Zombine
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- Apr 26, 2016
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you just replace the animation
but our animations are for ragdolls iirc, not the playermodels which sandbox uses so idk if you can do it or not
Very close. Our animation system works with the old ragdoll skeleton, used by all of the NPC models, and in older releases of Garry's Mod.
All models used for "player models" by GMod have like, 10 extra bones or something, along with different animations compiled into them.
But I was asking if we could move it over, as in if we could change the current animation to at least resemble the screencap I provided.
I'm unsure of the difficulty or skill required to complete such a task, so I was asking Zombine if there was a simple way to take on this obstacle.
Clockwork translates all incoming animations into the proper animation corresponding to what the NPC model would use.
Since crouching and shooting isn't in the behavior of NPCs, excluding Combine, there is no corresponding animation for it, as Valve never made one. Each skeleton (male, female, combine soldier, metropolice, etc) has its own set of animations, and since the models we use don't use the player skeleton, the animation set is different.
If you go into singleplayer, set your model to an old-skeleton model, like the ones we use, you'll t-pose, but type in console
lua_run_cl PrintTable(LocalPlayer():GetSequenceList())
and a list of all animations that model has will be spewed out. If it isn't on that list, it can't be used.
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