mapbase-model-src/modelsrc/l4d1_ported_anims/L4D1_PistolAnims.qci

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// ================================================================
//
// 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