$modelname player/scout_animations.mdl $include "scout_definebones.qci" $include "../../TF_animation_rules/ruleshierarchy.qci" //------------------------------------------------------------------------------------------------- // Local weightlists //------------------------------------------------------------------------------------------------- $Weightlist UpperBodyBlend { "bip_pelvis" 0.0 "bip_hip_R" 0.0 "bip_hip_L" 0.0 "bip_spine_0" 0.8 "bip_spine_1" 0.9 "bip_spine_2" 1.0 "bip_spine_3" 1.0 "bip_collar_L" 1.0 "bip_collar_R" 1.0 // disable the following "prp_hat" 0.0 "prp_headset" 0.0 "prp_mic" 0.0 "bip_dogtag_0" 0.0 "bip_dogtag_1" 0.0 "bip_dogtag_2" 0.0 "bip_packtop" 0.0 } $Weightlist Pelvis { "bip_pelvis" 0.8 "bip_hip_R" 0.0 "bip_hip_L" 0.0 "bip_spine_0" 0.0 // disable the following "prp_hat" 0.0 "prp_headset" 0.0 "prp_mic" 0.0 "bip_dogtag_0" 0.0 "bip_dogtag_1" 0.0 "bip_dogtag_2" 0.0 "bip_packtop" 0.0 } $Weightlist ArmLGestureBlend { "bip_pelvis" 0.0 "bip_spine_0" 0.7 "bip_spine_1" 0.8 "bip_spine_2" 0.9 "bip_spine_3" 1.0 "bip_neck" 1.0 "bip_collar_R" 0.25 "bip_collar_L" 1.0 "bip_upperArm_L" 1.0 } $Weightlist ArmRGestureBlend { "bip_pelvis" 0.0 "bip_spine_0" 0.7 "bip_spine_1" 0.8 "bip_spine_2" 0.9 "bip_spine_3" 1.0 "bip_neck" 1.0 "bip_collar_L" 0.0 "bip_collar_R" 1.0 "bip_upperArm_R" 1.0 } $Weightlist IdleNoiseNoPelvis { "bip_pelvis" 0.0 "bip_collar_L" 0.01 "bip_collar_R" 0.01 "bip_neck" 0.2 "bip_head" 0.2 // disable the following "prp_hat" 0.0 "prp_headset" 0.0 "prp_mic" 0.0 "bip_dogtag_0" 0.0 "bip_dogtag_1" 0.0 "bip_dogtag_2" 0.0 "bip_packtop" 0.0 } $Weightlist IdleNoiseAll { "bip_pelvis" 0.25 "bip_collar_L" 0.0125 "bip_collar_R" 0.0125 "bip_neck" 0.2 "bip_head" 0.2 // disable the following "prp_hat" 0.0 "prp_headset" 0.0 "prp_mic" 0.0 "bip_dogtag_0" 0.0 "bip_dogtag_1" 0.0 "bip_dogtag_2" 0.0 "bip_packtop" 0.0 "bip_packmiddle" 0.0 } $Weightlist IdleNoiseUpper { "bip_pelvis" 0.0 "bip_spine_1" 0.5 "bip_neck" 0.25 "bip_head" 0.2 "bip_collar_L" 0.025 "bip_collar_R" 0.025 // disable the following "prp_hat" 0.0 "prp_headset" 0.0 "prp_mic" 0.0 "bip_dogtag_0" 0.0 "bip_dogtag_1" 0.0 "bip_dogtag_2" 0.0 "bip_packtop" 0.0 } //------------------------------------------------------------------------------------------------- // Standard animations & sequences //------------------------------------------------------------------------------------------------- $sequence ref "ref" fps 1 $sequence eb_promo01 "eb_promo01" fps 1 ACT_IDLE 1 $sequence pose01 "pose01" loop fps 1 // EB_Loghouse $sequence eb_loghouse_ness_dialogue_01 "eb_loghouse_ness_dialogue_01" snap fps 30 $sequence eb_loghouse_ness_dialogue_02 "eb_loghouse_ness_dialogue_02" snap fps 30 $sequence eb_loghouse_ness_dialogue_02b "eb_loghouse_ness_dialogue_02b" snap fps 30 $sequence eb_loghouse_ness_dialogue_02c "eb_loghouse_ness_dialogue_02c" snap fps 25 $sequence eb_loghouse_ness_dialogue_04 "eb_loghouse_ness_dialogue_04" snap fps 30 $sequence eb_loghouse_ness_dialogue_06 "eb_loghouse_ness_dialogue_06" snap fps 30 $sequence eb_loghouse_ness_dialogue_08a "eb_loghouse_ness_dialogue_08a" snap fps 30 $sequence eb_loghouse_ness_dialogue_08b "eb_loghouse_ness_dialogue_08b" snap fps 25 $sequence eb_loghouse_ness_dialogue_08c "eb_loghouse_ness_dialogue_08c" snap fps 30 $sequence eb_loghouse_ness_dialogue_08d "eb_loghouse_ness_dialogue_08d" snap fps 30 $sequence eb_loghouse_ness_dialogue_09 "eb_loghouse_ness_dialogue_09" snap fps 30 $sequence eb_loghouse_common_dialogue_05 "eb_loghouse_common_dialogue_05" snap fps 30 $sequence eb_loghouse_ness_onett_01 "eb_loghouse_ness_onett_01" loop fps 1 $sequence eb_loghouse_ness_onett_02 "eb_loghouse_ness_onett_02" snap fps 30 $sequence eb_loghouse_ness_onett_03 "eb_loghouse_ness_onett_03" snap fps 30 $sequence eb_loghouse_ness_onett_04 "eb_loghouse_ness_onett_04" snap fps 30 $sequence eb_loghouse_ness_onett_05 "eb_loghouse_ness_onett_05" snap fps 30 $sequence eb_loghouse_ness_onett_walk01 "eb_loghouse_ness_onett_walk01" snap fps 25 $sequence eb_loghouse_ness_onett_walk02 "eb_loghouse_ness_onett_walk02" snap fps 25 $sequence eb_loghouse_ness_road2_01 "eb_loghouse_ness_road2_01" snap fps 30 $animation a_eb_loghouse_ness_dialogue_01b "eb_loghouse_ness_dialogue_01" frames 0 1 $sequence eb_loghouse_ness_dialogue_01b "a_eb_loghouse_ness_dialogue_01b" loop fps 1 // Parkour Fortress $sequence parkourfortress_slide "parkourfortress_slide" snap fps 35 $sequence layer_gesture_pf_doorslam "gesture_pf_doorslam" { weightlist ArmLGestureBlend hidden } $upaxis Y $animation a_parkourfortress_doorslam "parkourfortress_runref" loop fps 30 { walkframe 47 LX LY LZ LXR LYR LZR } $sequence parkourfortress_doorslam "a_parkourfortress_doorslam" loop fps 30 { blendlayer layer_gesture_pf_doorslam 0 3 10 50 spline } $upaxis Z $animation a_parkourfortress_wallrun_left "parkourfortress_wallrun_left" loop fps 50 { walkframe 31 LX LY LZ LXR LYR LZR fixuploop 0 31 alignto ref } $sequence parkourfortress_wallrun_left "a_parkourfortress_wallrun_left" loop fps 60 $animation a_parkourfortress_wallrun_right "parkourfortress_wallrun_right" loop fps 50 { walkframe 31 LX LY LZ LXR LYR LZR fixuploop 0 31 alignto ref } $sequence parkourfortress_wallrun_right "a_parkourfortress_wallrun_right" loop fps 60 // Other $animation a_tf_smamop_intro "tf_smamop01" frames 0 5 $sequence tf_smamop_intro "a_tf_smamop_intro" snap fps 1 $sequence tf_smamop01 "tf_smamop01" snap fps 30 $sequence tf_smamop02 "tf_smamop02" snap fps 30 $sequence tf_smamop03 "tf_smamop03" snap fps 30 // $sequence eb_saturn "eb_saturn" snap fps 25 // $animation a_eb_saturn_credits "eb_saturn" frames 2250 2400 // $sequence eb_saturn_credits_excerpt "a_eb_saturn_credits" // $sequence mother2_wallpeek "mother2_wallpeek" snap fps 30 // $sequence mother2_wallpeek_r "mother2_wallpeek_r" snap fps 30 // $sequence mother2_bike1 "mother2_bike1" snap fps 30 // $sequence mother2_bike2 "mother2_bike2" snap fps 30 // $sequence mother2_bike3 "mother2_bike3" snap fps 30 // $sequence mother2_bike_intro "mother2_bike_intro" snap fps 30 // $sequence mother2_goodmorning "mother2_goodmorning" snap fps 30 // $sequence mother2_goodmorning2 "mother2_goodmorning2" snap fps 30 // $sequence mother2_twoson_todo "mother2_twoson_todo" snap fps 30 // $sequence mother2_twoson_walk "mother2_twoson_walk" snap fps 30 // $sequence mother2_twoson_walktobus "mother2_twoson_walktobus" snap fps 30 // $sequence mother2_twoson_pickup_bike "mother2_twoson_pickup_bike" snap fps 30 //$animation a_mother2_twoson_walk mother2_twoson_walk { // alignto reference_rig // walkframe 179 LX LY LZ LXR LYR LZR } //$sequence mother2_twoson_walk { // a_mother2_twoson_walk } // $sequence mintroyale "mintroyale" snap fps 30 // $sequence mother2_bridgewalk "mother2_bridgewalk" snap fps 30 // $sequence mother2_heavyfiddle "mother2_heavyfiddle" snap fps 30 //------------------------------------------------------------------------------------------------- // Gestures //------------------------------------------------------------------------------------------------- $sequence layer_idle_noise "idle_noise" { weightlist IdleNoiseNoPelvis hidden } $sequence idle_noise "idle_noise" { delta subtract idle_noise 0 weightlist IdleNoiseUpper addlayer layer_idle_noise iklock rfoot 1 0 iklock lfoot 1 0 loop fps 10 } $sequence layer_gesture_punch "gesture_punch" { weightlist UpperBodyBlend hidden } $sequence gesture_punch "gesture_punch" { subtract gesture_punch 0 delta weightlist Pelvis addlayer layer_gesture_punch iklock rfoot 1 0 iklock lfoot 1 0 } $sequence layer_gesture_plead "gesture_plead" { weightlist UpperBodyBlend hidden } $sequence gesture_plead "gesture_plead" { subtract gesture_plead 0 delta weightlist UpperBodyBlend addlayer layer_gesture_plead iklock rfoot 1 0 iklock lfoot 1 0 } $sequence layer_gesture_woohoo "gesture_woohoo" { weightlist UpperBodyBlend hidden } $sequence gesture_woohoo "gesture_woohoo" { subtract gesture_woohoo 0 delta weightlist Pelvis addlayer layer_gesture_woohoo iklock rfoot 1 0 iklock lfoot 1 0 } //------------------------------------------------------------------------------------------------- // World movement cycles //------------------------------------------------------------------------------------------------- $animation a_WalkCycle_setup eb_ness_walk loop LX LY fixuploop 0 30 startloop 0 rotateto 0 { alignto ref } $sequence WalkCycle { a_WalkCycle_setup blendwidth 1 blend move_yaw -180 180 ACT_WALK 1 node "walking" } fps 25 //------------------------------------------------------------------------------------------------- // Maya sequences //------------------------------------------------------------------------------------------------- $upaxis Y // oh wait i don't use maya lol