1,753 Commits over 3,929 Days - 0.02cph!
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
updated 3p ak deploy to remove jitter
base rig fbx, placeholder anims, animator, prefabs
removed walks (doubled up jogs) in player animator for more responsive movement
updated ak entity hold info offset
updated ak47 entity hold info offset
3p sar anim updates (top spine control set to 50 in rot Y)
ak47 entity spine offset added
set inventory anim controller to temporarily use base idle
sar entity update
- positioned inner bolt as it was appearing offset
- unpacked model in prefab
med ak viewmodel
- removed old ak mesh from prefab
- updated attachment positions, adding bepoke where needed
- updated deploy anim to fix bolt snapping issue (also improved finger pose to remove hand intersection)
Med ak
- set dropped mag effect to use base ak mag model (for now to fix an error)
- updated viewmodel mesh, rigged and set up in game, re-linked materials
- world model prefab setup
med ak mag drop model meta update
med ak entity
- setting up anim events & effects for mag drop
- now uses own animator & anims (to call bespoke mag drop anim event)
- name changes to match existing model conventions
- removed unnecessary prefabs
med ak
- rigged worlmodel, brought mag into file
- initial 3p entity setup
sar 3p straight ahead (zero spine rotation) anims
rustplayer avatar update (added spine 4 as upper chest)
ballista weapon anim updates, added ballista mount anims
viewmodel mini crossbow
- reduced dryfire repeat rate
- cleanup, removed uneeded model prefab, renaming
med ak skin WIP
- model skinned & exported
- initial prefabs setup