S&Box Early Proportions Test 02
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"Source 2's animation system is similar in many ways to Source 1. As in the previous screenshot, the model worked just fine in the editor, though once in-game it broke. The final result is still the target skeleton minus the base skeleton, though instead of being overlayed as a delta animation, it's ran through the animgraph.

https://i.imgur.com/ISz6KD6.png

It didn't work when I first tried and was broken for a week or two before suddenly working. I'm not sure if I accidentally fixed something or if an update to the game fixed it, but it works now if nothing else. Everything else slowly started to fall into place and kind of snowballed into a working concept.

I then did a light rebuild from the ground up, moving everything into an isolated addon since I'd created way too many test models for separate concepts. Everything is merged and /kind of/ works (ie jigglebones, physics, etc) but most of everything is going to need to be tweaked quite a bit with a few things probably built or rebuilt.

The model still doesn't sit on the ground fully with IK chains being off quite a bit. The IK chains issue extends to the hands as well with the arms crossing over each other in the pistol animations. The weapon for holding bones needs to be moved as well.

TLDR Quite a bit still has to be done but I'd consider this a big breakthrough in my own learning."
4 Comments
CaptainBigButt  [author] 20 Jul, 2023 @ 5:31pm 
Oh, I'd probably agree then. I'm not sure why it's rotational AND translational. Unity is typically only rotational for instance and has systems in place so your model can be oriented and animated easily based on the bone structure instead of it being so strict.

Making it translational probably gives you a fair bit more control over the animations though as well. Some kind of system in place to set up a skeleton for different sized animations or a way to optionally check whether it's rotational only or translational as well would be nice.

With that said though, I'm pretty much still a novice at Source 2. The occasional messing about I've done is probably only worth a month or so worth of work which pales in comparison to the decade or so I messed around with Source 1. I'm unsure what systems or secrets are in the engine. There may be skeletal tools I'm just not familiar with yet, but we'll see.

Sorry for the long paragraph. I blame OCD.
Siluva 20 Jul, 2023 @ 3:17pm 
Thinking about a not being based on a single default one, allowing different shapes and size.
CaptainBigButt  [author] 20 Jul, 2023 @ 2:33pm 
Different in what way(s)?
Siluva 20 Jul, 2023 @ 12:55pm 
I thought Source 2 would give us at least a better squeleton system.
But glad to see you're still working on this.