Garry's Mod Wiki

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)⤶ ⤶