branchrust_reboot/main/primitivecancel
23 Commits over 31 Days - 0.03cph!
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
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
merge from med ak skin branch
mini crossbow viewmodel - set up idle/ads idle states in animator
battering ram anim upodates
updated battering ram anim, new states in animator, more build up in attack anim
battering ram - model update export
battering ram - updated animator to remove additional broken anim loop
updated battering ram anims
battering ram
- new broken state
- animator updates
- added 'broken' bool
Battering ram
- Added new driving pose
- Added battering ram sit mountpose enum
- Added pose to player controller
- Set to use new pose in seat prefab
battering ram - updated ik hand targets
battering ram anims updated
battering ram anims exported on updated rig
added initial battering ram anims
Ballista
- player anims for up/down
- added player anims to animator, set up blendtree with up/down animing to use up param
- tweaked start position of lever on ballista anims
- tweaked eye position & hand ik on entity
re-exported ballista weapon anims after rig update