// ================================================================ // // L4D1 pistol animations experiment // // ================================================================ $weightlist "weights_unholster_layer" { "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" 0.5 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_Neck1" 0 } $weightlist "weights_holster_layer" { "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_L_UpperArm" 0.5 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_Neck1" 0 } // TODO: Female? $pushd "l4d1_ported_anims\male" $sequence "Unholster_Standing_Pistol_layer" { "Unholster_Standing_Pistol_layer.smd" fadein 0.2 fadeout 0.2 hidden fps 30 ikrule "rhand" release ikrule "lhand" release weightlist "weights_unholster_layer" } $sequence "weapon_draw_gesture" { // Unholster_Standing_Pistol "Unholster_Standing_Pistol.smd" activity "ACT_ARM" 1 { event AE_NPC_DRAW 10 "" } fadein 0.2 fadeout 0.2 blendlayer "Unholster_Standing_Pistol_layer" 0 5 13 36 spline // 0 5 23 36 ikrule "rhand" touch "ValveBiped.Bip01_Spine" contact 10 range 0 10 15 30 usesequence fps 30 noanimation numframes 36 } $sequence "Holster_Standing_Pistol_layer" { "Holster_Standing_Pistol_layer.smd" fadein 0.2 fadeout 0.2 hidden fps 30 ikrule "rhand" release ikrule "lhand" release weightlist "weights_holster_layer" } $sequence "weapon_holster_gesture" { // Holster_Standing_Pistol "Unholster_Standing_Pistol.smd" activity "ACT_DISARM" 1 { event AE_NPC_HOLSTER 16 "" } fadein 0.2 fadeout 0.2 blendlayer "Holster_Standing_Pistol_layer" 0 10 16 36 spline // 0 5 23 36 fps 30 noanimation numframes 36 } $popd