Animgraph 2

Started by matt · 5 months ago · 21 replies · 4,805 views

#1
matt
Facepunch
JoinedApr 2021 Posts263 Score2,045
A better performing animgraph system, where in our current system pose evaluation is expensive and fragile.
#2
S4TURN
Member
JoinedAug 2021 Posts3 Score125
This, I think, is the most needed update. You can't do anything with Valve's AnimGraph in it's current state. 1D Blend cycles sync is broken, 2D Blend only takes sequences as inputs, motion matching not working, constant crashes. Only type of locomotion you can make right now is directional, but barely working.
But there should be no internal code in the new version. Coded fully using sbox's API, similar to ShaderGraph and ActionGraph, so it can be extended or modified, like adding new node types for example.
AnimGraph is the only thing stopping me from fully switching from Unreal Engine to sbox. I wish I could spend more time making full scale projects, but you can't really do much without proper character animation tools.
Right now I have to work on my awful version of custom AnimGraph editor, instead of making games.
#3
dictateurfou
Member
JoinedFeb 2023 Posts3 Score140
S4TURN  If we combined our efforts, we could probably make Blender obsolete lol. I’m not working on a custom anim graph, but I’m building an animation editor because I don’t want to keep going back and forth with Blender or dig into Citizen’s hellish anim graph. Plus, I can do more stuff here, like spawning models, prefabs, etc. Right now I’m even adding constraints to make a control rig like in Blender, instead of moving bones directly.
#4
KapiDranik
Member
JoinedJun 2023 Posts6 Score1,120
dictateurfou Awesome idea, I like it. Are you planning on making a library or maybe an issue?
#5
surv0013
Member
JoinedJun 2023 Posts24 Score60
I think a new animator should be at the forefront right now, right next to the metric system. Because I can't imagine creating complex games with huge, detailed worlds in an engine where there's a size limitation and you can't apply a simple animation to a character when they just want to use an item they picked up. I want to make a survival game in a huge world, but how can I fit literally two hundred object interaction animations into a model? Technically, it's possible, but how do I debug it all? How do I continue working with it?
#6
S4TURN
Member
JoinedAug 2021 Posts3 Score125
dictateurfou Looks awesome! You can dm me anytime.
#7
iLumiX
Member
JoinedNov 2025 Posts1 Score0
A dedicated animation graph like the one in SFM is the only thing stopping me from switching ngl. This should be top priority but its just my bias as an animator :D
#8
jaketoilet
Member
JoinedSep 2021 Posts8 Score190
this should be a top priority. the current animgraph requires that everything be known before hand making incredibly dynamic animation systems impossible to make. plus itll take the load off of me. maintaining my own animgraph is a pain sometimes.
#9
Arcev
Member
JoinedOct 2022 Posts61 Score150
Citizen animgraph is abyssmal, at least its powerful enough for most things.
#10
frinky
Member
JoinedJan 2023 Posts1 Score15
this is the biggest thing stopping me from diving deeper
#11
Raikou
Member
JoinedFeb 2025 Posts1 Score900
Animgraph 2 is a game changer
#12
amongstars
Member
JoinedNov 2025 Posts2 Score0
The most wanted feature: Animgraph 2
#13
prime
Member
JoinedFeb 2025 Posts26 Score2,103
Is this publicly available? Any chance it will be publicly available?
S4TURN  If we combined our efforts, we could probably make Blender obsolete lol. I’m not working on a custom anim graph, but I’m building an animation editor because I don’t want to keep going back and forth with Blender or dig into Citizen’s hellish anim graph. Plus, I can do more stuff here, like spawning models, prefabs, etc. Right now I’m even adding constraints to make a control rig like in Blender, instead of moving bones directly. 20260321-1331-03.2803449.mp4 23.36 MB
#14
Tachikriken
Member
JoinedDec 2022 Posts6 Score1,776
I NEED THIS DUDE WHAHAAAATTT
S4TURN  If we combined our efforts, we could probably make Blender obsolete lol. I’m not working on a custom anim graph, but I’m building an animation editor because I don’t want to keep going back and forth with Blender or dig into Citizen’s hellish anim graph. Plus, I can do more stuff here, like spawning models, prefabs, etc. Right now I’m even adding constraints to make a control rig like in Blender, instead of moving bones directly. 20260321-1331-03.2803449.mp4 23.36 MB
#15
Lord Tank
Member
JoinedMar 2025 Posts12 Score25
s&box would become the best game engine if this, along with everything else planned, got in
S4TURN  If we combined our efforts, we could probably make Blender obsolete lol. I’m not working on a custom anim graph, but I’m building an animation editor because I don’t want to keep going back and forth with Blender or dig into Citizen’s hellish anim graph. Plus, I can do more stuff here, like spawning models, prefabs, etc. Right now I’m even adding constraints to make a control rig like in Blender, instead of moving bones directly. 20260321-1331-03.2803449.mp4 23.36 MB
#16
Vaycron
Member
JoinedOct 2021 Posts9 Score3,417
most needed update rn
#17
Lil_Wojltyla
Member
JoinedJul 2022 Posts3 Score1,430
Will it let us animate entities? I am struggling with not being able to animate just entity, not a character, not a gun just entity such as building

I am importing models using blender bridge so they exist as prefabs, it's disappointing I cant just animate prefab (well, could scale it with code for example, but such system like in unity would be great)
#18
Braxen 🐟
Member
JoinedJun 2021 Posts188 Score165
movie maker
Will it let us animate entities? I am struggling with not being able to animate just entity, not a character, not a gun just entity such as building I am importing models using blender bridge so they exist as prefabs, it's disappointing I cant just animate prefab (well, could scale it with code for example, but such system like in unity would be great)
edited 2 months ago#19
frap
Member
JoinedMay 2025 Posts13 Score815

I think Facepunch only has access to an HLA version of Source 2. They won't implement any source 2 feature that was added later, like Animgraph 2, so we can forget about it unless they make a deal with Valve to get engine updates.

(looks like im wrong, my bad)
#20
dirtkiller23
Member
JoinedOct 2022 Posts1 Score110
I think Facepunch only has access to an HLA version of Source 2. They won't implement any source 2 feature that was added later, like Animgraph 2, so we can forget about it unless they make a deal with Valve to get engine updates.
a facepunch developer already shared some screenshots of them working with ag2 stuff
#21
matt
Facepunch
JoinedApr 2021 Posts263 Score2,045
I think Facepunch only has access to an HLA version of Source 2. They won't implement any source 2 feature that was added later, like Animgraph 2, so we can forget about it unless they make a deal with Valve to get engine updates.
why would we say we're adding it then 
#22
Braanflakes
Member
JoinedApr 2023 Posts3 Score345
I'm very interested in this as well. I've seen the capabilities of some free resources that Unreal Engine has in their "Game Animation Sample Project" where they use motion matching, and it's really incredible. If there could be any one feature request I could wish for, it'd be this.
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