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Merge pull request #90 from AFCStudio/release/5.0
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Release/5.0
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feedbackex authored Oct 24, 2016
2 parents 95ee625 + bf08b7b commit d358941
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340 changes: 340 additions & 0 deletions Assets/Objects/Characters/Player_SDK/Player_SDK.chrparams
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<?xml version="1.0" ?>
<Params>
<IK_Definition>
<LimbIK_Definition>
<IK EndEffector="Bip01 R Hand" Handle="RgtArm01" Root="Bip01 R UpperArm" Solver="2BIK"/>
<IK EndEffector="Bip01 L Hand" Handle="LftArm01" Root="Bip01 L UpperArm" Solver="2BIK"/>
<IK EndEffector="Bip01 R Foot" Handle="RgtLeg01" Root="Bip01 R Thigh" Solver="2BIK"/>
<IK EndEffector="Bip01 L Foot" Handle="LftLeg01" Root="Bip01 L Thigh" Solver="2BIK"/>
</LimbIK_Definition>

<Animation_Driven_IK_Targets>
<ADIKTarget Handle="RgtArm01" Target="Bip01 RHand2RiflePos_IKTarget" Weight="Bip01 RHand2RiflePos_IKBlend"/>
<ADIKTarget Handle="RgtArm01" Target="Bip01 RHand2Aim_IKTarget" Weight="Bip01 RHand2Aim_IKBlend"/>
<ADIKTarget Handle="LftArm01" Target="Bip01 LHand2Aim_IKTarget" Weight="Bip01 LHand2Aim_IKBlend"/>
<ADIKTarget Handle="LftArm01" Target="Bip01 LHand2Weapon_IKTarget" Weight="Bip01 LHand2Weapon_IKBlend"/>
<ADIKTarget Handle="LftArm01" Target="Bip01 LHand2Pocket_IKTarget" Weight="Bip01 LHand2Pocket_IKBlend"/>
<ADIKTarget Handle="RgtArm01" Target="Bip01 RHand2Pocket_IKTarget" Weight="Bip01 RHand2Pocket_IKBlend"/>
<ADIKTarget Handle="LftArm01" Target="Bip01 LHand2RiflePos_IKTarget" Weight="Bip01 LHand2RiflePos_IKBlend"/>
<ADIKTarget Handle="LftArm01" Target="Bip01 LHand2PistolPos_IKTarget" Weight="Bip01 LHand2PistolPos_IKBlend"/>
<ADIKTarget Handle="RgtArm01" Target="Bip01 RHand2PistolPos_IKTarget" Weight="Bip01 RHand2PistolPos_IKBlend"/>
<ADIKTarget Handle="RgtArm01" Target="Bip01 RHand2Weapon_IKTarget" Weight="Bip01 RHand2Weapon_IKBlend"/>
</Animation_Driven_IK_Targets>

<FeetLock_Definition>
<RIKHandle Handle="RgtLeg01"/>
<LIKHandle Handle="LftLeg01"/>
</FeetLock_Definition>

<Recoil_Definition>
<RIKHandle Handle="RgtArm01"/>
<LIKHandle Handle="LftArm01"/>
<RWeaponJoint JointName="weapon_bone"/>
<LWeaponJoint JointName="Lweapon_bone"/>
<ImpactJoints>
<ImpactJoint Arm="3" Delay="0.3" Weight="0.2" JointName="Bip01 Pelvis" />
<ImpactJoint Arm="3" Delay="0.3" Weight="0.2" JointName="Bip01 Spine" />
<ImpactJoint Arm="3" Delay="0.3" Weight="0.3" JointName="Bip01 Spine1" />
<ImpactJoint Arm="3" Delay="0.0" Weight="1.0" JointName="Bip01 RHand2Aim_IKTarget" />
<ImpactJoint Arm="3" Delay="0.2" Weight="0.4" JointName="Bip01 Spine2" />
<ImpactJoint Arm="3" Delay="0.2" Weight="0.4" JointName="Bip01 Spine3" />
<ImpactJoint Arm="3" Delay="0.15" Weight="0.4" JointName="Bip01 Neck" />

<ImpactJoint Arm="3" Delay="0.10" Weight="0.10" JointName="Bip01 R Thigh" />
<ImpactJoint Arm="3" Delay="0.05" Weight="0.05" JointName="Bip01 R Calf" />
<ImpactJoint Arm="3" Delay="0.10" Weight="0.10" JointName="Bip01 L Thigh" />
<ImpactJoint Arm="3" Delay="0.05" Weight="0.05" JointName="Bip01 L Calf" />
</ImpactJoints>
</Recoil_Definition>

<LookIK_Definition>
<LEyeAttachment Name="eye_left" />
<REyeAttachment Name="eye_right" />
<DirectionalBlends>
<Joint AnimToken="LookPoses" ParameterJoint="Bip01 Look" StartJoint="Bip01 Look" ReferenceJoint="Bip01 Neck"/>
</DirectionalBlends>
<RotationList>
<Rotation Additive="1" Primary="1" JointName="Bip01 Pelvis"/>
<Rotation Additive="1" Primary="1" JointName="Bip01 Spine"/>
<Rotation Additive="1" Primary="1" JointName="Bip01 Spine1"/>
<Rotation Additive="1" Primary="1" JointName="Bip01 Spine2" />
<Rotation Additive="1" Primary="1" JointName="Bip01 Spine3" />
<Rotation Additive="1" Primary="1" JointName="Bip01 Neck" />
<Rotation Additive="0" Primary="1" JointName="Bip01 Head" />
<Rotation Additive="0" Primary="1" JointName="Bip01 Look" />
<Rotation Additive="1" Primary="0" JointName="Bip01 R Clavicle" />
<Rotation Additive="1" Primary="0" JointName="Bip01 R UpperArm" />
<Rotation Additive="1" Primary="0" JointName="Bip01 L Clavicle" />
<Rotation Additive="1" Primary="0" JointName="Bip01 L UpperArm" />
</RotationList>
<PositionList>
<Position Additive="1" JointName="Bip01 Pelvis"/>
</PositionList>
</LookIK_Definition>

<AimIK_Definition>
<DirectionalBlends>
<Joint AnimToken="AimPoses" ParameterJoint="Bip01 CustomAim" StartJoint="Bip01 CustomAimStart" ReferenceJoint="Bip01 Pelvis"/>
</DirectionalBlends>
<RotationList>
<Rotation Additive="1" Primary="1" JointName="Bip01 Pelvis"/>
<Rotation Additive="1" Primary="1" JointName="Bip01 Spine"/>
<Rotation Additive="1" Primary="1" JointName="Bip01 Spine1"/>
<Rotation Additive="1" Primary="1" JointName="Bip01 Spine2" />
<Rotation Additive="0" Primary="1" JointName="Bip01 CustomAim" />
<Rotation Additive="0" Primary="1" JointName="Bip01 CustomAimStart" />
<Rotation Additive="0" Primary="0" JointName="Bip01 LHand2Aim_IKTarget" />
<Rotation Additive="0" Primary="0" JointName="Bip01 LHand2Aim_IKBlend" />
<Rotation Additive="0" Primary="0" JointName="Bip01 RHand2Aim_IKTarget" />
<Rotation Additive="0" Primary="0" JointName="Bip01 RHand2Aim_IKBlend" />
<Rotation Additive="1" Primary="0" JointName="Bip01 Spine3" />
<Rotation Additive="0" Primary="0" JointName="Bip01 Neck" />
<Rotation Additive="0" Primary="0" JointName="Bip01 Head" />
<Rotation Additive="0" Primary="0" JointName="weapon_bone" />
<Rotation Additive="0" Primary="0" JointName="Lweapon_bone" />
<Rotation Additive="1" Primary="0" JointName="Bip01 R Clavicle" />
<Rotation Additive="1" Primary="0" JointName="Bip01 R UpperArm" />
<Rotation Additive="1" Primary="0" JointName="Bip01 R ForeArm" />
<Rotation Additive="1" Primary="0" JointName="Bip01 R Hand" />
<Rotation Additive="1" Primary="0" JointName="Bip01 L Clavicle" />
<Rotation Additive="1" Primary="0" JointName="Bip01 L UpperArm" />
<Rotation Additive="1" Primary="0" JointName="Bip01 L ForeArm" />
<Rotation Additive="1" Primary="0" JointName="Bip01 L Hand" />
<Rotation Additive="1" Primary="0" JointName="Bip01 L Thigh" />
<Rotation Additive="1" Primary="0" JointName="Bip01 L Calf" />
<Rotation Additive="1" Primary="0" JointName="Bip01 R Thigh" />
<Rotation Additive="1" Primary="0" JointName="Bip01 R Calf" />
<Rotation Additive="0" Primary="0" JointName="Bip01 LHand2Weapon_IKTarget" />
<Rotation Additive="0" Primary="0" JointName="Bip01 LHand2Weapon_IKBlend" />
<Rotation Additive="0" Primary="0" JointName="Bip01 RHand2Weapon_IKTarget" />
<Rotation Additive="0" Primary="0" JointName="Bip01 RHand2Weapon_IKBlend" />
</RotationList>
<PositionList>
<Position Additive="1" JointName="Bip01 Pelvis"/>
<Position Additive="0" JointName="Bip01 CustomAim" />
<Position Additive="0" JointName="Bip01 CustomAimStart" />
<Position Additive="0" JointName="Bip01 LHand2Aim_IKTarget"/>
<Position Additive="0" JointName="Bip01 LHand2Aim_IKBlend"/>
<Position Additive="0" JointName="Bip01 RHand2Aim_IKTarget"/>
<Position Additive="0" JointName="Bip01 RHand2Aim_IKBlend"/>
<Position Additive="0" JointName="weapon_bone"/>
<Position Additive="0" JointName="Lweapon_bone"/>
<Position Additive="0" JointName="Bip01 LHand2Weapon_IKTarget"/>
<Position Additive="0" JointName="Bip01 LHand2Weapon_IKBlend"/>
<Position Additive="0" JointName="Bip01 RHand2Weapon_IKTarget"/>
<Position Additive="0" JointName="Bip01 RHand2Weapon_IKBlend"/>
</PositionList>
</AimIK_Definition>
</IK_Definition>

<Lod>
<JointList level="1">
<Joint name="Bip01"/>
<Joint name="Bip01 Pelvis"/>
<Joint name="Bip01 Spine"/>
<Joint name="Bip01 Spine1"/>
<Joint name="Bip01 Spine2"/>
<Joint name="Bip01 Spine3"/>
<Joint name="Bip01 Neck"/>
<Joint name="Bip01 Head"/>
<Joint name="Bip01 L Thigh"/>
<Joint name="Bip01 L Calf"/>
<Joint name="Bip01 L Foot"/>
<Joint name="Bip01 L Toe0"/>
<Joint name="Bip01 R Thigh"/>
<Joint name="Bip01 R Calf"/>
<Joint name="Bip01 R Foot"/>
<Joint name="Bip01 R Toe0"/>
<Joint name="Bip01 L Clavicle"/>
<Joint name="Bip01 L UpperArm"/>
<Joint name="Bip01 L Forearm"/>
<Joint name="Bip01 L ForeTwist1"/>
<Joint name="Bip01 L ForeTwist2"/>
<Joint name="Bip01 L ForeTwist3"/>
<Joint name="Bip01 L Hand"/>
<Joint name="Bip01 L Finger1"/>
<Joint name="Bip01 L Finger11"/>
<Joint name="Bip01 L Finger2"/>
<Joint name="Bip01 L Finger21"/>
<Joint name="Bip01 L Finger3"/>
<Joint name="Bip01 L Finger31"/>
<Joint name="Bip01 L Finger4"/>
<Joint name="Bip01 L Finger41"/>
<Joint name="Bip01 R Clavicle"/>
<Joint name="Bip01 R UpperArm"/>
<Joint name="Bip01 R Forearm"/>
<Joint name="Bip01 R ForeTwist1"/>
<Joint name="Bip01 R ForeTwist2"/>
<Joint name="Bip01 R ForeTwist3"/>
<Joint name="Bip01 R Hand"/>
<Joint name="Bip01 R Finger1"/>
<Joint name="Bip01 R Finger11"/>
<Joint name="Bip01 R Finger2"/>
<Joint name="Bip01 R Finger21"/>
<Joint name="Bip01 R Finger3"/>
<Joint name="Bip01 R Finger31"/>
<Joint name="Bip01 R Finger4"/>
<Joint name="Bip01 R Finger41"/>
<Joint name="weapon_bone"/>
<Joint name="Lweapon_bone"/>
<Joint name="Bip01 CustomAim"/>
<Joint name="Bip01 CustomAimStart"/>
<Joint name="Bip01 LHand2Weapon_IKTarget"/>
<Joint name="Bip01 LHand2Weapon_IKBlend"/>
<Joint name="Bip01 RHand2Weapon_IKTarget"/>
<Joint name="Bip01 RHand2Weapon_IKBlend"/>
<Joint name="Bip01 LHand2Aim_IKTarget"/>
<Joint name="Bip01 LHand2Aim_IKBlend"/>
<Joint name="Bip01 RHand2Aim_IKTarget"/>
<Joint name="Bip01 RHand2Aim_IKBlend"/>
<Joint name="Bip01 planeTargetLeft" />
<Joint name="Bip01 planeTargetRight" />
</JointList>
<JointList level="2">
<Joint name="Bip01"/>
<Joint name="Bip01 Pelvis"/>
<Joint name="Bip01 Spine"/>
<Joint name="Bip01 Spine1"/>
<Joint name="Bip01 Spine2"/>
<Joint name="Bip01 Spine3"/>
<Joint name="Bip01 Neck"/>
<Joint name="Bip01 Head"/>
<Joint name="Bip01 L Thigh"/>
<Joint name="Bip01 L Calf"/>
<Joint name="Bip01 L Foot"/>
<Joint name="Bip01 R Thigh"/>
<Joint name="Bip01 R Calf"/>
<Joint name="Bip01 R Foot"/>
<Joint name="Bip01 L Clavicle"/>
<Joint name="Bip01 L UpperArm"/>
<Joint name="Bip01 L Forearm"/>
<Joint name="Bip01 L Hand"/>
<Joint name="Bip01 L Finger1"/>
<Joint name="Bip01 L Finger2"/>
<Joint name="Bip01 L Finger3"/>
<Joint name="Bip01 L Finger4"/>
<Joint name="Bip01 R Clavicle"/>
<Joint name="Bip01 R UpperArm"/>
<Joint name="Bip01 R Forearm"/>
<Joint name="Bip01 R Hand"/>
<Joint name="Bip01 R Finger1"/>
<Joint name="Bip01 R Finger2"/>
<Joint name="Bip01 R Finger3"/>
<Joint name="Bip01 R Finger4"/>
<Joint name="weapon_bone"/>
<Joint name="Lweapon_bone"/>
<Joint name="Bip01 CustomAim"/>
<Joint name="Bip01 CustomAimStart"/>
<Joint name="Bip01 LHand2Weapon_IKTarget"/>
<Joint name="Bip01 LHand2Weapon_IKBlend"/>
<Joint name="Bip01 RHand2Weapon_IKTarget"/>
<Joint name="Bip01 RHand2Weapon_IKBlend"/>
<Joint name="Bip01 LHand2Aim_IKTarget"/>
<Joint name="Bip01 LHand2Aim_IKBlend"/>
<Joint name="Bip01 RHand2Aim_IKTarget"/>
<Joint name="Bip01 RHand2Aim_IKBlend"/>
<Joint name="Bip01 planeTargetLeft" />
<Joint name="Bip01 planeTargetRight" />
</JointList>
<JointList level="3">
<Joint name="Bip01"/>
<Joint name="Bip01 Pelvis"/>
<Joint name="Bip01 Spine"/>
<Joint name="Bip01 Spine1"/>
<Joint name="Bip01 Spine2"/>
<Joint name="Bip01 Spine3"/>
<Joint name="Bip01 Neck"/>
<Joint name="Bip01 Head"/>
<Joint name="Bip01 L Thigh"/>
<Joint name="Bip01 L Calf"/>
<Joint name="Bip01 L Foot"/>
<Joint name="Bip01 R Thigh"/>
<Joint name="Bip01 R Calf"/>
<Joint name="Bip01 R Foot"/>
<Joint name="Bip01 L Clavicle"/>
<Joint name="Bip01 L UpperArm"/>
<Joint name="Bip01 L Forearm"/>
<Joint name="Bip01 L Hand"/>
<Joint name="Bip01 R Clavicle"/>
<Joint name="Bip01 R UpperArm"/>
<Joint name="Bip01 R Forearm"/>
<Joint name="Bip01 R Hand"/>
<Joint name="weapon_bone"/>
<Joint name="Lweapon_bone"/>
<Joint name="Bip01 CustomAim"/>
<Joint name="Bip01 CustomAimStart"/>
<Joint name="Bip01 LHand2Weapon_IKTarget"/>
<Joint name="Bip01 LHand2Weapon_IKBlend"/>
<Joint name="Bip01 RHand2Weapon_IKTarget"/>
<Joint name="Bip01 RHand2Weapon_IKBlend"/>
<Joint name="Bip01 LHand2Aim_IKTarget"/>
<Joint name="Bip01 LHand2Aim_IKBlend"/>
<Joint name="Bip01 RHand2Aim_IKTarget"/>
<Joint name="Bip01 RHand2Aim_IKBlend"/>
<Joint name="Bip01 planeTargetLeft" />
<Joint name="Bip01 planeTargetRight" />
</JointList>
</Lod>

<!-- Deprecated, replaced by BBoxIncludeList and BBoxExtension
<BBoxExcludeList>
<Joint name="Bip01 LookTarget"/>
<Joint name="Bip01 AimTarget"/>
<Joint name="Bip01 RHand2Aim_IKBlend"/>
<Joint name="Bip01 LHand2Aim_IKBlend"/>
<Joint name="Bip01 RHand2RiflePos_IKBlend"/>
<Joint name="Bip01 LHand2RiflePos_IKBlend"/>
<Joint name="Bip01 RHand2PistolPos_IKBlend"/>
<Joint name="Bip01 LHand2PistolPos_IKBlend"/>
<Joint name="Bip01 RHand2Pocket_IKBlend"/>
<Joint name="Bip01 LHand2Pocket_IKBlend"/>
<Joint name="Bip01 RHand2Weapon_IKBlend"/>
<Joint name="Bip01 LHand2Weapon_IKBlend"/>
</BBoxExcludeList> -->

<BBoxIncludeList>
<Joint name="Bip01 L Hand"/>
<Joint name="Bip01 R Hand"/>
<Joint name="Bip01 L Foot"/>
<Joint name="Bip01 R Foot"/>
<Joint name="Bip01 L Forearm"/>
<Joint name="Bip01 R Forearm"/>
<Joint name="Bip01 Head"/>
<Joint name="Bip01 Pelvis"/>
</BBoxIncludeList>

<BBoxExtension>
<Axis negX="0.3" negY="0.3" negZ="0.3" posX="0.3" posY="0.3" posZ="0.3" />
</BBoxExtension>

<AnimationList>
<Animation name="$AnimEventDatabase" path="animations\human\male\events.animevents"/>
<Animation name="$Include" path="animations\human\male\player.chrparams"/>
<Animation name="$facelib" path="Objects\Characters\human\generic\skeleton_player_generic.fxl"/>
</AnimationList>

<ShadowCapsulesList>
<!-- Head & Body -->
<Capsule JointName0="Bip01 Head" JointName1="Bip01 Neck" Radius=".1"/>
<Capsule JointName0="Bip01 Neck" JointName1="Bip01 Spine" Radius=".12"/>

<!-- R Leg -->
<Capsule JointName0="Bip01 Spine" JointName1="Bip01 R Calf" Radius=".08"/>
<Capsule JointName0="Bip01 R Calf" JointName1="Bip01 R Foot" Radius=".08"/>
<Capsule JointName0="Bip01 R Foot" JointName1="Bip01 R Toe0" Radius=".08"/>

<!-- L Leg -->
<Capsule JointName0="Bip01 Spine" JointName1="Bip01 L Calf" Radius=".08"/>
<Capsule JointName0="Bip01 L Calf" JointName1="Bip01 L Foot" Radius=".08"/>
<Capsule JointName0="Bip01 L Foot" JointName1="Bip01 L Toe0" Radius=".08"/>

<!-- R Arm -->
<Capsule JointName0="Bip01 Neck" JointName1="Bip01 R ForeTwist1" Radius=".06"/>
<Capsule JointName0="Bip01 R ForeTwist1" JointName1="Bip01 R Finger20" Radius=".06"/>

<!-- L Arm -->
<Capsule JointName0="Bip01 Neck" JointName1="Bip01 L ForeTwist1" Radius=".06"/>
<Capsule JointName0="Bip01 L ForeTwist1" JointName1="Bip01 L Finger20" Radius=".06"/>
</ShadowCapsulesList>

</Params>
11 changes: 11 additions & 0 deletions Assets/Objects/Characters/Player_SDK/Player_SDK.mtl
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<Material MtlFlags="524544" vertModifType="0">
<SubMaterials>
<Material Diffuse="0.800000,0.800000,0.800000" GenMask="60400000" LayerAct="1" MatTemplate="" MtlFlags="524416" Name="Triangle" Opacity="1.0" Shader="Nodraw" Shininess="50" Specular="1.000000,1.000000,1.000000" StringGenMask="%NORMAL_MAP%SPECULAR_MAP%SUBSURFACE_SCATTERING" SurfaceType="" vertModifType="0">
<Textures>
<Texture File="" Map="Diffuse"/>
</Textures>
<PublicParams EmittanceMapGamma="1" IndirectColor="0.25, 0.25, 0.25" SSSIndex="0"/>
</Material>
</SubMaterials>
<PublicParams EmittanceMapGamma="1" IndirectColor="0.25, 0.25, 0.25" SSSIndex="0"/>
</Material>
4 changes: 4 additions & 0 deletions Assets/Objects/Characters/Player_SDK/player_sdk.cdf
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<CharacterDefinition>
<Model File="Objects/Cryblend Checking/XAxis/Player_SDK.chr" Material="Objects/Cryblend Checking/XAxis/Player_SDK.mtl"/>
<AttachmentList />
</CharacterDefinition>
9 changes: 9 additions & 0 deletions Assets/Objects/Smoothing/Saturn.mtl
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<Material MtlFlags="524544" vertModifType="0">
<SubMaterials>
<Material Name="Saturn__01__Saturn__physNone2" MtlFlags="524416" Shader="Illum" GenMask="20000000" StringGenMask="%SUBSURFACE_SCATTERING" SurfaceType="" MatTemplate="" Diffuse="0.0074990322,0.0074990322,0.0074990322" Specular="0.951217,0.951217,0.951217" Opacity="1" Shininess="210" vertModifType="0" LayerAct="1">
<Textures />
<PublicParams EmittanceMapGamma="1" SSSIndex="0"/>
</Material>
</SubMaterials>
<PublicParams EmittanceMapGamma="1" SSSIndex="0"/>
</Material>
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