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gm_sequences_zombie.qci
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gm_sequences_zombie.qci
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// ------------------------------------
// ZOMBIE ANIMATIONS
// ------------------------------------
// This is $MakeSplineGestureLockFeet but the pelvis isn't self-additive, it looks at the reference instead,
// allowing me to push the pelvis down by a few units, avoiding IK pops on anims that push it up.
$MakeZombieAnimFix zombie_anim_fix "../zombie/anim_fix" PelvisOnlyHalved ZombieAnimFix 0 3 3 loop fps 1
$animation a_zom_crouch1 "../zombie/crouch_layer"
$animation a_zom_crouch2 "../zombie/crouch_layer" weightlist PelvisOnlyMinusQuarter subtract reference 0
$animation a_zom_animfix "../zombie/anim_fix" weightlist ZombieWSBAnimFix subtract reference 0
$sequence zombie_crouch_layer_pelvis a_zom_crouch2 loop fps 30 delta iklock rfoot 1 0 iklock lfoot 1 0 hidden
// $origin 0 0 -1 // slightly pushing up the anims
$cmdlist ZombieCrouchWalk weightlist ZombieWSB worldspaceblend a_zom_crouch1 weightlist AllBones alignto reference
$cmdlist ZombieAnimFix weightlist ZombieWSBAnimFix worldspaceblend a_zom_animfix weightlist AllBones
$animation a_ZombieWalkC "../zombie/idle" loop rotateto -90 alignto reference
$animation a_ZombieWalkS "../zombie/walk_s" loop LX LY rotateto -180 alignto reference
$animation a_ZombieWalkSE "../zombie/walk_se" loop LX LY rotateto -135 alignto reference
$animation a_ZombieWalkE "../zombie/walk_e" loop LX LY rotateto -90 alignto reference
$animation a_ZombieWalkNE "../zombie/walk_ne" loop LX LY rotateto -45 alignto reference
$animation a_ZombieWalkNW "../zombie/walk_nw" loop LX LY rotateto 45 alignto reference
$animation a_ZombieWalkW "../zombie/walk_w" loop LX LY rotateto 90 alignto reference
$animation a_ZombieWalkSW "../zombie/walk_sw" loop LX LY rotateto 135 alignto reference
$animation a_ZombieWalkFastC "../zombie/walk_fast_n" loop rotateto 0 frames 0 0 alignto reference
$animation a_ZombieWalkFastS "../zombie/walk_fast_s" loop LX LY rotateto -180 alignto reference
$animation a_ZombieWalkFastSE "../zombie/walk_fast_se" loop LX LY rotateto -135 alignto reference
$animation a_ZombieWalkFastE "../zombie/walk_fast_e" loop LX LY rotateto -90 alignto reference
$animation a_ZombieWalkFastNE "../zombie/walk_fast_ne" loop LX LY rotateto -45 alignto reference
$animation a_ZombieWalkFastN "../zombie/walk_fast_n" loop LX LY rotateto -0 alignto reference
$animation a_ZombieWalkFastNW "../zombie/walk_fast_nw" loop LX LY rotateto 45 alignto reference
$animation a_ZombieWalkFastW "../zombie/walk_fast_w" loop LX LY rotateto 90 alignto reference
$animation a_ZombieWalkFastSW "../zombie/walk_fast_sw" loop LX LY rotateto 135 alignto reference
$animation a_ZombieWalkN_01 "../zombie/walk_01" loop LX LY rotateto 0 alignto reference
$animation a_ZombieWalkN_02 "../zombie/walk_02" loop LX LY rotateto 0 alignto reference
$animation a_ZombieWalkN_03 "../zombie/walk_03" loop LX LY rotateto 0 alignto reference
$animation a_ZombieWalkN_04 "../zombie/walk_04" loop LX LY rotateto 0 alignto reference
$animation a_ZombieWalkN_05 "../zombie/walk_05" loop LX LY rotateto 0 alignto reference
$animation a_ZombieCrouchWalkC "../zombie/idle" loop rotateto -90 { weightlist ZombieWSBCenterNoHands worldspaceblend a_zom_crouch1 weightlist AllBones }
$animation a_ZombieCrouchWalkS "../zombie/walk_s" loop LX LY rotateto -180 { cmdlist ZombieCrouchWalk }
$animation a_ZombieCrouchWalkSE "../zombie/walk_se" loop LX LY rotateto -135 { cmdlist ZombieCrouchWalk }
$animation a_ZombieCrouchWalkE "../zombie/walk_e" loop LX LY rotateto -90 { cmdlist ZombieCrouchWalk }
$animation a_ZombieCrouchWalkNE "../zombie/walk_ne" loop LX LY rotateto -45 { cmdlist ZombieCrouchWalk }
$animation a_ZombieCrouchWalkNW "../zombie/walk_nw" loop LX LY rotateto 45 { cmdlist ZombieCrouchWalk }
$animation a_ZombieCrouchWalkW "../zombie/walk_w" loop LX LY rotateto 90 { cmdlist ZombieCrouchWalk }
$animation a_ZombieCrouchWalkSW "../zombie/walk_sw" loop LX LY rotateto 135 { cmdlist ZombieCrouchWalk }
$animation a_ZombieCrouchWalkN_01 "../zombie/walk_01" loop LX LY rotateto 0 { cmdlist ZombieCrouchWalk }
$animation a_ZombieCrouchWalkN_02 "../zombie/walk_02" loop LX LY rotateto 0 { cmdlist ZombieCrouchWalk }
$animation a_ZombieCrouchWalkN_03 "../zombie/walk_03" loop LX LY rotateto 0 { cmdlist ZombieCrouchWalk }
$animation a_ZombieCrouchWalkN_04 "../zombie/walk_04" loop LX LY rotateto 0 { cmdlist ZombieCrouchWalk }
$animation a_ZombieCrouchWalkN_05 "../zombie/walk_05" loop LX LY rotateto 0 { cmdlist ZombieCrouchWalk }
$sequence zombie_idle_01 a_ZombieWalkC loop fps 30 addlayer idle_layer_alt addlayer body_rot_z fadein 0.3 fadeout 0.3 activity ACT_HL2MP_IDLE_ZOMBIE 2
// $sequence zombie_idle_02 "../zombie/idle" loop fps 30 addlayer idle_layer fadein 0.4 fadeout 0.3 activity ACT_HL2MP_IDLE_ZOMBIE 1
$sequence zombie_cidle_01 a_ZombieCrouchWalkC loop fps 30 addlayer zombie_crouch_layer_pelvis addlayer idle_layer addlayer body_rot_z fadein 0.2 fadeout 0.3 activity ACT_HL2MP_IDLE_CROUCH_ZOMBIE 1
$sequence zombie_cidle_02 a_ZombieCrouchWalkC loop fps 30 addlayer zombie_crouch_layer_pelvis addlayer idle_layer_alt addlayer body_rot_z fadein 0.2 fadeout 0.3 activity ACT_HL2MP_IDLE_CROUCH_ZOMBIE 2
$MakeZombieWalk zombie_walk_01 a_ZombieWalkN_01 activity ACT_HL2MP_WALK_ZOMBIE_01 1
$MakeZombieWalk zombie_walk_02 a_ZombieWalkN_02 activity ACT_HL2MP_WALK_ZOMBIE_02 1
$MakeZombieWalk zombie_walk_03 a_ZombieWalkN_03 activity ACT_HL2MP_WALK_ZOMBIE_03 1
$MakeZombieWalk zombie_walk_04 a_ZombieWalkN_04 activity ACT_HL2MP_WALK_ZOMBIE_04 1
$MakeZombieWalk zombie_walk_05 a_ZombieWalkN_05 activity ACT_HL2MP_WALK_ZOMBIE_05 1
$MakeZombieCrouchWalk zombie_cwalk_01 a_ZombieCrouchWalkN_01 activity ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 1
$MakeZombieCrouchWalk zombie_cwalk_02 a_ZombieCrouchWalkN_02 activity ACT_HL2MP_WALK_CROUCH_ZOMBIE_02 1
$MakeZombieCrouchWalk zombie_cwalk_03 a_ZombieCrouchWalkN_03 activity ACT_HL2MP_WALK_CROUCH_ZOMBIE_03 1
$MakeZombieCrouchWalk zombie_cwalk_04 a_ZombieCrouchWalkN_04 activity ACT_HL2MP_WALK_CROUCH_ZOMBIE_04 1
$MakeZombieCrouchWalk zombie_cwalk_05 a_ZombieCrouchWalkN_05 activity ACT_HL2MP_WALK_CROUCH_ZOMBIE_05 1
$sequence zombie_walk_06 {
a_ZombieWalkFastSW a_ZombieWalkFastS a_ZombieWalkFastSE
a_ZombieWalkFastW a_ZombieWalkFastC a_ZombieWalkFastE
a_ZombieWalkFastNW a_ZombieWalkFastN a_ZombieWalkFastNE
blendwidth 3 blend move_y -1 1 blend move_x -1 1
addlayer body_rot_z
addlayer idle_layer_alt
activity ACT_HL2MP_WALK_ZOMBIE_06 1
}
$animation a_zom_run_layer "../zombie/walk_05" frames 5 29 fixuploop 0 24 fixuploop 1 23 fixuploop 2 22 subtract a_zom_run_layer 0
$animation a_zom_run_pose "../zombie/walk_05" frames 5 5
$animation a_zom_run_cntr "../zombie/walk_05" frames 5 5
$sequence zombie_run_upperbody_layer "a_zom_run_layer" weightlist UpperBodyBlend loop fps 15 hidden delta realtime
$cmdlist ZRunC weightlist ZombieRunIdle worldspaceblend a_zom_run_cntr weightlist AllBones alignto reference
$cmdlist ZRun weightlist FasterUpperBodyBlend worldspaceblend a_zom_run_pose weightlist AllBones alignto reference
$cmdlist ZRunA weightlist UpperBodyBlend worldspaceblend a_zom_run_pose weightlist AllBones alignto reference
$animation a_ZRunC ../zombie/idle loop LX LY startloop 0 rotateto -90 alignto reference cmdlist ZRunC
$animation a_ZRunS ../$g$/RunS loop LX LY startloop 0 rotateto -180 alignto reference cmdlist ZRunA
$animation a_ZRunSE ../$g$/RunSE loop LX LY startloop 0 rotateto -135 alignto reference cmdlist ZRunA
$animation a_ZRunE ../$g$/RunE loop LX LY startloop 0 rotateto -90 alignto reference cmdlist ZRun
$animation a_ZRunNE ../$g$/RunNE loop LX LY startloop 0 rotateto -45 alignto reference cmdlist ZRun
$animation a_ZRunN ../$g$/RunN loop LX LY startloop 0 rotateto 0 alignto reference cmdlist ZRun
$animation a_ZRunNW ../$g$/RunNW loop LX LY startloop 0 rotateto 45 alignto reference cmdlist ZRun
$animation a_ZRunW ../$g$/RunW loop LX LY startloop 0 rotateto 90 alignto reference cmdlist ZRun
$animation a_ZRunSW ../$g$/RunSW loop LX LY startloop 0 rotateto 135 alignto reference cmdlist ZRunA
$animation a_ZRunNF ../zombie/ZombieFast_RunN loop LX LY startloop 0 rotateto 0 alignto reference
$animation a_ZRunNWF ../zombie/ZombieFast_RunN loop LX LY startloop 0 rotateto 45 alignto reference
$animation a_ZRunNEF ../zombie/ZombieFast_RunN loop LX LY startloop 0 rotateto -45 alignto reference
$animation a_ZRunCF ../zombie/ZombieFast_Idle loop startloop 0 alignto reference
$sequence zombie_run {
a_ZRunSW a_ZRunS a_ZRunSE
a_ZRunW a_ZRunC a_ZRunE
a_ZRunNW a_ZRunN a_ZRunNE
blendwidth 3 blend move_y -1 1 blend move_x -1 1
addlayer zombie_run_upperbody_layer
addlayer body_rot_z
addlayer idle_layer_alt
activity ACT_HL2MP_RUN_ZOMBIE 1
}
$sequence zombie_run_fast {
a_ZombieWalkFastSW a_ZombieWalkFastS a_ZombieWalkFastSE
a_ZombieWalkFastW a_ZRunCF a_ZombieWalkFastE
a_ZRunNWF a_ZRunNF a_ZRunNEF
blendwidth 3 blend move_y -1 1 blend move_x -1 1
addlayer body_rot_z
addlayer idle_layer_alt
activity ACT_HL2MP_RUN_ZOMBIE_FAST 1
}
$MakeSplineGestureLockFeet zombie_attack_01 "../zombie/attack_01" PelvisOnly NoPelvis 12 28 55 ACT_GMOD_GESTURE_RANGE_ZOMBIE 1 fps 32
$MakeSplineGestureLockFeet zombie_attack_02 "../zombie/attack_02" PelvisOnly NoPelvis 12 34 55 ACT_GMOD_GESTURE_RANGE_ZOMBIE 1 fps 32
$MakeSplineGestureLockFeet zombie_attack_03 "../zombie/attack_03" Pelvis0090 NoPelvis 12 28 55 ACT_GMOD_GESTURE_RANGE_ZOMBIE 1 fps 34
$MakeSplineGestureLockFeet zombie_attack_04 "../zombie/attack_04" PelvisOnly NoPelvis 06 34 49 ACT_GMOD_GESTURE_RANGE_ZOMBIE 2 fps 31
$MakeSplineGestureLockFeet zombie_attack_05 "../zombie/attack_05" Pelvis0090 NoPelvis 06 24 41 ACT_GMOD_GESTURE_RANGE_ZOMBIE 2 fps 30
$MakeSplineGestureLockFeet zombie_attack_06 "../zombie/attack_06" PelvisOnly NoPelvis 06 28 41 ACT_GMOD_GESTURE_RANGE_ZOMBIE 2 fps 28
$MakeSplineGestureLockFeet zombie_attack_07 "../zombie/ZombieFast_MeleeLunge" Pelvis50 NoPelvis 8 20 30 ACT_GMOD_GESTURE_RANGE_ZOMBIE 1 fps 25
$MakeSplineGestureLockFeet zombie_attack_special "../zombie/BloodyRoar2_edit" Pelvis50 NoPelvis 8 38 46 ACT_GMOD_GESTURE_RANGE_ZOMBIE_SPECIAL 1 fps 30
$MakeSplineGestureLockFeet zombie_attack_frenzy "../zombie/ZombieFast_MeleeAttack" Pelvis50 NoPelvis 0 14 14 ACT_GMOD_GESTURE_RANGE_FRENZY 1 fps 28 fadein 0.3 fadeout 0.3
$MakeSplineGestureLockFeet taunt_zombie "../zombie/BloodyRoar3" Pelvis50 NoPelvis 10 45 60 ACT_GMOD_GESTURE_TAUNT_ZOMBIE 1 fps 25
$sequence menu_zombie_01 "../zombie/BloodyRoar3" blendlayer zombie_idle_01 46 60 65 65 spline addlayer idle_layer_alt addlayer idle_layer addlayer gmod_breath_layer
$animation a_zom_climblanding "../zombie/ZombieFast_ClimbDismount_EndPose" alignto reference
$sequence zombie_climb_start "../zombie/zombiefast_climb" frames 0 30 alignto reference fps 20 LX LY LZ ACT_ZOMBIE_CLIMB_START 1
$sequence zombie_climb_loop "../zombie/ZombieFast_ClimbLoop" origin 7.2 11.9 60 fps 20 loop LZ ACT_ZOMBIE_CLIMB_UP 1
$sequence zombie_climb_end "../zombie/ZombieFast_ClimbDismount" fps 30 ACT_ZOMBIE_CLIMB_END 1 {
align zombie_climb_loop X Y Z 0 0
walkalign 33 a_zom_climblanding lm lz 0 52
walkalign 52 a_zom_climblanding lm lx 0 52
ikrule lfoot footstep range 40 44 52 52
ikrule rfoot footstep range 43 47 52 52
ikrule lhand footstep range 18 23 33 38 contact 33
ikrule rhand footstep range 12 16 33 38 contact 33
fps 20
}
$animation a_leap_start "../zombie/ZombieFast_LeapAttack_Leap"
$sequence zombie_leap_start "a_leap_start" X Y Z alignto reference activity ACT_ZOMBIE_LEAP_START -1 fps 20
$sequence zombie_leap_mid "../zombie/ZombieFast_LeapAttack_Strike" alignto reference fps 20 activity ACT_ZOMBIE_LEAPING -1
$sequence zombie_slump_idle_02 "../zombie/slumpalt_idle" frames 0 0 loop fps 10 ACT_HL2MP_ZOMBIE_SLUMP_ALT_IDLE 1 fadein 0.3 fadeout 0.3
$sequence zombie_slump_rise_02_fast "../zombie/slumpalt_rise_fast" fps 34 ACT_HL2MP_ZOMBIE_SLUMP_ALT_RISE_FAST 1 fadein 0.2 fadeout 0.3
$sequence zombie_slump_rise_02_slow "../zombie/slumpalt_rise_slow" fps 26 ACT_HL2MP_ZOMBIE_SLUMP_ALT_RISE_SLOW 1 fadein 0.3 fadeout 0.3
$origin 0 -86 -64 // fixing the offset in those specific anims
$sequence zombie_slump_idle_01 "../zombie/slump_idle" loop fps 10 ACT_HL2MP_ZOMBIE_SLUMP_IDLE 1 fadein 0.3 fadeout 0.3
$sequence zombie_slump_rise_01 "../zombie/slump_rise" fps 30 ACT_HL2MP_ZOMBIE_SLUMP_RISE 1 fadein 0.3 fadeout 0.3
$origin 0 0 0 // switching back to no offset