000000
71 5.560004 -0.700000 0.500003 0.000000 0.000000 0.000000
end

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@ -8,6 +8,9 @@ $modelname "Humans\male_shared.mdl"
$include "BaseModel.qci"
$include "hl2mp_ported_anims/commonbones.qci"
$include "hl2mp_ported_anims/weaponmacros.qci"
$include "hl2mp_ported_anims/player_macros.qci"
$include "GenericWeightlists.qci"
$include "GenericAnimationMacros.qci"
// Used to compile new movement animations since $declareanimation doesn't work
// (TODO: Is there a possible IK issue in here?)
@ -16,6 +19,10 @@ $include "MaleCitizenMoveAnims.qci"
$includemodel "humans/male_shared_original.mdl"
$include "male_shared_DeclareSequence.qci"
$pushd "male_shared_anims"
$include "CitizenActivityFixes.qci"
$popd
// ================================================================
//
@ -72,7 +79,6 @@ $include "OnFirePolice.qci"
$include "AlyxBlindfire.qci"
$include "Rappel.qci"
$include "GenericAnimationMacros.qci"
$include "SoldierSignals.qci"
// Soldiers' original signals had a FPS of 48
@ -160,11 +166,21 @@ $pushd "male_shared_anims"
$include "ArrestAnims.qci"
$include "CitizenPackageRun_Male.qci"
$definevariable PistolIdleLayer "Idle_Pistol_Layer4"
$definevariable PistolIdleLowLayer "Idle_Pistol_Layer4"
$definevariable PistolCrouchAimLayer "Crouch_Pistol_Layer"
$definevariable PistolAimLayer "pistol_Aim_all"
$include "CitizenWallCover.qci"
$include "CitizenCrouchMovement.qci"
$popd
$include "l4d1_ported_anims\L4D1_LadderClimb_Male.qci"
$include "l4d1_ported_anims\L4D1_PistolAnims.qci"
$include "NPCDoorAnims.qci"
$weightlist "weights_layer_luggage_run" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
@ -192,15 +208,15 @@ $sequence "layer_luggage_run" {
}
$sequence "luggage_run_all" {
"a_MaleCitizenRunS"
"a_MaleCitizenRunSE"
"a_MaleCitizenRunE"
"a_MaleCitizenRunNE"
"a_MaleCitizenRunN" // a_luggage_walk
"a_MaleCitizenRunNW"
"a_MaleCitizenRunW"
"a_MaleCitizenRunSW"
"a_MaleCitizenRunS"
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenRunN" // a_luggage_walk
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_SUITCASE" 1
blend "move_yaw" -180 180
blendwidth 9

View File

@ -9,7 +9,7 @@ $declaresequence "LineIdle01"
$declaresequence "LineIdle02"
$declaresequence "LineIdle03"
$declaresequence "LineIdle04"
$declaresequence "Crouch_idleD"
//$declaresequence "Crouch_idleD"
$declaresequence "layer_crouch_walk_no_weapon"
$declaresequence "layer_crouch_run_no_weapon"
$declaresequence "walk_all_Moderate"
@ -39,8 +39,8 @@ $declaresequence "sprint_all"
$declaresequence "Crouch_walk_all"
$declaresequence "crouch_run_all_delta"
$declaresequence "crouchRUNALL1"
$declaresequence "Stand_to_crouch"
$declaresequence "Crouch_to_stand"
//$declaresequence "Stand_to_crouch"
//$declaresequence "Crouch_to_stand"
$declaresequence "Open_door_away"
$declaresequence "Open_door_towards_right"
$declaresequence "Open_door_towards_left"
@ -102,7 +102,7 @@ $declaresequence "Heal"
$declaresequence "Wave"
$declaresequence "Wave_close"
$declaresequence "DuckUnder"
$declaresequence "crouchidlehide"
//$declaresequence "crouchidlehide"
$declaresequence "standtocrouchhide"
$declaresequence "crouchhidetostand"
$declaresequence "scaredidle"
@ -289,10 +289,10 @@ $declaresequence "CrouchDToStand"
$declaresequence "StandToCrouchD"
$declaresequence "CrouchDToCrouchShoot"
$declaresequence "CrouchShootToCrouchD"
$declaresequence "Cover_R"
$declaresequence "Cover_L"
$declaresequence "CoverLow_R"
$declaresequence "CoverLow_L"
//$declaresequence "Cover_R" // See "CitizenWallCover.qci"
//$declaresequence "Cover_L" // See "CitizenWallCover.qci"
//$declaresequence "CoverLow_R" // See "CitizenWallCover.qci"
//$declaresequence "CoverLow_L" // See "CitizenWallCover.qci"
$declaresequence "Cover_LToShootSMG1"
$declaresequence "Cover_RToShootSMG1"
$declaresequence "CoverLow_LToShootSMG1"
@ -389,7 +389,35 @@ $declaresequence "run_holding_all"
$declaresequence "run_aiming_all"
$declaresequence "layer_run_holding_ar2"
$declaresequence "run_holding_ar2_all"
$declaresequence "run_aiming_ar2_all"
//$declaresequence "run_aiming_ar2_all"
$animation "a_RunN_AR2_aim" "male_shared_anims\a_RunN_AR2_aim.smd" {
fps 30
loop
ikrule "lfoot" footstep
ikrule "rfoot" footstep
walkframe 17 LX LY
}
$sequence "run_aiming_ar2_all" {
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_RunN_AR2_aim"
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_AIM_AR2" 1 // Fixed activity being named incorrectly
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_Citizen" }
{ event 6005 16 "NPC_Citizen" }
blendlayer "layer_run_AR2_aiming" 0 0 0 0 local
node "running"
}
$declaresequence "layer_crouch_run_holding"
$declaresequence "crouchRUNHOLDINGALL1"
$declaresequence "crouchRUNAIMINGALL1"

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@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
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40 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
41 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
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46 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
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48 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
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50 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
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54 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
55 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.271130 0.135230 -1.662403
end

View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
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1 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
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end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.237406 0.043704 -1.641941
end

View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
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end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.259003 -0.109440 -1.506562
end

View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.000000 0.000000 -1.570796
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end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.000000 0.000000 -1.570796
end

View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 -1.747070 0.371183 -0.017598 -1.619518
1 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
2 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
3 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
4 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
5 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
6 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
7 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
8 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
9 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
10 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
11 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
12 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
13 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
14 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
15 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
16 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
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18 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
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20 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
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22 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
23 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
24 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
25 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
26 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
27 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
28 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
29 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
30 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
31 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
32 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
33 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
34 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
35 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
36 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
37 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
38 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
39 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
40 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
41 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
42 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
43 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
44 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
45 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
46 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
47 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
48 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
49 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
50 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
51 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
52 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
53 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
54 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
55 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.371183 -0.017598 -1.619518
end

View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 -2.113281 0.333035 0.066653 -1.553852
1 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
2 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
3 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
4 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
5 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
6 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
7 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
8 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
9 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
10 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
11 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
12 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
13 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
14 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
15 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
16 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
17 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
18 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
19 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
20 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
21 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
22 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
23 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
24 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
25 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
26 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
27 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
28 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
29 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
30 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
31 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
32 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
33 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
34 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
35 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
36 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
37 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
38 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
39 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
40 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
41 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
42 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
43 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
44 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
45 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
46 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
47 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
48 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
49 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
50 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
51 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
52 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
53 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
54 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
55 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.333035 0.066653 -1.553852
end

Some files were not shown because too many files have changed in this diff Show More