Fixed IK problems on metrocop/soldier readiness animations

This commit is contained in:
Blixibon 2021-11-13 09:15:42 -06:00
parent efa67d2fef
commit 9024777730
3 changed files with 44 additions and 58 deletions

View File

@ -99,7 +99,7 @@ $sequence $SeqName$ { \\
{ \\
interior $InteriorAct$ \\
} \\
blendlayer $LayerName$ 0 0 0 0 local \\
addlayer $LayerName$ \\ // "blendlayer $LayerName$ 0 0 0 0 local" apparently doesn't keep IK
}
$definemacro GenericRunLayered SeqName ActivityName LayerName InteriorAct \\
@ -110,7 +110,7 @@ $sequence $SeqName$ { \\
{ \\
interior $InteriorAct$ \\
} \\
blendlayer $LayerName$ 0 0 0 0 local \\
addlayer $LayerName$ \\ // "blendlayer $LayerName$ 0 0 0 0 local" apparently doesn't keep IK
}
// ----------------------------------------------------------------

View File

@ -55,10 +55,12 @@ $weightlist "weights_stimulated_aim_2" {
$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_shotgun" { "police_animations_anims\custom\shotgunangryidle1.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 }
$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?
// ----------------------------------------------------------------
//
@ -88,7 +90,7 @@ $sequence "pistolidle3" {
node "standing_pistol"
loop
blendlayer "idle_stimulated_layer" 0 0 0 0 local
blendlayer "layer_stimulated_pistol" 0 0 0 0 local
addlayer "layer_stimulated_pistol"
cmdlist lockfeet
}
@ -98,7 +100,7 @@ $sequence "smg1idle3" {
node "standing_smg"
loop
//blendlayer "idle_stimulated_layer" 0 0 0 0 local
blendlayer "layer_stimulated_smg1" 0 0 0 0 local
addlayer "layer_stimulated_smg1"
cmdlist lockfeet
}
@ -108,7 +110,17 @@ $sequence "ar2idle3" {
node "standing_smg"
loop
//blendlayer "idle_stimulated_layer" 0 0 0 0 local
blendlayer "layer_stimulated_ar2" 0 0 0 0 local
addlayer "layer_stimulated_ar2"
cmdlist lockfeet
}
$sequence "shotgunidle3" {
"police_animations_anims\custom\shotgunidle1.smd"
activity "ACT_IDLE_SHOTGUN_STIMULATED" 1
node "standing_smg"
loop
//blendlayer "idle_stimulated_layer" 0 0 0 0 local
addlayer "layer_stimulated_shotgun"
cmdlist lockfeet
}
@ -121,7 +133,7 @@ $sequence "ar2idle3" {
$sequence "pistolangryidle3" {
"police_animations_anims\pistolangryidle2.smd"
activity "ACT_IDLE_AIM_PISTOL_STIMULATED" 1
blendlayer "layer_stimulated_aim_pistol" 0 0 0 0 local
addlayer "layer_stimulated_aim_pistol"
node "shooting_pistol"
fps 4
cmdlist lockfeet
@ -130,7 +142,7 @@ $sequence "pistolangryidle3" {
$sequence "smg1angryidle2" {
"police_animations_anims\smg1angryidle1.smd"
activity "ACT_IDLE_AIM_RIFLE_STIMULATED" 1
blendlayer "layer_stimulated_aim_smg1" 0 0 0 0 local
addlayer "layer_stimulated_aim_smg1"
node "shooting_smg"
fps 4
cmdlist lockfeet
@ -139,7 +151,16 @@ $sequence "smg1angryidle2" {
$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
addlayer "layer_stimulated_aim_ar2"
node "shooting_smg"
fps 4
cmdlist lockfeet
}
$sequence "shotgunangryidle2" {
"police_animations_anims\custom\shotgunangryidle1.smd"
activity "ACT_IDLE_AIM_SHOTGUN_STIMULATED" 1
addlayer "layer_stimulated_aim_shotgun"
node "shooting_smg"
fps 4
cmdlist lockfeet
@ -147,48 +168,13 @@ $sequence "ar2angryidle2" {
// ----------------------------------------------------------------
$sequence "walk_aiming_stimulated_SMG1_all" {
$a_WalkBlends
activity "ACT_WALK_AIM_RIFLE_STIMULATED" 1
$GenericWalkLayered "walk_aiming_stimulated_SMG1_all" "ACT_WALK_AIM_RIFLE_STIMULATED" "layer_stimulated_aim_smg1" "ACT_IDLE_RIFLE_STIMULATED"
$GenericRunLayered "run_aiming_stimulated_SMG1_all" "ACT_RUN_AIM_RIFLE_STIMULATED" "layer_stimulated_aim_smg1" "ACT_IDLE_RIFLE_STIMULATED"
keyvalues
{
interior ACT_IDLE_RIFLE_STIMULATED
}
blendlayer "layer_stimulated_aim_smg1" 0 0 0 0 local
}
$GenericWalkLayered "walk_aiming_stimulated_AR2_all" "ACT_WALK_AIM_AR2_STIMULATED" "layer_stimulated_aim_ar2" "ACT_IDLE_AR2_STIMULATED"
$GenericRunLayered "run_aiming_stimulated_AR2_all" "ACT_RUN_AIM_AR2_STIMULATED" "layer_stimulated_aim_ar2" "ACT_IDLE_AR2_STIMULATED"
$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
}
$GenericWalkLayered "walk_aiming_stimulated_shotgun_all" "ACT_WALK_AIM_SHOTGUN_STIMULATED" "layer_stimulated_aim_shotgun" "ACT_IDLE_SHOTGUN_STIMULATED"
$GenericRunLayered "run_aiming_stimulated_shotgun_all" "ACT_RUN_AIM_SHOTGUN_STIMULATED" "layer_stimulated_aim_shotgun" "ACT_IDLE_SHOTGUN_STIMULATED"
// ----------------------------------------------------------------

View File

@ -200,7 +200,7 @@ $sequence $IdleName$ { \\
loop \\
cmdlist lockfeet \\
blendlayer "layer_stimulated_aim_legs" 0 0 0 0 local \\
blendlayer $StimulatedLayer$ 0 0 0 0 local \\
addlayer $StimulatedLayer$ \\ // "blendlayer $StimulatedLayer$ 0 0 0 0 local" apparently doesn't keep IK
}
$SoldierStimulatedAimIdle "CombatIdle2" "combine_soldier_anims_anims\custom\Idle1_AR2.smd" "ACT_IDLE_AIM_AR2_STIMULATED" "layer_stimulated_aim_ar2"
@ -240,7 +240,7 @@ $sequence "walk_aiming_stimulated_all_AR2" {
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
blendlayer "layer_stimulated_aim_walk_ar2" 0 0 0 0 local
addlayer "layer_stimulated_aim_walk_ar2"
}
$sequence "walk_aiming_stimulated_all_SMG1" {
@ -253,7 +253,7 @@ $sequence "walk_aiming_stimulated_all_SMG1" {
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
blendlayer "layer_stimulated_aim_walk_smg1" 0 0 0 0 local
addlayer "layer_stimulated_aim_walk_smg1"
}
$sequence "walk_aiming_stimulated_all_SG" {
@ -266,7 +266,7 @@ $sequence "walk_aiming_stimulated_all_SG" {
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
blendlayer "layer_stimulated_aim_walk_shotgun" 0 0 0 0 local
addlayer "layer_stimulated_aim_walk_shotgun"
}
$sequence "walk_aiming_stimulated_all_Pistol" {
@ -279,7 +279,7 @@ $sequence "walk_aiming_stimulated_all_Pistol" {
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
blendlayer "layer_stimulated_aim_walk_pistol" 0 0 0 0 local
addlayer "layer_stimulated_aim_walk_pistol"
}
$sequence "run_aiming_stimulated_all_AR2" {
@ -291,7 +291,7 @@ $sequence "run_aiming_stimulated_all_AR2" {
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
addlayer "layer_stimulated_aim_run_ar2"
}
$sequence "run_aiming_stimulated_all_SMG1" {
@ -303,7 +303,7 @@ $sequence "run_aiming_stimulated_all_SMG1" {
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
addlayer "layer_stimulated_aim_run_smg1"
}
$sequence "run_aiming_stimulated_all_SG" {
@ -315,7 +315,7 @@ $sequence "run_aiming_stimulated_all_SG" {
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
addlayer "layer_stimulated_aim_run_shotgun"
}
$sequence "run_aiming_stimulated_all_pistol" {
@ -327,7 +327,7 @@ $sequence "run_aiming_stimulated_all_pistol" {
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
addlayer "layer_stimulated_aim_run_pistol"
}
// ----------------------------------------------------------------