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This repository has been archived by the owner on May 24, 2024. It is now read-only.
I've decided to remake SAS animations, just because I wanted to work on something else than Lara.
I'm also making additional transitions to try to make him more reactive.
Note: these are made from scratch, not based on nor inspired by any AOD character.
Part 1: Existing animations
Walk
Run
Sight shoot
Stance to sight aim
Walk to walk aim (unused?)
Run to walk
Walk shoot (unused?)
Sight aim to stance
Walk aim to walk (unused?)
Stance to run
Stance to wait
Stance to walk
Stance
Wait to stance
Wait
Wait to sight aim
Walk to run
Walk to stance
Walk aim to walk
Death
Stance to hold aim
Hold shoot
Hold aim to stance
Hold prepare grenade
Hold shoot grenade
Stance to kneel aim
Kneel shoot
Kneel aim to stance
Blind
Blind to stance
Part 2: Additional transitions
These are transitions I can add based on what the engine natively allows.
Sight aim to walk [implemented]
Sight aim to hold aim [implemented]
Sight aim to kneel aim [implemented]
Hold aim to walk [implemented]
Hold aim to run [implemented]
Kneel aim to walk [implemented]
Kneel aim to run [implemented]
Walk to sight aim 1 [implemented]
Walk to sight aim 2 [implemented]
Walk to hold aim 1 [implemented]
Walk to hold aim 2 [implemented]
Walk to kneel aim 1
Walk to kneel aim 2
Walk to stance 2 [implemented]
Walk to run 2
Stance to walk cancel [implemented]
The text was updated successfully, but these errors were encountered:
Animations done:
- Walk
- Run
- Run to walk
- Stance to run
- Stance to walk
- Stance
Progress is tracked in issue #4
Tests are made in the TE level. Lara starts just in front of the trigger, take a step to trigger the SAS (he goes into guard mode until you shoot him)
The SAS object is from Condition Zero 2, imported by Silent Viper: https://www.trsearch.org/item/1183
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I've decided to remake SAS animations, just because I wanted to work on something else than Lara.
I'm also making additional transitions to try to make him more reactive.
Note: these are made from scratch, not based on nor inspired by any AOD character.
Part 1: Existing animations
Part 2: Additional transitions
These are transitions I can add based on what the engine natively allows.
The text was updated successfully, but these errors were encountered: