Finally, an actually good unfake animation <3

This commit is contained in:
toasterpanic 2026-06-04 13:03:20 -04:00
parent 4c4d59838a
commit 08bd3ecdf1
3 changed files with 256 additions and 80 deletions

View file

@ -4,8 +4,6 @@ ENT.Type = "anim"
ENT.Base = "base_anim" ENT.Base = "base_anim"
ENT.AutomaticFrameAdvance = true ENT.AutomaticFrameAdvance = true
local bones_to_animate = { local bones_to_animate = {
"ValveBiped.Bip01_Pelvis", "ValveBiped.Bip01_Pelvis",
"ValveBiped.Bip01_Spine2", "ValveBiped.Bip01_Spine2",
@ -24,6 +22,15 @@ local bones_to_animate = {
"ValveBiped.Bip01_L_Hand", "ValveBiped.Bip01_L_Hand",
} }
-- Copy pasted directly from the GMOD wiki with small edits
local function SetRagdollPos(ragdoll, pos)
for i = 0, ragdoll:GetPhysicsObjectCount() - 1 do
local phys = ragdoll:GetPhysicsObjectNum(i)
local localPos = ragdoll:WorldToLocal( phys:GetPos() )
phys:SetPos(pos + localPos)
end
end
function ENT:Initialize() function ENT:Initialize()
if SERVER then if SERVER then
print("I AM SERVERSIDE") print("I AM SERVERSIDE")
@ -32,116 +39,92 @@ function ENT:Initialize()
if CLIENT then if CLIENT then
print("I AM CLIENTSIDE") print("I AM CLIENTSIDE")
timer.Simple(0.2, function()
end)
end end
end end
function ENT:Draw()
if CLIENT then
local old_ragdoll = self:GetNWEntity("parent")
local old_npc = self:GetNWEntity("parent_npc")
if IsValid(old_ragdoll) and IsValid(old_npc) then
if !self.ready_to_unfake then
self:SetModel(old_ragdoll:GetModel())
self.bone_list = {}
self.bone_list_end = {}
self:SetupBones()
local i = 0
while i < self:GetBoneCount() do
local name = self:GetBoneName(i)
if name == "__INVALIDBONE__" then
i = i + 1
continue
end
table.insert(bones_to_animate, name)
local matrix = Matrix()
local position, angle = old_ragdoll:GetBonePosition(i)
if position == old_ragdoll:GetPos() then
get_matrix = old_ragdoll:GetBoneMatrix(i)
if get_matrix then
position = get_matrix:GetTranslation()
end
end
matrix:Translate(position)
matrix:Rotate(angle)
self.bone_list[name] = matrix
local matrix = Matrix()
local position, angle = old_npc:GetBonePosition(i)
if position == old_npc:GetPos() then
get_matrix = old_npc:GetBoneMatrix(i)
if get_matrix then
position = get_matrix:GetTranslation()
end
end
matrix:Translate(position)
matrix:Rotate(angle)
self.bone_list_end[name] = matrix
i = i + 1
end
PrintTable(bones_to_animate)
--[[for i,name in pairs(bones_to_animate) do
local bone_index = old_ragdoll:LookupBone(name)
if bone_index == nil then continue end
self.bone_list[name] = Matrix(old_ragdoll:GetBoneMatrix(bone_index))
end]]
print("BONES:"..self:GetBoneCount())
self.ready_to_unfake = true
end
self:SetPos(old_ragdoll:GetPos())
self:SetupBones()
for name,matrix in pairs(self.bone_list) do
local bone_index = self:LookupBone(name)
if bone_index == -1 then
print(name.." does not exist, skipping...")
continue
end
--print(name)
--local bone_matrix = old_ragdoll:GetBoneMatrix(bone_index)
if matrix:GetTranslation():DistToSqr(self:GetPos()) == 1 then continue end
self:SetBoneMatrix(bone_index, matrix)
end
end
end
self:DrawModel()
end
function ENT:Think() function ENT:Think()
if CLIENT then
hook.Add("physics")
local old_ragdoll = self:GetNWEntity("parent")
local old_npc = self:GetNWEntity("parent_npc")
if IsValid(old_ragdoll) and IsValid(old_npc) then
local ragdoll = self.ragdoll
if !self.ready_to_animate then
self.ragdoll = ClientsideRagdoll(old_ragdoll:GetModel())
ragdoll = self.ragdoll
self.ragdoll:SetNoDraw(false)
self.ragdoll:DrawShadow(true)
SetRagdollPos(self.ragdoll, old_ragdoll:GetPos())
print(self.ragdoll)
print("SHOW UP YOU PIECE OF SHIT")
for i, name in pairs(bones_to_animate) do
local object = ragdoll:GetPhysicsObjectNum(ragdoll:TranslateBoneToPhysBone(ragdoll:LookupBone(name)))
local parent_object = old_ragdoll:GetBoneMatrix(old_ragdoll:LookupBone(name))
print(old_ragdoll)
--if !IsValid(parent_object) then continue end
object:SetPos(parent_object:GetTranslation())
object:SetAngles(parent_object:GetAngles())
end
self.ready_to_animate = true
end
local fake_start = self:GetNWFloat("fake_start")
local fake_end = self:GetNWFloat("fake_end")
local progress = (CurTime() - fake_start) / (fake_end - fake_start)
for i, name in pairs(bones_to_animate) do
local object = ragdoll:GetPhysicsObjectNum(ragdoll:TranslateBoneToPhysBone(ragdoll:LookupBone(name)))
local parent_bone = old_npc:LookupBone(name)
if parent_bone == -1 then continue end
local parent_bone_matrix = old_npc:GetBoneMatrix(parent_bone)
if !parent_bone_matrix then continue end
local parent_bone_pos, parent_bone_angle = parent_bone_matrix:GetTranslation(), parent_bone_matrix:GetAngles()
local old_bone_pos, old_bone_angle = object:GetPos(), object:GetAngles()
--parent_bone_angle.y = parent_bone_angle.y + 90
local shadow_data = {
secondstoarrive = 0.01,
pos = LerpVector(progress, old_bone_pos, parent_bone_pos),
angle = LerpAngle(progress, old_bone_angle, parent_bone_angle),
maxspeed = 400 * 4,
maxangular = 2000 * 4,
maxspeeddamp = 120 * 4,
maxangularspeeddamp = 600 * 4,
}
-- Can't set position inside physics tick, crashes the game instantly.
-- Instead, send a shadow for it to follow (I think? I don't know GMod is kinda funky)
object:ComputeShadowControl(shadow_data)
object:Wake()
--i = i + 1
end
end
end
self:NextThink(CurTime() + 0.1)
return true return true
end end
function ENT:OnRemove() function ENT:OnRemove()
if CLIENT then if CLIENT then
--[[if self.anim_ragdoll then if self.ragdoll then
self.anim_ragdoll:Remove() self.ragdoll:Remove()
end]] end
end end
end end

191
lua/entities/v4.old Normal file
View file

@ -0,0 +1,191 @@
AddCSLuaFile()
ENT.Type = "anim"
ENT.Base = "base_anim"
ENT.AutomaticFrameAdvance = true
local bones_to_animate = {
"ValveBiped.Bip01_Pelvis",
"ValveBiped.Bip01_Spine2",
"ValveBiped.Bip01_Head1",
"ValveBiped.Bip01_R_Thigh",
"ValveBiped.Bip01_L_Thigh",
"ValveBiped.Bip01_L_Calf",
"ValveBiped.Bip01_R_Calf",
"ValveBiped.Bip01_R_Foot",
"ValveBiped.Bip01_L_Foot",
"ValveBiped.Bip01_R_Upperarm",
"ValveBiped.Bip01_L_Upperarm",
"ValveBiped.Bip01_R_Forearm",
"ValveBiped.Bip01_L_Forearm",
"ValveBiped.Bip01_R_Hand",
"ValveBiped.Bip01_L_Hand",
}
local function GetBoneLocalOffsetMatrix(ent, bone_index)
local parent = ent:GetBoneParent(bone_index)
local parent_matrix = Matrix(ent:GetBoneMatrix(parent))
parent_matrix:Invert()
parent_matrix:Mul(ent:GetBoneMatrix(bone_index))
return parent_matrix
end
local function GetGlobalMatrixFromLocal(ent, bone_index, local_matrix)
local parent = ent:GetBoneParent(bone_index)
local parent_matrix = Matrix(ent:GetBoneMatrix(parent))
parent_matrix:Mul(local_matrix)
return parent_matrix
end
function ENT:Initialize()
if SERVER then
print("I AM SERVERSIDE")
self:SetModel("models/dav0r/hoverball.mdl")
end
if CLIENT then
print("I AM CLIENTSIDE")
timer.Simple(0.2, function()
end)
end
end
function ENT:Draw()
if CLIENT then
local old_ragdoll = self:GetNWEntity("parent")
local old_npc = self:GetNWEntity("parent_npc")
if IsValid(old_ragdoll) and IsValid(old_npc) then
if !self.ready_to_unfake then
self:SetModel(old_ragdoll:GetModel())
self.bone_list = {}
self.bone_list_end = {}
self.bone_list_end_offset = {}
self:SetupBones()
local i = 0
while i < self:GetBoneCount() do
local name = self:GetBoneName(i)
if name == "__INVALIDBONE__" then
i = i + 1
continue
end
table.insert(bones_to_animate, name)
local matrix = Matrix()
local position, angle = old_ragdoll:GetBonePosition(i)
if position == old_ragdoll:GetPos() then
get_matrix = old_ragdoll:GetBoneMatrix(i)
if get_matrix then
position = get_matrix:GetTranslation()
end
end
matrix:Translate(position)
matrix:Rotate(angle)
self.bone_list[name] = matrix
local matrix = Matrix()
local npc_bone_index = old_npc:LookupBone(name)
local position, angle = old_npc:GetBonePosition(npc_bone_index)
if position == old_npc:GetPos() then
print("DINGUS!!!! "..name)
self.bone_list_end_offset[name] = GetBoneLocalOffsetMatrix(self, npc_bone_index)
get_matrix = old_npc:GetBoneMatrix(npc_bone_index)
if get_matrix then
position = get_matrix:GetTranslation()
end
else
matrix:Translate(position)
matrix:Rotate(angle)
self.bone_list_end[name] = matrix
end
i = i + 1
end
PrintTable(bones_to_animate)
--[[for i,name in pairs(bones_to_animate) do
local bone_index = old_ragdoll:LookupBone(name)
if bone_index == nil then continue end
self.bone_list[name] = Matrix(old_ragdoll:GetBoneMatrix(bone_index))
end]]
print("BONES:"..self:GetBoneCount())
self.ready_to_unfake = true
end
self:SetPos(old_ragdoll:GetPos())
self:SetupBones()
local fake_start = self:GetNWFloat("fake_start")
local fake_end = self:GetNWFloat("fake_end")
local progress = (CurTime() - fake_start) / (fake_end - fake_start)
for name,matrix in pairs(self.bone_list) do
local bone_index = self:LookupBone(name)
if bone_index == -1 then
print(name.." does not exist, skipping...")
continue
end
local matrix_end = self.bone_list_end[name]
if matrix_end == nil then
if (self.bone_list_end_offset[name] == nil) then
print("OH FUCKKKKKKKK! No matrix end for "..name)
continue
end
matrix_end = GetGlobalMatrixFromLocal(self, bone_index, self.bone_list_end_offset[name])
end
local final_matrix = Matrix()
final_matrix:Translate(LerpVector(progress, matrix:GetTranslation(), matrix_end:GetTranslation()))
final_matrix:Rotate(LerpAngle(progress, matrix:GetAngles(), matrix_end:GetAngles()))
--print(name)
--local bone_matrix = old_ragdoll:GetBoneMatrix(bone_index)
if matrix:GetTranslation():DistToSqr(self:GetPos()) == 1 then continue end
self:SetBoneMatrix(bone_index, final_matrix)
end
end
end
self:DrawModel()
end
function ENT:Think()
return true
end
function ENT:OnRemove()
if CLIENT then
--[[if self.anim_ragdoll then
self.anim_ragdoll:Remove()
end]]
end
end

View file

@ -494,6 +494,8 @@ function MODULE:PhysicsSimulate(phys, dt)
self.unfaker:SetPos(target:GetPos()) self.unfaker:SetPos(target:GetPos())
self.unfaker:SetNWEntity("parent", target) self.unfaker:SetNWEntity("parent", target)
self.unfaker:SetNWEntity("parent_npc", ent) self.unfaker:SetNWEntity("parent_npc", ent)
self.unfaker:SetNWFloat("fake_start", self.FakeUpStart)
self.unfaker:SetNWFloat("fake_end", self.FakeUpEnd)
target:SetRenderMode(RENDERMODE_NONE) target:SetRenderMode(RENDERMODE_NONE)