1. Post #281
    Speedspaz's Avatar
    September 2009
    18 Posts
    open console lua_run_cl Entity(1):SetLuaAnimation("animationnamehere")
    (1) can be a ragdoll a player a bot I.e to animate a player E.g. player 3 it would be (3)
    to get the entity ID of ragdoll you would have to use a wirechip or console command. The wire setup would be either a target finder set to ragdolls or a entity marker linked to ragdoll linked to a entity ID chip found in wire-->entity
    I didn't understand how to get your number???

    EDIT: What is I.e?
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  2. Post #282
    likes men
    Python1320's Avatar
    May 2007
    1,711 Posts
    EDIT: What is I.e?
    Let me google that for you.
    http://en.wikipedia.org/wiki/List_of...ases:_I#id_est
    Was it so hard?

    And now to the business. Is anyone using the api on their server or gamemode? I'm wondering how many people actually have used this.
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  3. Post #283
    VENEZOLANO
    Big Bang's Avatar
    August 2006
    3,407 Posts
    I've toyed around with this API for a long while during development of Tiramisu. I can tell so far that it works quite well, but it's not recommended to be used on a server without ScriptEnforcer. Nearly any addon can break it unexpectedly, specifically PAC2 and Wire.

  4. Post #284
    likes men
    Python1320's Avatar
    May 2007
    1,711 Posts
    Lol, We have wiremod AND PAC2. Gotta look into fixing incompatibilities then.

  5. Post #285
    CapsAdmin's Avatar
    August 2005
    3,925 Posts
    I've never had a problem with other addons being incompatible with pac's bone override method

  6. Post #286
    likes men
    Python1320's Avatar
    May 2007
    1,711 Posts

    Oops :s
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  7. Post #287
    Gold Member
    devcon's Avatar
    July 2007
    539 Posts
    Tried this recently on both PCs that it previously worked on, and it seems broken. No bones move in the editor, and models don't animate with the included stuff either.
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  8. Post #288
    Gold Member
    Loures's Avatar
    February 2009
    2,118 Posts
    It works good for me, also, how can I overwrite the bones positions?

  9. Post #289
    Speedspaz's Avatar
    September 2009
    18 Posts
    I tried to use lua_run_cl Entity(1):SetLuaAnimation("wave") -i made an animation named wave- but nothing happened?

    EDIT: Nevermind i figure how to use it :D

  10. Post #290
    Smultron's Avatar
    January 2011
    44 Posts
    What gamemode is it on the pictures in the first post ?

  11. Post #291
    I like the fat, greasy nerds that wear MLP shirts three sizes too small
    Dennab
    February 2010
    1,417 Posts
    I can't get this thing to work.
    All I am trying to do is play an animation when the player user primary attack on a weapon (a jihad bomb).
    I already made an animation, and copied the lua code to the clipboard. Here it is:
    RegisterLuaAnimation('Jihad_Scare', {
    	FrameData = {
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    					RU = 31,
    					RR = 12,
    					RF = 24
    				},
    				['ValveBiped.Bip01_Spine4'] = {
    				},
    				['ValveBiped.Bip01_R_Hand'] = {
    				},
    				['ValveBiped.Bip01_R_Clavicle'] = {
    					RU = -18,
    					RR = -5,
    					RF = 43
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    					RU = -72,
    					RR = 65,
    					RF = -63
    				}
    			},
    			FrameRate = 5
    		},
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    				},
    				['ValveBiped.Bip01_Spine4'] = {
    				},
    				['ValveBiped.Bip01_R_Hand'] = {
    				},
    				['ValveBiped.Bip01_R_Clavicle'] = {
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    				}
    			},
    			FrameRate = 0.35714285714286
    		}
    	},
    	Type = TYPE_GESTURE
    })
    
    And put it in sh_boneanimlib.lua.
    After that, I went to my gamemode folder, and added the API files in there, and included them, like so:
    IN INIT.LUA
    include ("boneanimlib.lua")
    include ("sh_boneanimlib.lua")
    AddCSLuaFile("cl_boneanimlib.lua")
    AddCSLuaFile("sh_boneanimlib.lua")
    

    IN CL_INIT.LUA
    include("cl_boneanimlib.lua")
    include("sh_boneanimlib.lua")
    

    Then, I tried putting both self.Owner:ResetLuaAnimation("Jihad_Scare") and self.Owner:SetLuaAnimation("Jihad_Scare") in the SWEP:PrimaryAttack() function.

    When I test it on a TTT server that I made (Multiplayer, with bots), it gives me
    [gamemodes\terrortown\entities\weapons\weapon_ttt_jihad\shared.lua:108] attempt to call method 'ResetLuaAnimation' (a nil value)
    
    everytime.

  12. Post #292
    Buggzie's Avatar
    December 2009
    965 Posts
    Are the animations done clientside or serverside?

    So I can make my own custom animations and go on servers and tease people with em?
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  13. Post #293
    Casual Bananas
    E X C L's Avatar
    February 2011
    1,709 Posts
    Are the animations done clientside or serverside?

    So I can make my own custom animations and go on servers and tease people with em?
    Obviously not. Only you will be able to see them.

  14. Post #294
    MerzBro's Avatar
    January 2011
    1,149 Posts
    This API is fucking brilliant!



    I've made holster stances for each weapon. It uses SWEP.HoldType to determine which stance you use.
    I've also made a SWEP that lets you run player animations on yourself, really handy for roleplay and other shit like that i guess.

    Here's the holster stances for each weapon type if anyone is interested:

    
    // this goes in a SWEP think hook ( or you could put it in the secondary fire function or whatever)
    
    if self.Owner:KeyDown( IN_WALK ) and self.HolsterTime < CurTime() then
    	
    		self.HolsterTime = CurTime() + 2
    		self.HolsterMode = !self.HolsterMode
    		
    		if self.HolsterMode then
    		
    			self.Owner:SetLuaAnimation( self.HoldType )
    			
    		else
    		
    			self.Owner:StopAllLuaAnimations( 0.5 )
    		
    		end
    	
    	end
    
    // these go in a shared file...
    
    RegisterLuaAnimation('ar2', {
    	FrameData = {
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    				},
    				['ValveBiped.Bip01_R_Hand'] = {
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    				}
    			},
    			FrameRate = 10
    		},
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    					RU = 5,
    					RR = -8,
    					RF = 24
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    					RU = 24,
    					RR = -8,
    					RF = -20
    				},
    				['ValveBiped.Bip01_R_Hand'] = {
    					RU = -30,
    					RR = 12,
    					RF = -17
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    					RU = 73,
    					RR = 4
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    					RU = -4
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    					RU = -17
    				}
    			},
    			FrameRate = 1.111
    		},
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    					RU = 5,
    					RR = -8,
    					RF = 24
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    					RU = 24,
    					RR = -8,
    					RF = -20
    				},
    				['ValveBiped.Bip01_R_Hand'] = {
    					RU = -30,
    					RR = 12,
    					RF = -17
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    					RU = 73,
    					RR = 4
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    					RU = -4
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    					RU = -17
    				}
    			},
    			FrameRate = 10
    		}
    	},
    	RestartFrame = 3,
    	Type = TYPE_STANCE
    })
    
    RegisterLuaAnimation('shotgun', {
    	FrameData = {
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    				}
    			},
    			FrameRate = 10
    		},
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    					RU = -4,
    					RR = -62,
    					RF = 6
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    					RU = -28,
    					RR = 43,
    					RF = 9
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    					RU = 70,
    					RR = 12,
    					RF = -10
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    					RU = -6,
    					RR = -8,
    					RF = -35
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    					RU = -8,
    					RR = 13,
    					RF = 2
    				}
    			},
    			FrameRate = 1.111
    		},
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    					RU = -4,
    					RR = -62,
    					RF = 6
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    					RU = -28,
    					RR = 43,
    					RF = 9
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    					RU = 70,
    					RR = 12,
    					RF = -10
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    					RU = -6,
    					RR = -8,
    					RF = -35
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    					RU = -8,
    					RR = 13,
    					RF = 2
    				}
    			},
    			FrameRate = 10
    		}
    	},
    	RestartFrame = 3,
    	Type = TYPE_STANCE
    })
    
    RegisterLuaAnimation('smg', {
    	FrameData = {
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    				},
    				['ValveBiped.Bip01_R_Hand'] = {
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    				}
    			},
    			FrameRate = 10
    		},
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    					RU = 9,
    					RF = -8
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    					RU = 60,
    					RR = -33,
    					RF = -2
    				},
    				['ValveBiped.Bip01_R_Hand'] = {
    					RU = -15,
    					RR = 3,
    					RF = -33
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    					RU = 27,
    					RR = 32,
    					RF = 24
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    					RU = -7,
    					RR = -14,
    					RF = 35
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    					RU = -24,
    					RR = 34
    				}
    			},
    			FrameRate = 1.111
    		},
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    					RU = 9,
    					RF = -8
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    					RU = 60,
    					RR = -33,
    					RF = -2
    				},
    				['ValveBiped.Bip01_R_Hand'] = {
    					RU = -15,
    					RR = 3,
    					RF = -33
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    					RU = 27,
    					RR = 32,
    					RF = 24
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    					RU = -7,
    					RR = -14,
    					RF = 35
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    					RU = -24,
    					RR = 34
    				}
    			},
    			FrameRate = 10
    		}
    	},
    	RestartFrame = 3,
    	Type = TYPE_STANCE
    })
    
    RegisterLuaAnimation('pistol', {
    	FrameData = {
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    				},
    				['ValveBiped.Bip01_R_Hand'] = {
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    				}
    			},
    			FrameRate = 10
    		},
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    					RU = -29,
    					RR = 12,
    					RF = 31
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    					RU = 90,
    					RR = -20,
    					RF = -21
    				},
    				['ValveBiped.Bip01_R_Hand'] = {
    					RU = -20,
    					RR = 5,
    					RF = -42
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    					RU = 50,
    					RR = -8,
    					RF = 6
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    					RU = -38,
    					RR = 4,
    					RF = 122
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    					RU = 15,
    					RR = 14,
    					RF = 27
    				}
    			},
    			FrameRate = 1.111
    		},
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    					RU = -29,
    					RR = 12,
    					RF = 31
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    					RU = 90,
    					RR = -20,
    					RF = -21
    				},
    				['ValveBiped.Bip01_R_Hand'] = {
    					RU = -20,
    					RR = 5,
    					RF = -42
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    					RU = 50,
    					RR = -8,
    					RF = 6
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    					RU = -38,
    					RR = 4,
    					RF = 122
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    					RU = 15,
    					RR = 14,
    					RF = 27
    				}
    			},
    			FrameRate = 10
    		}
    	},
    	RestartFrame = 3,
    	Type = TYPE_STANCE
    })

    Question: Is there a way to end a stance but slowly lerp back into the original pose? When i end lua animations the player's limbs snap back into place a bit too quickly.
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  15. Post #295
    Buggzie's Avatar
    December 2009
    965 Posts
    This API is fucking brilliant!



    I've made holster stances for each weapon. It uses SWEP.HoldType to determine which stance you use.
    I've also made a SWEP that lets you run player animations on yourself, really handy for roleplay and other shit like that i guess.

    Here's the holster stances for each weapon type if anyone is interested:

    
    // this goes in a SWEP think hook ( or you could put it in the secondary fire function or whatever)
    
    if self.Owner:KeyDown( IN_WALK ) and self.HolsterTime < CurTime() then
    	
    		self.HolsterTime = CurTime() + 2
    		self.HolsterMode = !self.HolsterMode
    		
    		if self.HolsterMode then
    		
    			self.Owner:SetLuaAnimation( self.HoldType )
    			
    		else
    		
    			self.Owner:StopAllLuaAnimations( 0.5 )
    		
    		end
    	
    	end
    
    // these go in a shared file...
    
    RegisterLuaAnimation('ar2', {
    	FrameData = {
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    				},
    				['ValveBiped.Bip01_R_Hand'] = {
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    				}
    			},
    			FrameRate = 10
    		},
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    					RU = 5,
    					RR = -8,
    					RF = 24
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    					RU = 24,
    					RR = -8,
    					RF = -20
    				},
    				['ValveBiped.Bip01_R_Hand'] = {
    					RU = -30,
    					RR = 12,
    					RF = -17
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    					RU = 73,
    					RR = 4
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    					RU = -4
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    					RU = -17
    				}
    			},
    			FrameRate = 1.111
    		},
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    					RU = 5,
    					RR = -8,
    					RF = 24
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    					RU = 24,
    					RR = -8,
    					RF = -20
    				},
    				['ValveBiped.Bip01_R_Hand'] = {
    					RU = -30,
    					RR = 12,
    					RF = -17
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    					RU = 73,
    					RR = 4
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    					RU = -4
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    					RU = -17
    				}
    			},
    			FrameRate = 10
    		}
    	},
    	RestartFrame = 3,
    	Type = TYPE_STANCE
    })
    
    RegisterLuaAnimation('shotgun', {
    	FrameData = {
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    				}
    			},
    			FrameRate = 10
    		},
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    					RU = -4,
    					RR = -62,
    					RF = 6
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    					RU = -28,
    					RR = 43,
    					RF = 9
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    					RU = 70,
    					RR = 12,
    					RF = -10
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    					RU = -6,
    					RR = -8,
    					RF = -35
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    					RU = -8,
    					RR = 13,
    					RF = 2
    				}
    			},
    			FrameRate = 1.111
    		},
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    					RU = -4,
    					RR = -62,
    					RF = 6
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    					RU = -28,
    					RR = 43,
    					RF = 9
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    					RU = 70,
    					RR = 12,
    					RF = -10
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    					RU = -6,
    					RR = -8,
    					RF = -35
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    					RU = -8,
    					RR = 13,
    					RF = 2
    				}
    			},
    			FrameRate = 10
    		}
    	},
    	RestartFrame = 3,
    	Type = TYPE_STANCE
    })
    
    RegisterLuaAnimation('smg', {
    	FrameData = {
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    				},
    				['ValveBiped.Bip01_R_Hand'] = {
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    				}
    			},
    			FrameRate = 10
    		},
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    					RU = 9,
    					RF = -8
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    					RU = 60,
    					RR = -33,
    					RF = -2
    				},
    				['ValveBiped.Bip01_R_Hand'] = {
    					RU = -15,
    					RR = 3,
    					RF = -33
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    					RU = 27,
    					RR = 32,
    					RF = 24
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    					RU = -7,
    					RR = -14,
    					RF = 35
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    					RU = -24,
    					RR = 34
    				}
    			},
    			FrameRate = 1.111
    		},
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    					RU = 9,
    					RF = -8
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    					RU = 60,
    					RR = -33,
    					RF = -2
    				},
    				['ValveBiped.Bip01_R_Hand'] = {
    					RU = -15,
    					RR = 3,
    					RF = -33
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    					RU = 27,
    					RR = 32,
    					RF = 24
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    					RU = -7,
    					RR = -14,
    					RF = 35
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    					RU = -24,
    					RR = 34
    				}
    			},
    			FrameRate = 10
    		}
    	},
    	RestartFrame = 3,
    	Type = TYPE_STANCE
    })
    
    RegisterLuaAnimation('pistol', {
    	FrameData = {
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    				},
    				['ValveBiped.Bip01_R_Hand'] = {
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    				}
    			},
    			FrameRate = 10
    		},
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    					RU = -29,
    					RR = 12,
    					RF = 31
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    					RU = 90,
    					RR = -20,
    					RF = -21
    				},
    				['ValveBiped.Bip01_R_Hand'] = {
    					RU = -20,
    					RR = 5,
    					RF = -42
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    					RU = 50,
    					RR = -8,
    					RF = 6
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    					RU = -38,
    					RR = 4,
    					RF = 122
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    					RU = 15,
    					RR = 14,
    					RF = 27
    				}
    			},
    			FrameRate = 1.111
    		},
    		{
    			BoneInfo = {
    				['ValveBiped.Bip01_R_Forearm'] = {
    					RU = -29,
    					RR = 12,
    					RF = 31
    				},
    				['ValveBiped.Bip01_R_UpperArm'] = {
    					RU = 90,
    					RR = -20,
    					RF = -21
    				},
    				['ValveBiped.Bip01_R_Hand'] = {
    					RU = -20,
    					RR = 5,
    					RF = -42
    				},
    				['ValveBiped.Bip01_L_UpperArm'] = {
    					RU = 50,
    					RR = -8,
    					RF = 6
    				},
    				['ValveBiped.Bip01_L_Hand'] = {
    					RU = -38,
    					RR = 4,
    					RF = 122
    				},
    				['ValveBiped.Bip01_L_Forearm'] = {
    					RU = 15,
    					RR = 14,
    					RF = 27
    				}
    			},
    			FrameRate = 10
    		}
    	},
    	RestartFrame = 3,
    	Type = TYPE_STANCE
    })

    Question: Is there a way to end a stance but slowly lerp back into the original pose? When i end lua animations the player's limbs snap back into place a bit too quickly.
    I'm guessing add a timer to slowly move the position instead of snapping it?
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  16. Post #296
    Gold Member
    ralle105's Avatar
    October 2005
    4,626 Posts
    Question: Is there a way to end a stance but slowly lerp back into the original pose? When i end lua animations the player's limbs snap back into place a bit too quickly.
    How about a second animation to lerp the stance back?
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  17. Post #297
    MerzBro's Avatar
    January 2011
    1,149 Posts
    I dunno that seems a bit hacky... I thought that the EndLuaanimation function had an argument to specify duration, but it turns out that it's just a delay before snapping it back into place. :saddowns:

  18. Post #298
    MerzBro's Avatar
    January 2011
    1,149 Posts
    Also, this animation API causes playermodels to randomly spaz out.


  19. Post #299
    Gold Member
    ralle105's Avatar
    October 2005
    4,626 Posts
    I managed to fix such spazzing in another script by calling :SetupBones() before drawing the model.
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  20. Post #300
    MerzBro's Avatar
    January 2011
    1,149 Posts
    In which hook are you calling it? I seem to get FPS drops when i call SetupBones() in RenderScreenspaceEffects(), although it could be another thing i added...

  21. Post #301
    Gold Member
    ralle105's Avatar
    October 2005
    4,626 Posts
    If it's for a player I'd call it in PrePlayerDraw.

  22. Post #302
    Gold Member
    superstepa's Avatar
    June 2009
    8,887 Posts
    Are there any released projects , which uses this?
    Its strange , I havent seen any

  23. Post #303
    MerzBro's Avatar
    January 2011
    1,149 Posts
    http://code.google.com/p/radioactive-sandbox/

    There's an animation SWEP that uses the animation library, as well as holster code for each SWEP that lets you lower your gun.

  24. Post #304
    Gold Member
    superstepa's Avatar
    June 2009
    8,887 Posts
    http://code.google.com/p/radioactive-sandbox/

    There's an animation SWEP that uses the animation library, as well as holster code for each SWEP that lets you lower your gun.
    Really ?
    I play radbox quite often and didnt notice it

  25. Post #305
    Gold Member
    -TB-'s Avatar
    August 2008
    1,383 Posts
    Is there a way to modify the hitboxes along with this?
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  26. Post #306
    amkoc's Avatar
    January 2011
    562 Posts
    ] animate
    Unknown Command: 'animate'
    ] animate
    Unknown Command: 'animate'
    ] asfd
    Unknown command: asfd

    for some reason it prints the first two to the chatbox

    I can't get the editor to open
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  27. Post #307
    amkoc's Avatar
    January 2011
    562 Posts
    [lua/autorun/client/cl_animeditor.lua:845] attempt to index upvalue 'animationData' (a nil value) ? whenever it uses a TYPE_POSTURE?

  28. Post #308
    Zcom's Avatar
    September 2008
    113 Posts
    [lua/autorun/client/cl_animeditor.lua:845] attempt to index upvalue 'animationData' (a nil value) ? whenever it uses a TYPE_POSTURE?
    I only get this when adding a keyframe beforeadding an animation to the timeline.



    Also, the download version in the OP is no good, get the one on garrysmod.org

  29. Post #309
    Gold Member
    toaster468's Avatar
    January 2010
    3,193 Posts
    Is this fixed? I have heard for a while that it was broken.

  30. Post #310
    LOLDUDE's Avatar
    April 2010
    226 Posts
    Can you use this to make custom weapon holdtypes? (I am sick and tired of Dual CSS pistols clipping together because of the default "pistol" holdtype)
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  31. Post #311
    moo
    CowThing's Avatar
    November 2006
    4,767 Posts
    The animator doesn't seem to work anymore. I see no errors but this:
    Code:
    ] animate 
    Unknown Command: 'animate'

  32. Post #312
    Drew P. Richard's Avatar
    April 2010
    760 Posts
    The editor works for me, but when it opens and I try to make a new animation, none of the sliders work and even if I enter numbers manually, when I hit play it doesn't play it.

  33. Post #313
    likes men
    Python1320's Avatar
    May 2007
    1,711 Posts
    Slightly modified version: svn://g3.iriz.org/srvaddons/boneanimapi
    Username and password: anon
    It's the original version but ... "working", at least for what we've used it for.
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  34. Post #314
    Gold Member
    DrasarSalman's Avatar
    August 2009
    10,631 Posts
    Can you create client side scripts with gestures? If you can, will they show up on a server that you join?
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  35. Post #315
    jrj996's Avatar
    July 2009
    1,656 Posts
    They. Are. Not. Serverside. Some kid already asked and if they were clientside only you would see them and not everyone on the server for gods sakes.

    :ninja:'d
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  36. Post #316

    June 2011
    199 Posts
    okay i have it here is the FULL GUIDE TO USING THIS!!!!
    STEP 1:
    Download this...
    http://www.garrysmod.org/downloads/?a=view&id=90356
    STEP 2: Paste the Contents to garrysmod/lua/
    STEP 3: Copy the Contents Inside of boneanimlib_v2 to BOTH!! garrysmod/lua/autorun/client and garrysmod/lua/autorun/server (if you don't have the folders make them)
    STEP 4: Go in Game and Type "animate" in Console
    STEP 5: Make Your Desired Animation (NOTE: Remember the name you gave it AND NO SPACES IN THE NAME!!!!)
    STEP 6: Click "Copy Raw Lua To ClipBoard", open sh_boneanimlib.lua in Boneanimlib_v2 and paste the raw lua at the bottom
    STEP 6: VERY IMPORTANT!!! Paste This at the Top of Your SWEP...
    include ("boneanimlib.lua") 
    include ("sh_boneanimlib.lua") 
    include ("cl_boneanimlib.lua") 
    STEP 7: LAST STEP!!! Now Type in this Snippet in Whatever SWEP Function You Want ( EXAMPLE. function SWEP:Deploy() )
    self.Owner:SetLuaAnimation("WHATEVER YOU NAMED THE ANIMATION ex. KNIFE_STANCE") 
    STEP 8: Reload GMOD and have Fun!!! NOTE: in step 7 you can also use ResetLuaAnimation or StopLuaAnimation and you can put animations in any swep function except think, if you want a never ending stance then make a stance animation!. Have Fun!!!
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  37. Post #317

    June 2011
    199 Posts
    -snip-

  38. Post #318
    Teh Kitteh's Avatar
    June 2011
    722 Posts
    I just posted to make finding the info faster, you don't have to read this is you don't want to
    I read it.
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  39. Post #319
    Gold Member
    DrasarSalman's Avatar
    August 2009
    10,631 Posts
    You don't necessarily have to make a swep, you can add console commands for gestures to your server using forcedownload.
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  40. Post #320
    Dennab
    February 2011
    3,866 Posts
    -snip-

    Edited:

    [lua\autorun\client\cl_animeditor.lua:879] attempt to call global 'GetLuaAnimations' (a nil value)
    [lua\autorun\client\cl_animeditor.lua:879] attempt to call global 'GetLuaAnimations' (a nil value)
    [lua\autorun\client\cl_animeditor.lua:879] attempt to call global 'GetLuaAnimations' (a nil value)

    Why? I did it all following that http://www.facepunch.com/threads/821...1#post25874947

    Edited:

    [lua\autorun\client\cl_animeditor.lua:515] attempt to call method 'StopAllLuaAnimations' (a nil value)

    Edited:

    Need help.