userJarryd Campicancel
branchrust_reboot/main/PlayerRigUpdatecancel

55 Commits over 882 Days - 0.00cph!

42 Days Ago
Compile fixes, player animator update
42 Days Ago
Merge from main (stomped animator changes, will need to be regenerated)
3 Months Ago
Updated meta files for new animations
3 Months Ago
Merge from main
5 Months Ago
Made a slight change to how we handle the spine offset vector that's declared on weapons Still not quite working the way we need it (particularly on the head bone), but it is an improvement
5 Months Ago
Merge from main
5 Months Ago
Added a separate useAimOffsetLayer toggle to Held Entities so that the aim offset layer can be disabled while also disabling spine ik
5 Months Ago
Only allow aim offset when standing still or aiming, let regular animation take control while sprinting or jogging while not aiming
5 Months Ago
Make a new mask specifically for the aim offset layer
5 Months Ago
Cleaned up hand hold parameter handling
5 Months Ago
Renamed leftHandIkModifier to leftHandIkDisable for better clarity (and the same for right hand) IK disable param is 0 by default, 1 will fully disable that hand's IK Update rifle reload to reflect new values
5 Months Ago
Add leftHandHoldDisable and rightHandHoldDisable animator parameters to disable the hand poses during an animation clip
5 Months Ago
Added an example temporary disabling of the left hand Ik driven by a curve on the 3p rifle reload animation
5 Months Ago
Disablling spine IK on a held entity will now enable the AimOffset layer
5 Months Ago
Turn on add_breathe IK pass again
5 Months Ago
Add support for 2d blend tree, copied over aimOffset layer Set some newer layers off until we properly enable/disable them at runtime
5 Months Ago
Add breathe layer
5 Months Ago
Update hand hold blend trees
5 Months Ago
Add left/right hand hold layers
5 Months Ago
Add left/right hand hold parameters Added ability to create blend trees in update script
5 Months Ago
Added a new PlayerAnimatorControllerUpdate class that automates any additions or changes made to the player animator, can be run via Tools/Animation/Update Player Controller from Main This way we can always accept the latest changes and just clear any cahnges on this branch, then rerun this tool to get everything up to date Currently only supports adding parameters
5 Months Ago
Enable IK on hands layer Very vague implementation of some roll bones on the forearm helpers, right now it just lerps it's local rotation based on the starting rotation and the rotation of a target transform (in this case the hand) Implemented on both arms, but it doesn't seem like these bones are skinned so it's hard to say if it's doing anything
5 Months Ago
Merge from main 81 prefab merges here so there could be issues, head.male.light00, spraycan.weapon and cake.entity all had unresolvable conflicts so changes on this branch had to be stomped
6 Months Ago
Apply the heldEntitySpineAimOffset to the head as well (still looks bad, but slightly better than before)
6 Months Ago
Moved IK settings on Held entities into a dropdown Moved disable spine IK and disable head IK into the held entity Exposed a spineAimOffset, this modifies the target angle of the spine IK per held entity
6 Months Ago
Update new avatar meta guid
6 Months Ago
Merge from PlayerRIgUpdate/unity2021
8 Months Ago
Codegen Fixed helicopter IK Fixed more IK warning spam
8 Months Ago
Merge from PlayerRigUpdate/sep23merge to PlayerRIgUpdate
8 Months Ago
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