Revision Difference
Player_Animations#512583
<cat>Dev.Model</cat>⤶
Player model animations have been largely enhanced in Garry's Mod 13 (update 143). The movement system was switched to 9-way (used in Team Fortress 2), current sequences were polished/tweaked, IK rules added, and last but not least, new animations were added, which gamemodes can use for added eyecandy!⤶
⤶
Keep in mind that this effectively segregates NPC models and playermodels, as the former use 8-way. **This makes most of the Half-Life 2 NPC animations incompatible with the player animation system.**⤶
⤶
# Google Code repository ⤶
⤶
The entirety of the animation sources are available on a GitHub repo:⤶
⤶
https://github.com/robotboy655/gmod-animations⤶
⤶
# For creators ⤶
⤶
## Playermodels ⤶
⤶
The skeleton used is the standard HL2 ValveBiped. It can be either Valve's male or female variants.⤶
⤶
Playermodel creators should [include](https://developer.valvesoftware.com/wiki/$includemodel) the following in their QCs:⤶
⤶
* ⤶
```⤶
**m_anm.mdl**⤶
```⤶
(men)⤶
* ⤶
```⤶
**f_anm.mdl**⤶
```⤶
(women)⤶
* ⤶
```⤶
**z_anm.mdl**⤶
```⤶
(zombies)⤶
⤶
Make sure that your model's QC does not have any sequences that are tied to activities (including ACT_IDLE), or they may override the actual animations. As for making playermodels, the Valve Developer Wiki covers this already; nevertheless, here are [helpful .QCI includes](https://github.com/robotboy655/gmod-animations/raw/master/gm_anim_includes.7z)!⤶
⤶
## Animators ⤶
⤶
A QC source set is available here: https://github.com/robotboy655/gmod-animations/raw/master/gm_anim_src.7z⤶
⤶
It contains examples for all movement types. You can then use this in your own player models (it is technically impossible at the moment to *add* onto the existing animations, sadly).⤶
⤶
# List of activities ⤶
⤶
Check the <page>ACT</page>.⤶
⤶
## Movement types ⤶
⤶
* ⤶
```⤶
**ACT_HL2MP_IDLE_*****⤶
```⤶
(standing still)⤶
* ⤶
```⤶
**ACT_HL2MP_SIT_*****⤶
```⤶
(sitting)⤶
* ⤶
```⤶
**ACT_HL2MP_WALK_*****⤶
```⤶
(walking)⤶
* ⤶
```⤶
**ACT_HL2MP_RUN_*****⤶
```⤶
(running)⤶
* ⤶
```⤶
**ACT_HL2MP_JUMP_*****⤶
```⤶
(jumping)⤶
* ⤶
```⤶
**ACT_HL2MP_IDLE_CROUCH_*****⤶
```⤶
(standing still while crouched)⤶
* ⤶
```⤶
**ACT_HL2MP_WALK_CROUCH_*****⤶
```⤶
(walking while crouched)⤶
* ⤶
```⤶
**ACT_HL2MP_SWIM_IDLE_*****⤶
```⤶
(swimming, not moving)⤶
* ⤶
```⤶
**ACT_HL2MP_SWIM_*****⤶
```⤶
(swimming, moving)⤶
⤶
## Special movement activities ⤶
⤶
* ⤶
```⤶
**ACT_HL2MP_RUN**⤶
```⤶
(running without any weapons; resembles jogging, especially for the girls.)⤶
* ⤶
```⤶
**ACT_HL2MP_RUN_FAST**⤶
```⤶
(equivalent to sprinting; looks a lot more like running, as if it were for a race)⤶
* ⤶
```⤶
**ACT_HL2MP_RUN_CHARGING**⤶
```⤶
(left forearm forwards; similar to L4D2's charger in nature.)⤶
* ⤶
```⤶
**ACT_HL2MP_RUN_PANICKED**⤶
```⤶
(arms in non-standard positions)⤶
* ⤶
```⤶
**ACT_HL2MP_RUN_PROTECTED**⤶
```⤶
(left arm used to cover head)⤶
⤶
## Aimlayers ⤶
⤶
Also known as **aim matrices** or **hold types**. ⤶
⤶
* ⤶
```⤶
**ar2**⤶
```⤶
⤶
* ⤶
```⤶
**camera**⤶
```⤶
⤶
* ⤶
```⤶
**crossbow**⤶
```⤶
⤶
* ⤶
```⤶
**duel**⤶
```⤶
`(dual pistols)`⤶
* ⤶
```⤶
**fist**⤶
```⤶
⤶
* ⤶
```⤶
**grenade**⤶
```⤶
⤶
* ⤶
```⤶
**gravgun**⤶
```⤶
⤶
* ⤶
```⤶
**knife**⤶
```⤶
⤶
* ⤶
```⤶
**melee**⤶
```⤶
⤶
* ⤶
```⤶
**melee2**⤶
```⤶
`(two-handed melee weapons)`⤶
* ⤶
```⤶
**passive**⤶
```⤶
`(not aiming in front)`⤶
* ⤶
```⤶
**pistol**⤶
```⤶
(one-handed small firearms, some knockback on attack anim)⤶
* ⤶
```⤶
**revolver**⤶
```⤶
(two-handed small firearms, heavier knockback on attack anim)⤶
* ⤶
```⤶
**rpg**⤶
```⤶
⤶
* ⤶
```⤶
**shotgun**⤶
```⤶
⤶
* ⤶
```⤶
**slam**⤶
```⤶
⤶
* ⤶
```⤶
**smg**⤶
```⤶
⤶
⤶
## Showoff ⤶
⤶
There are several idle poses available to addon / gamemode creators under these activities.⤶
⤶
* ⤶
```⤶
**ACT_GMOD_SHOWOFF_STAND_****⤶
```⤶
⤶
* ⤶
```⤶
**ACT_GMOD_SHOWOFF_DUCK_****⤶
```⤶
⤶
⤶
They were done with "showing off / posing next to something you built, for a picture" in mind — though you can of course use them for whatever else.⤶
⤶
## Taunts & gestures⤶
⤶
Taunts are animations which were done with "no items held by the model" in mind. As such, weapons should be hidden while these activities play.⤶
⤶
* ⤶
```⤶
**ACT_GMOD_TAUNT_CHEER**⤶
```⤶
`("hell yeah")`⤶
* ⤶
```⤶
**ACT_GMOD_TAUNT_LAUGH**⤶
```⤶
`(self explanatory)`⤶
* ⤶
```⤶
**ACT_GMOD_TAUNT_LAUGH**⤶
```⤶
`(also self explanatory)`⤶
* ⤶
```⤶
**ACT_GMOD_TAUNT_MUSCLE**⤶
```⤶
`(long "sexy" dance)`⤶
* ⤶
```⤶
**ACT_GMOD_TAUNT_PERSISTENCE**⤶
```⤶
`(wip, unused)`⤶
* ⤶
```⤶
**ACT_GMOD_TAUNT_ZOMBIE**⤶
```⤶
`(zombie tantrum)`⤶
⤶
* ⤶
```⤶
**ACT_GMOD_GESTURE_AGREE**⤶
```⤶
`(thumbs up)`⤶
* ⤶
```⤶
**ACT_GMOD_GESTURE_BECON**⤶
```⤶
`(waving to say "come on")`⤶
* ⤶
```⤶
**ACT_GMOD_GESTURE_DISAGREE**⤶
```⤶
`(waving the finger to say "no")`⤶
* ⤶
```⤶
**ACT_GMOD_GESTURE_SALUTE**⤶
```⤶
`(slightly silly military-style salute)`⤶
* ⤶
```⤶
**ACT_GMOD_GESTURE_WAVE**⤶
```⤶
`(waving to say "hello")`⤶
⤶
* ⤶
```⤶
**ACT_GMOD_GESTURE_ITEM_DROP**⤶
```⤶
⤶
* ⤶
```⤶
**ACT_GMOD_GESTURE_ITEM_GIVE**⤶
```⤶
⤶
* ⤶
```⤶
**ACT_GMOD_GESTURE_ITEM_PLACE**⤶
```⤶
⤶
* ⤶
```⤶
**ACT_GMOD_GESTURE_ITEM_THROW**⤶
```⤶
⤶
⤶
The above are usually accessible by any player by using the "act" command, e.g. ⤶
```⤶
act salute⤶
```⤶
— unless the gamemode restricts it.⤶
⤶
Gmod will, by default, switch to a taunt cam while playing these.⤶
⤶
## Other ⤶
⤶
## Multiplayer-oriented activities ⤶
⤶
* ⤶
```⤶
**ACT_LAND**⤶
```⤶
links to a delta sequence that adds recoil to the player when landing from a jump.⤶
* ⤶
```⤶
**ACT_GMOD_IN_CHAT**⤶
```⤶
will put the player's left hand to his ear. This is used when typing.⤶
* ⤶
```⤶
**ACT_GMOD_DEATH**⤶
```⤶
links to [death animations](http://img.maxofs2d.net/gif/gmod_death_01.gif) (think TF2-style). The actual code implementation is up to you.⤶
⤶
## 9-way and 8-way ⤶
⤶
* 9-way: two pose parameters, move_x and move_y, control the direction and "intensity" of the movement.⤶
* 8-way: a single pose parameter, move_yaw, controls the angle of the movement.⤶
⤶
The main difference is that 9-way allows for smooth transitions between idle and its closest movement states. The player animations were switched to 9-way for Gmod 13; Half-Life 2's NPCs, however, are still 8-way.⤶
⤶
## Requests? ⤶
⤶
Shoot an e-mail at maxofs2d *at* facepunchstudios.com for any animation-related enquiries. (only regarding content, though, not regarding code implementation)⤶
⤶