userAlex Webstercancel

2,933 Commits over 4,048 Days - 0.03cph!

3 Months Ago
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
3 Months Ago
revolver setup
3 Months Ago
Entity updates
3 Months Ago
viewmodel - edited ironsight intro curve & speed (for testing purposes)
3 Months Ago
viewmodel - set up idle states as blendtrees for ADS support
3 Months Ago
removed duplicated crossbow files from blowpipe folder
3 Months Ago
re-set up ADS (base idle will be udpated to be lower & to the side)
3 Months Ago
- 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
3 Months Ago
bee grenade entity updates - updated holster position - re-added final lod to fix model culling too early
3 Months Ago
cached viewmodel renderer scripts ( viewmodel renderer is still turned off until fx can be updated)
3 Months Ago
lr300 holster position updates
3 Months Ago
updated wip v4 player loadout
3 Months Ago
lr300 updates
3 Months Ago
set .viewmodel and .entity meshes to 1 scale after model updates
3 Months Ago
3p anim updates
3 Months Ago
viewmodel - added new base idle (no waving around of fingers that make the jar defy gravity)
3 Months Ago
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)
3 Months Ago
removed copied model from world model prefab
3 Months Ago
set up viewmodel renderer - all working now but set to off until final model delivery
3 Months Ago
rotated mesh in entity
3 Months Ago
initial entity,worldmodel and deployed prefab setup with correct worldmodel jar scaled up to 1.3, open hands layer set to 1
3 Months Ago
set all anims to none in Holdtype.None controller
3 Months Ago
viewmodel prefab updates
3 Months Ago
slight shift in torch trans y entity position
3 Months Ago
- updated upperBodyAimMask (removed eyes/eyelids/jaw/eyetransform) - updated mask meta on anims
3 Months Ago
updated rust player mask (removed eyes/eyelids/jaw/eyetransform)
3 Months Ago
bee grenade viewmodel - setup final model from Alfie - repostioned for best view - added additive grip pose and fingers mask to remove clipping
3 Months Ago
bee grenade viewmodel - anim updates - improved transition in animator - tweaked model position in viewmodel prefab
3 Months Ago
bee grenade vm - added new admire - tweaked throw aim anim - new animator - set viewmodel prefab to use new animator
3 Months Ago
reverting flashbang anim controller change
3 Months Ago
- added asset folders - added viewmodel blockout to viewmodel prefab
3 Months Ago
updates to snackhub viewmodel prefab, animation and animator updates
4 Months Ago
torch - initial 3p anims and prefab updates
4 Months Ago
3p rock anims and set up
4 Months Ago
updated 3p ak deploy to remove jitter
4 Months Ago
base rig fbx, placeholder anims, animator, prefabs
4 Months Ago
removed walks (doubled up jogs) in player animator for more responsive movement
4 Months Ago
updated ak entity hold info offset
4 Months Ago
updated ak47 entity hold info offset
4 Months Ago
anim export update
4 Months Ago
3p sar anim updates (top spine control set to 50 in rot Y)
4 Months Ago
ak47 entity spine offset added
4 Months Ago
updated 3p ak47 anims
4 Months Ago
set inventory anim controller to temporarily use base idle
4 Months Ago
sar entity update - positioned inner bolt as it was appearing offset - unpacked model in prefab
4 Months Ago
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)
4 Months Ago
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
4 Months Ago
med ak mag drop model meta update
4 Months Ago
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
4 Months Ago
med ak - rigged worlmodel, brought mag into file - initial 3p entity setup