reworking

This commit is contained in:
ZioPao
2023-11-06 04:16:43 +01:00
parent d79dfcc509
commit 875e0fdceb
207 changed files with 113 additions and 2 deletions

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<?xml version="1.0" encoding="utf-8"?>
<animNode>
<m_Name>NoLegs_Turn</m_Name>
<m_DeferredBoneName>Bip01</m_DeferredBoneName>
<m_deferredBoneAxis>Y</m_deferredBoneAxis>
<m_useDeferedRotation>true</m_useDeferedRotation>
<m_SpeedScale>0.80</m_SpeedScale>
<m_BlendTime>0.10</m_BlendTime>
<m_BlendOutTime>0.20</m_BlendOutTime>
<m_Conditions>
<m_Name>IsCrawling</m_Name>
<m_Type>BOOL</m_Type>
<m_BoolValue>true</m_BoolValue>
</m_Conditions>
<m_Conditions>
<m_Name>isTurning</m_Name>
<m_Type>BOOL</m_Type>
<m_BoolValue>true</m_BoolValue>
</m_Conditions>
<m_SubStateBoneWeights>
<boneName>Bip01_Pelvis</boneName>
<includeDescendants>false</includeDescendants>
</m_SubStateBoneWeights>
<m_SubStateBoneWeights>
<boneName>Bip01_Spine</boneName>
<includeDescendants>false</includeDescendants>
</m_SubStateBoneWeights>
<m_SubStateBoneWeights>
<boneName>Bip01_BackPack</boneName>
</m_SubStateBoneWeights>
<m_SubStateBoneWeights>
<boneName>Bip01_DressFront</boneName>
</m_SubStateBoneWeights>
<m_SubStateBoneWeights>
<boneName>Bip01_DressBack</boneName>
</m_SubStateBoneWeights>
<m_SubStateBoneWeights>
<boneName>Bip01_L_Thigh</boneName>
</m_SubStateBoneWeights>
<m_SubStateBoneWeights>
<boneName>Bip01_R_Thigh</boneName>
</m_SubStateBoneWeights>
<m_SubStateBoneWeights>
<boneName>Bip01</boneName>
<includeDescendants>false</includeDescendants>
</m_SubStateBoneWeights>
<m_SubStateBoneWeights>
<boneName>Translation_Data</boneName>
<includeDescendants>false</includeDescendants>
</m_SubStateBoneWeights>
<m_SubStateBoneWeights>
<boneName>Bip01_Prop1</boneName>
<weight>0.00</weight>
</m_SubStateBoneWeights>
<m_SubStateBoneWeights>
<boneName>Bip01_Prop2</boneName>
<weight>0.00</weight>
</m_SubStateBoneWeights>
</animNode>

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<?xml version="1.0" encoding="utf-8"?>
<animNode x_extends="NoLegs_Turn.xml">
<m_Name>NoLegs_TurnIdle</m_Name>
<m_Looped>false</m_Looped>
<m_EarlyTransitionOut>true</m_EarlyTransitionOut>
<m_BlendOutTime>0.10</m_BlendOutTime>
<m_Conditions />
<m_Conditions>
<m_Name>IsCrawling</m_Name>
<m_Type>BOOL</m_Type>
<m_BoolValue>true</m_BoolValue>
</m_Conditions>
<m_Conditions>
<m_Name>isMoving</m_Name>
<m_Type>BOOL</m_Type>
<m_BoolValue>false</m_BoolValue>
</m_Conditions>
<m_Conditions>
<m_Name>Aim</m_Name>
<m_Type>BOOL</m_Type>
<m_BoolValue>false</m_BoolValue>
</m_Conditions>
<m_Transitions>
<m_Target>Idle</m_Target>
<m_blendInTime>0.1</m_blendInTime>
</m_Transitions>
<m_SubStateBoneWeights />
<m_SubStateBoneWeights>
<weight>0.25</weight>
</m_SubStateBoneWeights>
<m_SubStateBoneWeights>
<weight>0.20</weight>
</m_SubStateBoneWeights>
<m_SubStateBoneWeights />
<m_SubStateBoneWeights />
<m_SubStateBoneWeights />
<m_SubStateBoneWeights />
<m_SubStateBoneWeights />
<m_SubStateBoneWeights />
<m_SubStateBoneWeights />
<m_SubStateBoneWeights />
</animNode>

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<?xml version="1.0" encoding="utf-8"?>
<animNode x_extends="NoLegs_TurnIdle.xml">
<m_Name>NoLegs_TurnIdle180</m_Name>
<m_Conditions />
<m_Conditions />
<m_Conditions>
<m_Name>IsCrawling</m_Name>
<m_Type>BOOL</m_Type>
<m_BoolValue>true</m_BoolValue>
</m_Conditions>
<m_Conditions>
<m_Name>isTurningAround</m_Name>
<m_Type>BOOL</m_Type>
<m_BoolValue>true</m_BoolValue>
</m_Conditions>
<m_SubStateBoneWeights />
<m_SubStateBoneWeights>
<weight>0.00</weight>
</m_SubStateBoneWeights>
<m_SubStateBoneWeights />
<m_SubStateBoneWeights />
<m_SubStateBoneWeights />
<m_SubStateBoneWeights />
<m_SubStateBoneWeights />
<m_SubStateBoneWeights />
<m_SubStateBoneWeights />
</animNode>

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<?xml version="1.0" encoding="utf-8"?>
<animNode x_extends="NoLegs_TurnIdle180.xml">
<m_Name>NoLegs_turnIdle180L</m_Name>
<m_AnimName>Bob_Crawl</m_AnimName>
<m_Conditions>
<m_Name>IsCrawling</m_Name>
<m_Type>BOOL</m_Type>
<m_BoolValue>true</m_BoolValue>
</m_Conditions>
<m_Conditions>
<m_Name>twist</m_Name>
<m_Type>LESS</m_Type>
<m_FloatValue>0</m_FloatValue>
</m_Conditions>
</animNode>

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<?xml version="1.0" encoding="utf-8"?>
<animNode x_extends="NoLegs_TurnIdle180.xml">
<m_Name>NoLegs_TurnIdle180R</m_Name>
<m_AnimName>Bob_EmoteWaveBye</m_AnimName>
<m_Conditions />
<m_Conditions />
<m_Conditions />
<m_Conditions>
<m_Name>IsCrawling</m_Name>
<m_Type>BOOL</m_Type>
<m_BoolValue>true</m_BoolValue>
</m_Conditions>
<m_Conditions>
<m_Name>twist</m_Name>
<m_Type>GTR</m_Type>
<m_FloatValue>0</m_FloatValue>
</m_Conditions>
</animNode>