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Use pose parameter to drive ADS?

Open MaximumADHD opened this issue 1 year ago • 3 comments

I've been digging into the awkward state of viewmodels_animation.lua and realized it's the product of Source 2's animation system being jank. I don't have the model sources so I can't address this myself, but would it be possible to drive the aimdown sights using a pose parameter to transition between hip and ads? Would love to help you guys find a solution that helps smooth out the feature :)

MaximumADHD avatar Dec 31 '23 08:12 MaximumADHD

@withoutaface

gb2dev avatar Jan 10 '24 15:01 gb2dev

@MaximumADHD @bfeber As per my testing it should be possible. I tried to setup an animgraph for the weapons but it broke all events from the classic hl2 viewmodel system - all viewmodels where in default/dummy pose and I also couldn't change it from lua backend - but I guess this is because I did the initial setup wrong.

So that is the reason for the alternative solution you find in the current state of viewmodels_animation.lua ;) . However I'm still interested to learn this new animation system in the near feature. But if you @MaximumADHD like to evaluate it right now give me a ping here and I can give you access. Also don't hesitate to tell me if you find better solutions/improvements for the current animation code

withoutaface avatar Jan 11 '24 21:01 withoutaface

I'd be happy to take a look @withoutaface!

I will mention my background with Lua is from Roblox development, so I was experimenting with Luau integration in my fork to help familiarize myself with Source 2's Lua API. Can't use any of Luau's features in the actual scripts, but it's backwards compatible with Lua 5.1 and provided rich autocompletion (when used in conjunction with luau-lsp), so I could mess around with the code despite not being discretely familiar.

image

MaximumADHD avatar Jan 12 '24 22:01 MaximumADHD