tag

#citizen

6 items (6 fixes)

fixes
26.07.22
"Citizen animgraph combat params are unwrapped and unnetworked"

The stock citizen animgraph ships combat params that CitizenAnimationHelper does NOT wrap -- drive them with renderer.Set() directly, and replicate them yourself because the engine only networks locomotion.

26.08.05
"Citizen body aim needs SetLookDirection, not the aim_body floats"

The Citizen animgraph drives body aim from SetLookDirection("aim_body", dir, weight), not from the aim_body_pitch / aim_body_yaw floats. Writing only the floats reads back perfectly and moves the pose zero degrees.

26.07.15
"Citizen held-item pose map: HoldType, aim, and IK hand targets"

HoldType shapes arm+fingers, body aim tilts via SetLookDirection (the aim_body_pitch/yaw floats are readback-only), and an IK hand target OWNS hand position, overriding the holdtype arm pose. Move the IK target to place a held item, use holdtype only for the fist.

26.07.22
"Pace citizen locomotion clips by each clip's own blend-value speed"

The citizen's locomotion clips each carry their own authored ground speed in the animgraph's m_blendValue coordinates. Pacing every clip's PlaybackRate against one guessed nominal speed foot-slides every variant except the one it was tuned for.

26.07.22
"Set UseAnimGraph = false before writing Sequence.Name, or the write no-ops"

Direct citizen sequence playback needs no AnimGraph, but SkinnedModelRenderer.UseAnimGraph must be set false BEFORE the first Sequence.Name write, or the write silently no-ops while the model's own animgraph keeps driving the pose. The citizen model exposes 466 sequences (raw directional locomotion + IdlePose family), enough for a full movement set with no rig work.

26.07.22
"The Citizen ragdoll has 18 bodies and 16 joints, countable offline"

The Citizen ragdoll physics rig has 18 shapes (17 capsules plus 1 cylinder) and 16 joints (12 conical ballsockets plus 4 revolute hinges). A common folk estimate lands near 9 to 13 bodies, roughly half the real count, so it undercounts per-body and joint-solve cost. Both prefab files are plain KV3 text, so you count them offline with no editor running.

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