Animgraph 2

Started by matt 22 posts 4,921 views

Reply on sbox.game
  1. #1
    matt Facepunch 2,045
    A better performing animgraph system, where in our current system pose evaluation is expensive and fragile.
  2. #2
    S4TURN 125
    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. #3
    dictateurfou 140
    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
  4. #4
    KapiDranik 1,120
    dictateurfou Awesome idea, I like it. Are you planning on making a library or maybe an issue?
  5. #5
    surv0013 60
    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. #6
    S4TURN 125
    dictateurfou Looks awesome! You can dm me anytime.
  7. #7
    iLumiX
    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. #8
    jaketoilet 190
    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. #9
    Arcev 150
    Citizen animgraph is abyssmal, at least its powerful enough for most things.
  10. #10
    frinky 15
    this is the biggest thing stopping me from diving deeper
  11. #11
    Raikou 900
    Animgraph 2 is a game changer
  12. #12
    amongstars
    The most wanted feature: Animgraph 2
  13. #13
    prime 2,103
    Is this publicly available? Any chance it will be publicly available?

    dictateurfou posted:

    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. #14
    Tachikriken 1,776
    I NEED THIS DUDE WHAHAAAATTT

    dictateurfou posted:

    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. #15
    Lord Tank 25
    s&box would become the best game engine if this, along with everything else planned, got in

    dictateurfou posted:

    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. #16
    Vaycron 3,457
    most needed update rn
  17. #17
    Lil_Wojltyla 1,430
    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. #18
    Braxen 🐟 190
    movie maker

    Lil_Wojltyla posted:

    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)

  19. edited Jul 2026 #19
    frap 815

    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. #20
    dirtkiller23 110

    frap posted:

    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. #21
    matt Facepunch Started this 2,045

    frap posted:

    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. #22
    Braanflakes 345
    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.