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Humanoid Animations from CSGO, Left 4 Dead 2, and other newer games do not work correctly #5218

Open siobhan-saoirse opened 2 years ago

siobhan-saoirse commented 2 years ago

Details

When i try to use an animation from a Left 4 Dead 2 survivor model, it only moves some bones unlike the original animation. For example, when i use the animation tool on Nick, use the "idle_standing_fry_pan" animation, it does not look right.

Steps to reproduce

Spawn a ragdoll that has animations, use the easy animation tool and make sure it is from Counter-Strike: Source, Left 4 Dead or newer games. Pick an random animation from the model. It may look like this if you chose the animation. image This is what it's supposed to look like: image

siobhan-saoirse commented 2 years ago

This issue is also present in Source 2013 (excluding Counter-Strike: Source, with only their humanoid models) and other older source engine branches.

siobhan-saoirse commented 2 years ago

image An CS:GO Animated Model with the animation "Idle_Aim_TMP"

siobhan-saoirse commented 2 years ago

image Animated Prop with the Coach model using the animation "CalmRun_Sniper", some bones are moving properly than the others.

siobhan-saoirse commented 2 years ago

Decompiling the animation models may fix the problem, but it mostly results in a "too many g_numsources" error

siobhan-saoirse commented 2 years ago

This probably has something to do with the ".ani" files, it is using a newer version of the animation file that the HL2 Engine does not recognize properly, unlike newer games like Left 4 Dead and CS:GO.

UAVXP commented 2 years ago

It's probably because Gmod is not loading blendlayers properly for those models

siobhan-saoirse commented 2 years ago

Counter-Strike and L4D has a much more advanced blend layer system that the hl2 engine doesn't recognize

ZH-Hristov commented 2 years ago

Decompiling the animation models may fix the problem, but it mostly results in a "too many g_numsources" error

You can split the animations into multiple SMDs then include them in the .QC file iirc. Either that or multiple QCI files or w/ever it was. Pretty sure that's what I did when I had ported a large chunk of the survivor animations for use in a WOS extension. They looked p bad on the gmod rig tho since they had misplaced bones and some extra bones which stood in one place, so be mindful of that.