mapbase-model-src/modelsrc/l4d1_ported_anims/L4D1_LadderClimb.qci

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// ================================================================
//
// 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
//}