branchrust_reboot/main/PlayerRigUpdate2cancel
49 Commits over 90 Days - 0.02cph!
intial setup for f1 grenade and building plan, 2h explosive anim exported added
updated override controllers
set up sound anim events for various weapons
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
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
lr300 holster position updates
updated wip v4 player loadout
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)
torch - initial 3p anims and prefab updates
updated 3p ak deploy to remove jitter
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
rustplayer avatar update (added spine 4 as upper chest)
weapon updates
- Ported over ak and sar 3p anims, exported on v4 rig
- prefab setup work
- holster updates
- removed offsets in entities
- created world weapon masks and removed root bone from meta
- holdtype setup
- re-parent entity to prop bone
lr 300 - v4 exports, anim naming updates, override controller set to use udpated anims
- added test holdtype folders (1h/2h melee, bow, lr300)
- added v4 rustplayer mask
- setup hatchet 3p anims (updated melee overide controller)
- updated hatchet.entity (removed offsets and set to attach to r_prop)
- setup 2h 3p anims (updated sword overide controller)
- updated longsword.entity (removed offsets and set to attach to r_prop)
- updated lr300.entity (removed offsets and set to attach to r_prop)
- added v4 player update loadout
set up v4 unarmed anims in player animator
Rest of v4 unarmed anim set exports
updated avatar settings on a few test anims
renamed idle breathe to match source
exported jog E and idle on v4 rig
added anims to player animator
added spine 3 to humanoid mapping in rustplayeravatar
renaming of unarmed anims to match maya source and new convention
unarmed anim folder and anims (taken from v3 and will be updated with v4 exports but contain valuable clip meta)