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https://github.com/mapbase-source/mapbase-model-src.git
synced 2025-03-12 21:50:14 +03:00
Fixed IK problems on metrocop/soldier readiness animations
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@ -99,7 +99,7 @@ $sequence $SeqName$ { \\
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{ \\
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interior $InteriorAct$ \\
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} \\
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blendlayer $LayerName$ 0 0 0 0 local \\
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addlayer $LayerName$ \\ // "blendlayer $LayerName$ 0 0 0 0 local" apparently doesn't keep IK
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}
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$definemacro GenericRunLayered SeqName ActivityName LayerName InteriorAct \\
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@ -110,7 +110,7 @@ $sequence $SeqName$ { \\
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{ \\
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interior $InteriorAct$ \\
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} \\
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blendlayer $LayerName$ 0 0 0 0 local \\
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addlayer $LayerName$ \\ // "blendlayer $LayerName$ 0 0 0 0 local" apparently doesn't keep IK
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}
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// ----------------------------------------------------------------
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@ -55,10 +55,12 @@ $weightlist "weights_stimulated_aim_2" {
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$sequence "layer_stimulated_smg1" { "police_animations_anims\smg1angryidle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
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$sequence "layer_stimulated_pistol" { "police_animations_anims\layer_walk_hold_pistol.smd" frame 0 0 weightlist "weights_stimulated_aim" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace rotate 90 hidden }
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$sequence "layer_stimulated_ar2" { "police_animations_anims\custom\ar2angryidle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
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$sequence "layer_stimulated_shotgun" { "police_animations_anims\custom\shotgunangryidle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
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$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 }
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$sequence "layer_stimulated_aim_pistol" { "police_animations_anims\layer_walk_aiming_pistol.smd" frame 0 0 weightlist "weights_stimulated_aim" addlayer "WalkN_pistol_Aim_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace rotate 90 hidden }
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$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 }
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$sequence "layer_stimulated_aim_shotgun" { "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 } // TEMP?
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// ----------------------------------------------------------------
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//
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@ -88,7 +90,7 @@ $sequence "pistolidle3" {
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node "standing_pistol"
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loop
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blendlayer "idle_stimulated_layer" 0 0 0 0 local
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blendlayer "layer_stimulated_pistol" 0 0 0 0 local
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addlayer "layer_stimulated_pistol"
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cmdlist lockfeet
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}
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@ -98,7 +100,7 @@ $sequence "smg1idle3" {
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node "standing_smg"
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loop
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//blendlayer "idle_stimulated_layer" 0 0 0 0 local
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blendlayer "layer_stimulated_smg1" 0 0 0 0 local
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addlayer "layer_stimulated_smg1"
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cmdlist lockfeet
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}
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@ -108,7 +110,17 @@ $sequence "ar2idle3" {
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node "standing_smg"
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loop
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//blendlayer "idle_stimulated_layer" 0 0 0 0 local
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blendlayer "layer_stimulated_ar2" 0 0 0 0 local
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addlayer "layer_stimulated_ar2"
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cmdlist lockfeet
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}
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$sequence "shotgunidle3" {
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"police_animations_anims\custom\shotgunidle1.smd"
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activity "ACT_IDLE_SHOTGUN_STIMULATED" 1
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node "standing_smg"
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loop
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//blendlayer "idle_stimulated_layer" 0 0 0 0 local
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addlayer "layer_stimulated_shotgun"
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cmdlist lockfeet
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}
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@ -121,7 +133,7 @@ $sequence "ar2idle3" {
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$sequence "pistolangryidle3" {
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"police_animations_anims\pistolangryidle2.smd"
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activity "ACT_IDLE_AIM_PISTOL_STIMULATED" 1
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blendlayer "layer_stimulated_aim_pistol" 0 0 0 0 local
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addlayer "layer_stimulated_aim_pistol"
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node "shooting_pistol"
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fps 4
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cmdlist lockfeet
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@ -130,7 +142,7 @@ $sequence "pistolangryidle3" {
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$sequence "smg1angryidle2" {
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"police_animations_anims\smg1angryidle1.smd"
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activity "ACT_IDLE_AIM_RIFLE_STIMULATED" 1
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blendlayer "layer_stimulated_aim_smg1" 0 0 0 0 local
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addlayer "layer_stimulated_aim_smg1"
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node "shooting_smg"
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fps 4
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cmdlist lockfeet
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@ -139,7 +151,16 @@ $sequence "smg1angryidle2" {
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$sequence "ar2angryidle2" {
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"police_animations_anims\custom\ar2angryidle1.smd"
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activity "ACT_IDLE_AIM_AR2_STIMULATED" 1
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blendlayer "layer_stimulated_aim_ar2" 0 0 0 0 local
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addlayer "layer_stimulated_aim_ar2"
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node "shooting_smg"
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fps 4
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cmdlist lockfeet
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}
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$sequence "shotgunangryidle2" {
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"police_animations_anims\custom\shotgunangryidle1.smd"
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activity "ACT_IDLE_AIM_SHOTGUN_STIMULATED" 1
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addlayer "layer_stimulated_aim_shotgun"
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node "shooting_smg"
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fps 4
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cmdlist lockfeet
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@ -147,48 +168,13 @@ $sequence "ar2angryidle2" {
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// ----------------------------------------------------------------
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$sequence "walk_aiming_stimulated_SMG1_all" {
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$a_WalkBlends
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activity "ACT_WALK_AIM_RIFLE_STIMULATED" 1
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$GenericWalkLayered "walk_aiming_stimulated_SMG1_all" "ACT_WALK_AIM_RIFLE_STIMULATED" "layer_stimulated_aim_smg1" "ACT_IDLE_RIFLE_STIMULATED"
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$GenericRunLayered "run_aiming_stimulated_SMG1_all" "ACT_RUN_AIM_RIFLE_STIMULATED" "layer_stimulated_aim_smg1" "ACT_IDLE_RIFLE_STIMULATED"
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keyvalues
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{
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interior ACT_IDLE_RIFLE_STIMULATED
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}
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blendlayer "layer_stimulated_aim_smg1" 0 0 0 0 local
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}
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$GenericWalkLayered "walk_aiming_stimulated_AR2_all" "ACT_WALK_AIM_AR2_STIMULATED" "layer_stimulated_aim_ar2" "ACT_IDLE_AR2_STIMULATED"
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$GenericRunLayered "run_aiming_stimulated_AR2_all" "ACT_RUN_AIM_AR2_STIMULATED" "layer_stimulated_aim_ar2" "ACT_IDLE_AR2_STIMULATED"
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$sequence "run_aiming_stimulated_SMG1_all" {
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$a_RunBlends
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activity "ACT_RUN_AIM_RIFLE_STIMULATED" 1
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keyvalues
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{
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interior ACT_IDLE_RIFLE_STIMULATED
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}
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blendlayer "layer_stimulated_aim_smg1" 0 0 0 0 local
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}
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$sequence "walk_aiming_stimulated_AR2_all" {
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$a_WalkBlends
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activity "ACT_WALK_AIM_AR2_STIMULATED" 1
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keyvalues
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{
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interior ACT_IDLE_AR2_STIMULATED
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}
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blendlayer "layer_stimulated_aim_ar2" 0 0 0 0 local
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}
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$sequence "run_aiming_stimulated_AR2_all" {
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$a_RunBlends
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activity "ACT_RUN_AIM_AR2_STIMULATED" 1
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keyvalues
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{
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interior ACT_IDLE_AR2_STIMULATED
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}
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blendlayer "layer_stimulated_aim_ar2" 0 0 0 0 local
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}
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$GenericWalkLayered "walk_aiming_stimulated_shotgun_all" "ACT_WALK_AIM_SHOTGUN_STIMULATED" "layer_stimulated_aim_shotgun" "ACT_IDLE_SHOTGUN_STIMULATED"
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$GenericRunLayered "run_aiming_stimulated_shotgun_all" "ACT_RUN_AIM_SHOTGUN_STIMULATED" "layer_stimulated_aim_shotgun" "ACT_IDLE_SHOTGUN_STIMULATED"
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// ----------------------------------------------------------------
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@ -200,7 +200,7 @@ $sequence $IdleName$ { \\
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loop \\
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cmdlist lockfeet \\
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blendlayer "layer_stimulated_aim_legs" 0 0 0 0 local \\
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blendlayer $StimulatedLayer$ 0 0 0 0 local \\
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addlayer $StimulatedLayer$ \\ // "blendlayer $StimulatedLayer$ 0 0 0 0 local" apparently doesn't keep IK
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}
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$SoldierStimulatedAimIdle "CombatIdle2" "combine_soldier_anims_anims\custom\Idle1_AR2.smd" "ACT_IDLE_AIM_AR2_STIMULATED" "layer_stimulated_aim_ar2"
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@ -240,7 +240,7 @@ $sequence "walk_aiming_stimulated_all_AR2" {
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}
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//blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "walk_stimulated_layer" 0 0 0 0 local
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blendlayer "layer_stimulated_aim_walk_ar2" 0 0 0 0 local
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addlayer "layer_stimulated_aim_walk_ar2"
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}
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$sequence "walk_aiming_stimulated_all_SMG1" {
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@ -253,7 +253,7 @@ $sequence "walk_aiming_stimulated_all_SMG1" {
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}
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//blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "walk_stimulated_layer" 0 0 0 0 local
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blendlayer "layer_stimulated_aim_walk_smg1" 0 0 0 0 local
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addlayer "layer_stimulated_aim_walk_smg1"
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}
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$sequence "walk_aiming_stimulated_all_SG" {
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@ -266,7 +266,7 @@ $sequence "walk_aiming_stimulated_all_SG" {
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}
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//blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "walk_stimulated_layer" 0 0 0 0 local
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blendlayer "layer_stimulated_aim_walk_shotgun" 0 0 0 0 local
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addlayer "layer_stimulated_aim_walk_shotgun"
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}
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$sequence "walk_aiming_stimulated_all_Pistol" {
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@ -279,7 +279,7 @@ $sequence "walk_aiming_stimulated_all_Pistol" {
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}
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//blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "walk_stimulated_layer" 0 0 0 0 local
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blendlayer "layer_stimulated_aim_walk_pistol" 0 0 0 0 local
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addlayer "layer_stimulated_aim_walk_pistol"
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}
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$sequence "run_aiming_stimulated_all_AR2" {
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@ -291,7 +291,7 @@ $sequence "run_aiming_stimulated_all_AR2" {
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interior ACT_IDLE_AR2_STIMULATED
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}
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blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "layer_stimulated_aim_run_ar2" 0 0 0 0 local
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addlayer "layer_stimulated_aim_run_ar2"
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}
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$sequence "run_aiming_stimulated_all_SMG1" {
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@ -303,7 +303,7 @@ $sequence "run_aiming_stimulated_all_SMG1" {
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interior ACT_IDLE_RIFLE_STIMULATED
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}
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blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "layer_stimulated_aim_run_smg1" 0 0 0 0 local
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addlayer "layer_stimulated_aim_run_smg1"
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}
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$sequence "run_aiming_stimulated_all_SG" {
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@ -315,7 +315,7 @@ $sequence "run_aiming_stimulated_all_SG" {
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interior ACT_IDLE_SHOTGUN_STIMULATED
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}
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blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "layer_stimulated_aim_run_shotgun" 0 0 0 0 local
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addlayer "layer_stimulated_aim_run_shotgun"
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}
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$sequence "run_aiming_stimulated_all_pistol" {
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@ -327,7 +327,7 @@ $sequence "run_aiming_stimulated_all_pistol" {
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interior ACT_IDLE_PISTOL_STIMULATED
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}
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blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "layer_stimulated_aim_run_pistol" 0 0 0 0 local
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addlayer "layer_stimulated_aim_run_pistol"
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}
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// ----------------------------------------------------------------
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