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Maybe I don't understand but can't we just disable the breathing animation? I think it's https://github.com/CapsAdmin/pac3/blob/develop/lua/pac3/editor/client/view.lua#L459-L470 |
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I think you understand fine, though that is the first I'm hearing of this possibility and of seeing any code like that. Searching online and in discords (pac and gmod) revealed no useful results for me yesterday. I'll play around with some of the code you sent in a bit, that would make this so much easier. |
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I double checked and sadly this Checking the |
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Here's what I have now and the code that I believe to be incorrect. The orientations are all wrong. Once I fix those we can actually start to see if those breathing animations are being enhanced/reduced. (I hope you don't mind me just rubber-ducking and venting here, I'm still hoping for some magical insight or suggestion 😅) PS: If I fix this I think we could convert any existing smd animation to a custom animation in pac3 The code that's giving me nightmares: https://github.com/luttje/pac3/blob/tool-populate-with-reverse-breath/lua/pac3/libraries/animations.lua#L210-L255 I believe I'm using a wrong matrix in converting/translating somewhere. Causing the weird head roll which is sometimes way too much rotation, other times in the wrong direction |
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The idea: Use the breathing layer information from this smd file to generate a Custom Animation that animates each bone in the exact opposite angle and translation. Synchronize the custom animation with the breathing animation using Entity:SetCycle
The challenges:
As an experiment I started just writing some code, but honestly I haven't had any success. In lieu of results I've made it fetch and parse the smd from github: luttje/pac3@9a6f2bbe58ca3d16164d3fe1bd65fda089ee2038
I'm writing this discussion instead of a PR since it's too raw of a project. As well as to get some suggestions going. My brain and eyes are hurting too much to try and solve this for today 😅
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