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.
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.
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?
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
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.
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
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
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
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)
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)
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.
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
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.
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.