// ================================================================ // // L4D1 climb animations experiment // // ================================================================ $weightlist "LadderWeights" { "ValveBiped.Bip01_Pelvis" 1 "ValveBiped.Bip01_Neck1" 0 } $weightlist "weights_Idlenoise" { "ValveBiped.Bip01_Pelvis" 0.4 "ValveBiped.Bip01_L_Thigh" 0 "ValveBiped.Bip01_R_Thigh" 0 "ValveBiped.Bip01_Spine" 0.2 "ValveBiped.Bip01_Spine1" 0.2 "ValveBiped.Bip01_Spine2" 0.2 "ValveBiped.Bip01_Spine4" 0.2 "ValveBiped.Bip01_Neck1" 0.2 "ValveBiped.Bip01_Head1" 0.2 "ValveBiped.Bip01_L_Clavicle" 0 "ValveBiped.Bip01_R_Clavicle" 0 } $animation "a_Ladder_Ascend" "a_Ladder_Ascend.smd" { fps 30 loop weightlist "LadderWeights" walkframe 56 LZ } $animation "a_Ladder_Ascend_Slow" "a_Ladder_Ascend.smd" { fps 15 loop weightlist "LadderWeights" walkframe 56 LZ } $animation "a_Ladder_Neutral" "a_Ladder_Descend.smd" { fps 30 loop weightlist "LadderWeights" frame 0 0 } $animation "a_Ladder_Descend" "a_Ladder_Descend.smd" { fps 30 loop weightlist "LadderWeights" walkframe 27 LZ } $animation "a_Ladder_Descend_Slow" "a_Ladder_Descend.smd" { fps 15 loop weightlist "LadderWeights" walkframe 27 LZ } $animation "@Ladder_Idlenoise_corrective_animation" "@Ladder_Idlenoise_corrective_animation.smd" { } $sequence "Ladder_Dismount_1" "a_Ladder_Dismount_1.smd" hidden $sequence "Ladder_Dismount_2" "a_Ladder_Dismount_2.smd" hidden $sequence "Ladder_Dismount_3" "a_Ladder_Dismount_3.smd" hidden $sequence "Ladder_Dismount_4" "a_Ladder_Dismount_4.smd" hidden //$animation "a_Ladder_Dismount_Up" "a_Ladder_Dismount_Up.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 "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2 // ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 3 //} // //$animation "a_Ladder_Dismount_Forward" "a_Ladder_Dismount_Forward.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 "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2 // ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 3 //} $sequence "Ladder_Idlenoise" { "Ladder_Idlenoise.smd" delta realtime // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@Ladder_Idlenoise_corrective_animation" 0 fps 40 loop weightlist "weights_Idlenoise" } $sequence "Ladder_Ascend" { "a_Ladder_Ascend" activity "ACT_CLIMB_UP" -1 } $sequence "Ladder_Descend" { "a_Ladder_Descend" activity "ACT_CLIMB_DOWN" -1 } $sequence "Ladder_idle" { "a_Ladder_Neutral" activity "ACT_CLIMB_IDLE" 1 addlayer "Ladder_Idlenoise" } $sequence "Ladder_updown" { "a_Ladder_Ascend" "a_Ladder_Ascend_Slow" "a_Ladder_Neutral" "a_Ladder_Descend_Slow" "a_Ladder_Descend" activity "ACT_CLIMB_ALL" -1 blend "move_yaw" -180 180 blendwidth 5 } //$sequence "Ladder_Dismount_Up" { // "a_Ladder_Descend" // activity "ACT_CLIMB_DISMOUNT" -1 // //noanimation // numframes 40 // //blendlayer "a_Ladder_Dismount_1" //} $sequence "Ladder_Dismount_Up_reference" "Ladder_Dismount.smd" hidden $sequence "Ladder_Dismount_idle_offset" { "a_Ladder_Dismount_idle" hidden realtime walkalign 1 "Ladder_Dismount_Up_reference" LX LY LZ 0 55 //alignto "Ladder_Dismount_Up_reference" } $sequence "Ladder_Dismount_idle" { "a_Ladder_Dismount_idle" hidden realtime } $sequence "Ladder_Mount_Top" { "Ladder_Mount.smd" activity "ACT_CLIMB_MOUNT_TOP" -1 fadein 0.2 fadeout 0.5 fps 30 ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 3 usesequence ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 2 usesequence ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1 usesequence weightlist "LadderWeights" blendlayer "Ladder_Dismount_idle" 0 0 0 10 local origin 0 -32 64 //walkframe 60 LX LY walkframe 30 LX LY //walkframe 60 LZ walkalignto 60 "Ladder_Descend" LZ } //$sequence "Ladder_Mount_Bottom" { // "a_Ladder_Neutral" // activity "ACT_CLIMB_MOUNT_BOTTOM" -1 // fadein 0.2 // fadeout 0.5 // fps 30 // //ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 3 usesequence // //ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 2 usesequence // //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 usesequence // //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 usesequence // // numframes 20 // blendlayer "Ladder_Dismount_idle" 0 0 0 10 local // blendlayer "Ladder_Dismount_1" 0 10 10 20 spline local //} $sequence "Ladder_Dismount_Top" { "Ladder_Dismount.smd" activity "ACT_CLIMB_DISMOUNT" -1 fadein 0.2 fadeout 0.5 fps 30 ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 3 usesequence ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 2 usesequence ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1 usesequence weightlist "LadderWeights" //walkframe 60 LZ walkalign 30 "Ladder_Mount_Top" LZ 30 30 //walkframe 30 LZ walkframe 60 LX LY //walkframe 30 LZ //walkframe 60 LX LY LZ //blendlayer "Ladder_Dismount_idle_offset" 55 75 75 75 spline local //numframes 75 //walkalignto 75 "Ladder_Dismount_idle_offset" LX LY LXR LYR // Extra frames are needed for the cycle numframes 80 } //$sequence "Ladder_Dismount_Bottom" { // "a_Ladder_Neutral" // activity "ACT_CLIMB_DISMOUNT_BOTTOM" -1 // fadein 0.2 // fadeout 0.5 // fps 30 // //ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 3 usesequence // //ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 2 usesequence // //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 usesequence // //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 usesequence // // numframes 20 // blendlayer "Ladder_Dismount_1" 0 10 10 20 spline local // blendlayer "Ladder_Dismount_idle" 10 20 20 20 local //}