2,900 Commits over 3,987 Days - 0.03cph!
removed old temp hatchet mesh from .entity prefab
intial setup for f1 grenade and building plan, 2h explosive anim exported added
updated override controllers
set up sound anim events for various weapons
crossbow - fixed arrows not showing in 3p anims
initial spa12 setup (with temp offset in entity)
- added 3p anims inc renaming
- fixed issues with wrong rotation on exports (updated prop position during anims)
- holdtype override updates
- added temp offset to entity to align (issues with prop data syncing correctly in game, set to follow left prop)
- removed weapon root from mask on w_spas12 anims
updated vertical slice loadout
updated backpack offsets for some weapons
override controller updates
Added more working weapons to v4 loadout + ammo
updated slight model offset in rock entity
fixes for shake from deploy to idle on ak
fixed issues with 3p vine swinging anims
updated rustplayer fbx with new prop positions
re-exported working holdtypes after prop bone skeleton updates
Bow setup
- added 3p anims
- fixed issues with wrong rotation on exports (updated prop position during anims)
- holdtype override updates
- zero'd entity offsets, set to follow left prop
- removed weapon root from mask on w_bow anims
- tweaked 3p anims so fingers place correctly on string at rest and when aiming
Rpg setup
- added 3p anims
- fixed issues with wrong rotation on exports (updated prop position during anims)
- holdtype override updates
- zero'd entity offsets, set to follow left prop
- removed weapon root from mask on w_launcher anims
viewmodel - edited ironsight intro curve & speed (for testing purposes)
viewmodel - set up idle states as blendtrees for ADS support
removed duplicated crossbow files from blowpipe folder
re-set up ADS (base idle will be udpated to be lower & to the side)
- fixed issue with not seeing materials in-game
- re-exported base rig in A pose
- exported with viewmodel arms material, importing embedded material now works
- removed dart meshes from export (already in .viewmodel prefab)
- removed unnecessary v_blowpipe model prefab
bee grenade entity updates
- updated holster position
- re-added final lod to fix model culling too early
cached viewmodel renderer scripts ( viewmodel renderer is still turned off until fx can be updated)
lr300 holster position updates
updated wip v4 player loadout
set .viewmodel and .entity meshes to 1 scale after model updates
viewmodel - added new base idle (no waving around of fingers that make the jar defy gravity)
3p updates
- added bespoke override controller
- hooked up intial 3p anims (bigger grip and no pull pin action) in controller
- set entity to use new override controller
- scaled up mesh to match viewmodel sizing (1.3)
removed copied model from world model prefab
set up viewmodel renderer - all working now but set to off until final model delivery
initial entity,worldmodel and deployed prefab setup with correct worldmodel
jar scaled up to 1.3, open hands layer set to 1
set all anims to none in Holdtype.None controller
slight shift in torch trans y entity position
- updated upperBodyAimMask (removed eyes/eyelids/jaw/eyetransform)
- updated mask meta on anims
updated rust player mask (removed eyes/eyelids/jaw/eyetransform)
bee grenade viewmodel
- setup final model from Alfie
- repostioned for best view
- added additive grip pose and fingers mask to remove clipping
bee grenade viewmodel
- anim updates
- improved transition in animator
- tweaked model position in viewmodel prefab
bee grenade vm
- added new admire
- tweaked throw aim anim
- new animator
- set viewmodel prefab to use new animator
reverting flashbang anim controller change
- added asset folders
- added viewmodel blockout to viewmodel prefab
updates to snackhub viewmodel prefab, animation and animator updates
torch - initial 3p anims and prefab updates