June 2022
Posted 2 years ago
This month, I went back to the Citizen meshes, and did another skinning pass to fix & improve a few things, in the interest of providing the cleanest possible base for everyone (and especially Dan) to work on. For those who don't have access to the game's developer preview, an updated file is available on the wiki.

The LOD meshes were also improved, with one significant change worth mentioning here: now, the first LOD level doesn't change the body mesh at all. This means fewer headaches needing to sync with a new underlying topology.

By reorganizing the hierarchy around helper bones, there is now better support for limb scaling. Well, to be clear, this isn't actual per-bone scaling; that's not supported by the engine. In short, it means that things will now look much better when an animation changes the length of a limb. (There's a more detailed technical explanation on the wiki if you're curious.)

In this video, I push lengths to about 150%, and the model still holds up reasonably well. My own animations and poses rarely leave the ±10% range.
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Speaking of animations, I've been focusing on making the Citizen animgraph to be easier to maintain, extend and understand. Part of this has involved refactoring the "weapon branches". This is an ongoing effort that doesn't cover all of them yet, but hopefully the many added comments help you wrap your head around all these nodes and how they work together.