garrysmod-requests
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$walkframe increase from 16 to 512 in studiomdl
As of late, I've had to use SFM for my compiling and bring the models into Garry's Mod accordingly. This is due to the current $walkframe limit in Garry's Mod that isn't in SFM (SFM has a limit of 64 which has occasional problems with longer animations). Using Garry's Mods compiler can cause the model to be offset in the animation (IE the model itself is rubber banding due to $walkframe limitation); increasing this limitation (either over 256 or 512 'preferred') could remedy the issue and allow people to get the exact motion on a per frame base. As oppose to a per "x" base; see examples below.
$Sequence "Dodge_Forward" "Dodge_Forward.smd"{ activity "ACT_DODGE_FORWARD" -1 alignto "Idle" walkframe 1 LX LY walkframe 3 LX LY walkframe 5 LX LY walkframe 7 LX LY walkframe 9 LX LY walkframe 11 LX LY walkframe 13 LX LY walkframe 15 LX LY walkframe 17 LX LY walkframe 19 LX LY walkframe 21 LX LY walkframe 23 LX LY walkframe 25 LX LY walkframe 27 LX LY walkframe 29 LX LY walkframe 31 LX LY walkframe 33 LX LY walkframe 35 LX LY }
In relation to say, this:
$Sequence "Dodge_Forward" "Dodge_Forward.smd"{ activity "ACT_DODGE_FORWARD" -1 alignto "Idle" walkframe 1 LX LY walkframe 2 LX LY walkframe 3 LX LY walkframe 4 LX LY walkframe 5 LX LY walkframe 6 LX LY walkframe 7 LX LY walkframe 8 LX LY walkframe 9 LX LY walkframe 10 LX LY walkframe 11 LX LY walkframe 12 LX LY walkframe 13 LX LY walkframe 14 LX LY walkframe 15 LX LY walkframe 16 LX LY walkframe 17 LX LY walkframe 18 LX LY walkframe 19 LX LY walkframe 20 LX LY walkframe 21 LX LY walkframe 22 LX LY walkframe 23 LX LY walkframe 24 LX LY walkframe 25 LX LY walkframe 26 LX LY walkframe 27 LX LY walkframe 28 LX LY walkframe 29 LX LY walkframe 30 LX LY walkframe 31 LX LY walkframe 32 LX LY walkframe 33 LX LY walkframe 34 LX LY }
Personally I'd love not to have to use SFM for $walkframe increases; as it causes model problems too. If I'm not mistaken; most animation engines just take the root motion from the file itself rather than have to do this method, which in my opinion is rather a silly way to do this.
What makes you think there's a limit on this, and that it is 16? I cannot find any references to limits regarding specifically walkframe in our studiomdl, but I can see a limit of maximum command count, which is currently at 64, just like CS:GO's is (I think SFM is based more on CS:GOs Source branch).
Not to ping this again 4 years later, would it not just be better to add a "rootmotion" or "locomotion" option for animations in the QC? This way we just pull the data present in the root bone without the need to define an absurd amount of walkframe data, furthermore I've noticed that at an angle of 180 but NOT at an angle of 179 the floor spins violently as if trying to match the base frame. This only happens when LZR is used on a frame that exceeds 179 causing the model to violently spin as it attempts to match the base pose angle of 0.
To talk a bit more about the first point, this could be a better alternative than the 64 command count currently present, since we're pulling the data straight from the bone itself and writing it to a root track source can interpret. I'd love to test something like this as it has tremendous capabilities for faster QC writing and efficiency.