1,664 Commits over 3,837 Days - 0.02cph!
viewmodel handcuffs - setup viewmodel renderer script
frontier hatchet rig tweaks, initial burstcloth setup
vm frontier hatchet - added bones for beads & tassel
merge from frontier_hatchet/furTrim branch
added 3p idle when downed with cuffs, added to captive override controller
w_handcuffs animator - updated transitions settings
updated vm surrender anim loop & transitions
updated 3p surrender anim loop & transitions
world handcuffs rig update, added scaleUp layer to animator
re-connected camera bone in prefab, set additive arms in aniamtor to 0 by defualt
vm handcuffs - blendshape setup for scaling up cuffs when wearing gloves
handcuffs worldmodel
- added static mesh version
- added worldmodel prefab
- added icon
- all hooked up
Added cuffs specific wounded anim, hooked up in override controller
Motorcar sidecar - updated lod group settings
Motorbike
- updated ik positions on hands & legs
- tweaked mount position to avoid mesh clipping & Ik locking out issues
Updated rig so wheels rotate in the z axis
trike:
- rigged up
- added wheel/cog anim
- added animator & move param
- updated prefab to use new animator
Motorbike:
- rig updates
- 1st skin pass + lods
- Set up gauge, fuel and mph dials & anims
- Prefab updates
vm handcuffs
- added hit anim
- udpated animator
- added anim events to attacks
- organised folder
- added effects folder & effects for events
updated vm handuffs animator to work with baseMelee setup
fix for 3p captive struggle anim not working
3p cuffs - 3p anim exports, also added an overirde controller for kidnapper state
world cuffs setup - Added poses for open & closed, as well as 'locked' bool to traverse between states
3p handcuffs updates:
- rigged world model, added poses
- added worldmodel animator
- setup entity with cuffs model
- added 1st pass 3p anims
handcuffs 3p setup - added initial anims, created override controller, set entity to use
vm handcuffs - anims, added states, trigger & bools to animator,
vm handcuffs:
- added vm rig base file
- added anims and animator
- added viewmodel prefab
- set entity to use new vm prefab
- renamed models to match conventions
vm sks - added walk state & forward param to anim controller
vm sks - fix for long ironsight lerp when sprinting
vm sks movement tests
- added mask for bolt
- updated anims (landing, sprinting)
- stopped camera bone inheriting transforms
- removed camera offset in prefab
- set head bob run to 0 for improved sprinting
- added conditions in animator to return to idle faster if landing and in ironsight
vm sks anim tests, animator updated
vm sks - added test anims for sprinting/jumping/landing, added layer and params to animator
sks updates:
- 3p updates + corrected aiming
- updated anims on rigged world model
- got shell eject fx working
sks 3p - all attachments now positioned correctly
vm sks fixes - corrected camera offset & hand cllipping during deploy
vm sks - fix for firing anims snapping & slow lerps into ironsght
vm sks fixes - skinned missing bolt carrier part & mag lock
sks updates - fixed ironsights clipping camera, anim events fix
vm renderer script setup and activated
sks entity - removed sar ref & updated bounds
folder clean up ( removed unneccessary inital model prefabs )
sks holster position updates