1. Post #41
    foxcock
    Bletotum's Avatar
    June 2008
    6,874 Posts
    Quote for new page.

    I am SOOO making a middle finger animation with this xD
    Bone animations.

    Not hand.
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  2. Post #42
    cheiftiger's Avatar
    March 2009
    231 Posts
    I'm afraid you are mistaken my good sir, if there are no bones in the models hands, how can you pose them? Also this:

    ValveBiped.Bip01_L_Finger0
    ValveBiped.Bip01_L_Finger01
    ValveBiped.Bip01_L_Finger02
    ValveBiped.Bip01_L_Finger1
    ValveBiped.Bip01_L_Finger11
    ValveBiped.Bip01_L_Finger12

    etc...
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  3. Post #43
    AlexH's Avatar
    September 2009
    182 Posts
    I've had a question about gmod animations for some time now. Is it possible to compile a model to have more animations than the source engine alone provides? Can you make your own animations and gestures and use them in game? If this is possible, you'd think there would be some animation addons.
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  4. Post #44
    cheiftiger's Avatar
    March 2009
    231 Posts
    This IS an animation addon, it's just in beta, so there's no fancy schmancy menu yet.
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  5. Post #45
    Gold Member
    bigbadbarron's Avatar
    February 2008
    1,599 Posts
    This IS an animation addon, it's just in beta, so there's no fancy schmancy menu yet.
    so how do you use it, console comands?
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  6. Post #46
    foxcock
    Bletotum's Avatar
    June 2008
    6,874 Posts
    I'm afraid you are mistaken my good sir, if there are no bones in the models hands, how can you pose them? Also this:

    ValveBiped.Bip01_L_Finger0
    ValveBiped.Bip01_L_Finger01
    ValveBiped.Bip01_L_Finger02
    ValveBiped.Bip01_L_Finger1
    ValveBiped.Bip01_L_Finger11
    ValveBiped.Bip01_L_Finger12

    etc...
    I thank you for the correction, I too must flip people off in lua now.
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  7. Post #47
    moo
    CowThing's Avatar
    November 2006
    4,833 Posts
    so how do you use it, console comands?
    You write lua scripts.
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  8. Post #48
    foxcock
    Bletotum's Avatar
    June 2008
    6,874 Posts
    Anyone got a full bone list?
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  9. Post #49
    cheiftiger's Avatar
    March 2009
    231 Posts
    Source SDK Model Viewer is where I get bones and such.
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  10. Post #50
    Here's two more images. I made an idle stance for a high-powered pistol weapon. When the player is shooting they start playing the stance and stop playing when they stop shooting (holding left click or not). One thing you have to remember about this is that you need to use this on the client for it to work best. The server can send the function to clients but if you were to use this in say, Think or Move then it should be mostly or entirely client-controlled.


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  11. Post #51
    foxcock
    Bletotum's Avatar
    June 2008
    6,874 Posts
    So this works on npc's? If so, that would inspire me into trying to make a hunter (L4D) snpc.
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  12. Post #52
    It works on anything that calls BuildBonePositions and has bones.

  13. Post #53

    October 2007
    169 Posts
    If I get time, I'll make DGUI. This is fucking sexy, by the way.
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  14. Post #54
    stuky4ever's Avatar
    October 2008
    500 Posts
    Another great release, Thnx JetBoom =]
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  15. Post #55
    Gold Member
    Crazy Quebec's Avatar
    May 2008
    2,449 Posts
    I've had a question about gmod animations for some time now. Is it possible to compile a model to have more animations than the source engine alone provides? Can you make your own animations and gestures and use them in game? If this is possible, you'd think there would be some animation addons.
    Yes, if you're compiling your own model you can create as many animations as you like to be used ingame, but if you're making a player/NPC I strongly suggest you recreate the normal bone structure and THEN make your own animations.

  16. Post #56
    foxcock
    Bletotum's Avatar
    June 2008
    6,874 Posts
    Fingers/faces are pose-able. Fingers have bones in source. Are there face bones? If so, couldn't - this be used to pose faces as well?
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  17. Post #57
    Gold Member
    Gbps's Avatar
    December 2008
    3,645 Posts
    Fingers/faces are pose-able. Fingers have bones in source. Are there face bones? If so, couldn't - this be used to pose faces as well?
    The face does not actually have any bones, it's handled by a different part of the engine.
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  18. Post #58
    cheiftiger's Avatar
    March 2009
    231 Posts
    So, I have made a little animation, nothing big, just a simple grudge head turning thing, and it works in singleplayer, but how would I get it to work in my dedicated server so everyone sees mah head turning around?

    Yes, they download cl_boneanimlib.lua and sh_boneanimlib.lua

    Yes, it recognizes the SetLuaAnimation() when I use "lua_run" (Same method I used for SP)

    So how do I do this?

    Nvm, fix'd
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  19. Post #59
    Pass along
    commander204's Avatar
    May 2008
    4,065 Posts
    so how you fixed it?
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  20. Post #60
    Finger posing wouldn't work well on players. They only have a thumb and one set for the rest of the fingers. The higher quality models used for ragdolls and NPC's actually have all the fingers.
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  21. Post #61
    cheiftiger's Avatar
    March 2009
    231 Posts
    so how you fixed it?
    Put them into the gamemode folder instead of as an addon format.
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  22. Post #62
    foxcock
    Bletotum's Avatar
    June 2008
    6,874 Posts
    It works on my server just fine in addon format.

    Also, jetboom, moving the spine would also move the head, because the head is parented to the spine. Could you add a way to do things like that in REVERSE, so that the bone moved will also move anything that it's parented to? Such as if the foot moves, everything else does too.
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  23. Post #63
    You're supposed to use rotations. Moving the spine in that animation was just a test to show you what happens when you do that.
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  24. Post #64
    Gold Member
    Delremos's Avatar
    June 2007
    150 Posts
    Not sure if it's just me, but it seems that Lua animations don't entirely work on DModelImages, they are accepted and run just fine... to an extent. The parenting seems to have some weird stuff going on.

    Using that animation on for example, a player works fine and makes then bend over at the hips, so I was just wondering if anyone had any ideas?

    Edit: Just noticed, I think it's because it uses a ClientsideModel, not sure why it doesn't work with clientside models though.

  25. Post #65
    moo
    CowThing's Avatar
    November 2006
    4,833 Posts
    Is that a player model or an npc model, Delremos? Because I tried setting the "stancetest" to an NPC but it didn't work right.

  26. Post #66
    Gold Member
    Delremos's Avatar
    June 2007
    150 Posts
    It's just a
    ClientsideModel( LocalPlayer():GetModel(), RENDER_GROUP_OPAQUE_ENTITY )

  27. Post #67
    Poser-ific's Avatar
    October 2007
    676 Posts
    This makes my character's torso stretch really high up and down. Over and over and over. And I die and spaz everywhere.
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  28. Post #68
    moo
    CowThing's Avatar
    November 2006
    4,833 Posts
    This makes my character's torso stretch really high up and down. Over and over and over. And I die and spaz everywhere.
    Isn't it great? :D

  29. Post #69
    It's just a
    ClientsideModel( LocalPlayer():GetModel(), RENDER_GROUP_OPAQUE_ENTITY )
    I tried doing that. If you can't figure it out you might have to have it use an actual player or NPC.

  30. Post #70
    CapsAdmin's Avatar
    August 2005
    3,985 Posts
    Not sure if it's just me, but it seems that Lua animations don't entirely work on DModelImages, they are accepted and run just fine... to an extent. The parenting seems to have some weird stuff going on.

    Using that animation on for example, a player works fine and makes then bend over at the hips, so I was just wondering if anyone had any ideas?

    Edit: Just noticed, I think it's because it uses a ClientsideModel, not sure why it doesn't work with clientside models though.
    I think a good idea for an "editor" is to pose the ragdoll and translate that pose into a table the script can understand.

    Using the it like the PAC would be horrible. (I actually wish I used this method for the PAC as well now that I think about it.)
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  31. Post #71
    That would only work for sequences. The math involved in only using rotations would be a nightmare.
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  32. Post #72
    braxus's Avatar
    September 2008
    653 Posts
    So FrameRate is how fast the bones transition to their new position and angle? And how do I reset the bones for postures, stances, and sequences?

  33. Post #73
    StopLuaAnimation ends the animation.
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  34. Post #74
    braxus's Avatar
    September 2008
    653 Posts
    Thanks.

  35. Post #75
    Also, you can assign a group to an animation and then use StopLuaAnimationGroup. Any animation using that group is stopped. Useful for say, different animations for one thing (swinging a weapon) and you don't want overlaps.
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  36. Post #76
    cheiftiger's Avatar
    March 2009
    231 Posts
    I would absolutely less than 3 anyone who made an editor for this.

    Also, on my server I have a custom radio, and I made an animation for it and it's cool.

    Basically, when I start the radio, people's heads bob left and right, as if listening to the music :D

    Cool part: I used the ShouldPlay function or whatever to make it only play if they have the radio on, so you can tell who's listening to the radio and who's not by their heads bobbing
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  37. Post #77
    Turning it off and on is better than having it run all the time.
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  38. Post #78
    cheiftiger's Avatar
    March 2009
    231 Posts
    What do you mean?

    Why the hell was I rated dumb?
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  39. Post #79
    braxus's Avatar
    September 2008
    653 Posts
    What do you mean?

    Why the hell was I rated dumb?
    i would absolutely less than 3 anyone who made an editor for this.
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  40. Post #80
    cheiftiger's Avatar
    March 2009
    231 Posts
    I only made that "Why the hell was I rated dumb?" part of my last post so that I could get dumb ratings on it xD

    REVERSE PSYCHOLOGY MY FRIENDS. LEARN IT.
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