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HL2RP Adding new emotes / HL2 Anims

Discussion in 'Development' started by Papabear3g, Jan 24, 2018.

  1. Papabear3g

    Papabear3g Clockwork Customer

    I know this is a very complicated task, and I am now somewhat familiar with the Clockwork structure. Although for our server we think it's a priority adding and changing certain animations. Does anyone have a specific tutorial for this. I did edit and make a plugin for the sh_animation.lua, and attempted to add the walk_holding_pistol anim for a CP model, although it T-Posed no matter what I did. Also clueless on how to add new emotes. Any help would really benefit our server. Thank you
     
  2. Mixed

    Mixed removed Clockwork Customer

    Check the base emote, into clockwork>framework>commands
     
  3. Papabear3g

    Papabear3g Clockwork Customer

    I'm not following. Are there any detailed instructions out there or is there some sort of example that I can follow?
     
  4. For starters, its going to be a little difficult to make BRAND new emotes for source engine, because different playermodels or people use completely different rigs.
    For the dumb people, a rig is like a human skeleton, what "bones" or animated joints go into it and how they do that.
    Citizens/Rebel Males, Citizens/Rebel Females, Civil Protection, Overwatch Elites and Regulars, Shotgun Overwatch, Combine Stalkers, Mossman, Breen, Barney, Alyx, etc have COMPLETELY different rigs, and you can tell by watching them do different things. Like Barney standing is a lot more backwards hunchback than a citizen or a rebel. Kleiner has his hands up front on his body more, compared to the Overwatch soldiers who walk with their hands in a tactical grip of invisible guns..

    What I'm trying to say is that making an emote that would be universal is nearly impossible to do "easily." You'd need some animation experience in blender or something, and then the conversion to different rigs will be difficult.
     
  5. Papabear3g

    Papabear3g Clockwork Customer

    I know what rigs are and how they work, but I'm not talking about custom animations, I'm talking about anims that are already in game but not used in Clockwork. If that makes sense, like the animation of the citizen laying on the floor with legs crossed and the hands on head. Would I still have to go to blender for that
     
  6. I'd THINK all you had to do was find the anim path as though you were looking for a charsetmodel path and put that into a command. I don't believe there is sample commands, you'd probably have to rewrite a command and duplicate it over and over to do multiple ones.
     
    • Informative Informative x 1
  7. Papabear3g

    Papabear3g Clockwork Customer

    Would anyone know where the emotes are located in the files?
     
  8. ok
    and im pretty sure the base human-shaped model only has 2 rigs, one for male and one female, it may even be just one

    i found this a bit back which i thought would be cool for hl2rp https://sfmlab.com/item/897/
     
    • Like Like x 2
  9. Papabear3g

    Papabear3g Clockwork Customer

    If anyone is proficient in coding and would like to help speed up the launch of the server and make it better, I would appreciate it. Otherwise, if anyone has a detailed answer I would appreciate that too.
     
  10. Blizzard

    Blizzard Clockwork Customer

    For adding animations you could use these inside of an sh_schema.lua edit:

    Code:
    Clockwork.animation:AddCivilProtectionModel("model/path/here");
    Clockwork.animation:AddMaleHumanModel("model/path/here");
    Clockwork.animation:AddFemaleHumanModel("model/path/here");
    
     
  11. Papabear3g

    Papabear3g Clockwork Customer

    I'm also trying to change the default MPF walking animation when they hold a pistol to this, in Clockwork it T-Poses, although the rigs are capable of performing the animations because I've tested them with the animation tool.
    ["stand_pistol_walk"] = walk_hold_pistol,
     
  12. Blizzard

    Blizzard Clockwork Customer

    You'd have to change the model's animation directly - as in from blender I believe.
     
    • Informative Informative x 1
  13. Vented

    Vented Guest

     
    • Like Like x 1
  14. Papabear3g

    Papabear3g Clockwork Customer

    Yes that's exactly what I'm looking for, any help?
     
  15. Vented

    Vented Guest

    you didn't add quotations to it.
    should look like this:
    [​IMG]
    ["stand_pistol_walk"] = "walk_hold_pistol",
     
    • Informative Informative x 1
    • Good Coder Good Coder x 1
  16. Papabear3g

    Papabear3g Clockwork Customer

    You now get full ownership of my server. I'm so triggered dude
     
    • Good Coder Good Coder x 1
  17. Papabear3g

    Papabear3g Clockwork Customer

    Now if anyone can locate the emote folder that would answer my final question

    EDIT: Nvm found it
     
    Last edited: Jan 25, 2018
  18. Aspect

    Aspect =) Legend Clockwork Customer

    I was looking for this too, thanks. Tho how could one add a new animation command? (/Anim x)
     
  19. Papabear3g

    Papabear3g Clockwork Customer

    Go to clockwork plugins and find emoteanims, then just add a new files and configure it
     
    • Like Like x 1
    • Good Coder Good Coder x 1

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