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macro_zombie.qci
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// ----------------------------------------------------------------------------
// ZOMBIE MACROS
// ----------------------------------------------------------------------------
// This is $MakeSplineGestureLockFeet but the pelvis isn't self-additive, it looks at the reference instead,
// allowing me to push the pelvis down by a few units, avoiding IK pops on anims that push it up.
$definemacro MakeZombieAnimFix splinename filename pelvisweights baseweights peak tail end \\
$animation a_$splinename$_pelvis_layer $filename$ subtract reference 0 \\
$sequence $splinename$_pelvis_layer a_$splinename$_pelvis_layer delta weightlist $pelvisweights$ hidden \\
$sequence $splinename$_base_layer $filename$ weightlist $baseweights$ hidden \\
$sequence $splinename$ "..\humans_sdk\male\ragdoll_pose" noanimation blendlayer $splinename$_pelvis_layer 0 $peak$ $tail$ $end$ spline blendlayer $splinename$_base_layer 0 $peak$ $tail$ $end$ spline numframes $end$ iklock rfoot 1 0 iklock lfoot 1 0 fadein 0.3 fadeout 0.3 hidden \\
$continue $splinename$
// Movement
$definemacro MakeZombieWalk walkname walkanim \\
$sequence $walkname$ { \\
a_ZombieWalkSW a_ZombieWalkS a_ZombieWalkSE \\
a_ZombieWalkW a_ZombieWalkC a_ZombieWalkE \\
a_ZombieWalkNW $walkanim$ a_ZombieWalkNE \\
blendwidth 3 blend move_y -1 1 blend move_x -1 1 \\
fadein 0.4 fadeout 0.3 loop \\
addlayer idle_layer_alt addlayer body_rot_z \\
} \\
$continue $walkname$
$definemacro MakeZombieCrouchWalk walkname walkanim \\
$sequence $walkname$ { \\
a_ZombieCrouchWalkSW a_ZombieCrouchWalkS a_ZombieCrouchWalkSE \\
a_ZombieCrouchWalkW a_ZombieCrouchWalkC a_ZombieCrouchWalkE \\
a_ZombieCrouchWalkNW $walkanim$ a_ZombieCrouchWalkNE \\
blendwidth 3 blend move_y -1 1 blend move_x -1 1 \\
fadein 0.4 fadeout 0.3 loop \\
addlayer zombie_crouch_layer_pelvis \\
addlayer idle_layer_alt addlayer body_rot_z \\
} \\
$continue $walkname$