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Apr 2021 189 posts
A better performing animgraph system, where in our current system pose evaluation is expensive and fragile.
trophy 125
Aug 2021 3 posts
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.
trophy 140
Feb 2023 2 posts
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.
trophy 720
Jun 2023 5 posts
dictateurfou Awesome idea, I like it. Are you planning on making a library or maybe an issue?
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Jun 2023 19 posts
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?
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Aug 2021 3 posts
dictateurfou Looks awesome! You can dm me anytime.
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Nov 2025 1 post
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
trophy 190
Sep 2021 8 posts
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.
trophy 155
Oct 2022 53 posts
Citizen animgraph is abyssmal, at least its powerful enough for most things.
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Jan 2023 1 post
this is the biggest thing stopping me from diving deeper
trophy 380
Feb 2025 1 post
Animgraph 2 is a game changer
people
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