userJarryd Campicancel
branchrust_reboot/main/PlayerRigUpdate/bone_jobs/aim_posecancel

54 Commits over 61 Days - 0.04cph!

16 Days Ago
Added prop opffset support when holding a left hand dominant entity
16 Days Ago
Refactor held entity aim settings so we can toggle which is the dominant and non dominant hand (to support left hand parented weapons like bows) Added option to only apply hand aiming while in ADS
16 Days Ago
Remove old spineIkAimOffset system, superseded by new components
16 Days Ago
Fixed left hand IK not getting applied when switching between weapons
16 Days Ago
Finally fixed up/down spine look appearing incorrect and tilting to the left, legacy aim offset animator layer was being enabled and affecting the final pose
16 Days Ago
Fixed pose solver breaking if the held entity is missing a non dominant hand IK target
16 Days Ago
Unsaved changes
16 Days Ago
Added throw support to pose editor Removed right hand pose component entirely Added basic camera rotate and pitch controls to edit scene
16 Days Ago
Fixed some incorrect rig behaviour when entering and exiting edit mode
16 Days Ago
Remove dedicated right hand aim component (now builtin to AimPose component) Expose right hand aim offset per weapon
17 Days Ago
WIP pistol aimpose setup (using python as test)
17 Days Ago
Fixed not being able to switch to weapons that aren't using v2
17 Days Ago
Adjusted spine look ratios, lower spine bones now rotate more than upper spine bones Fixed aim pose scene weapon selector sometimes not working, fixed clear weapon button not working
17 Days Ago
Merge from parent
36 Days Ago
Merge from parent
43 Days Ago
Applied new changes to ak for testing
43 Days Ago
Exposed support for IK hint on left hand
43 Days Ago
Simplified editing process, eliminated a few button presses
43 Days Ago
Sample three points from the aim poses instead of two, use barycentric co-ordinates to blend between them
43 Days Ago
Update model components, disable deprecated stuff
43 Days Ago
Updated aim data
43 Days Ago
Fix conflicting right hand aim
51 Days Ago
51 Days Ago
Rolled the right hand aim pass into the aim pose component, improves performance and solves a bunch of order of execution issues. Right hand aim now happens after the aim pose solver and before the left hand IK pass
51 Days Ago
Remove a runtime allocation (will still trigger in the editor for some tooling purposes) Refactor the SingleBoneAimComponent in preparation for rolling it into AimPose component
56 Days Ago
56 Days Ago
Burst compile the bone jobs
56 Days Ago
WIP clear held entity button, not working for some reason
56 Days Ago
Fixed pose window always saving data to ADS slot Exposed fields on weapons to declare which aim pose data to use Fixed component not working at runtime, can actually see poses in gameplay now
56 Days Ago
Fixed not being able to edit poses
56 Days Ago
Mask out aim poses on deploy
56 Days Ago
Blend out the aim pose while reloading, driven by a behaviour on the state machine rather than a curve on the animation clip import (so we can apply to everything) Update the upgrader script to apply these changes
56 Days Ago
Working Left Hand IK implementation
57 Days Ago
WIP left hand IK, still not working
57 Days Ago
Refactor IK to specify right hand, in prep for left hand pass
57 Days Ago
Compile fixes, cleanup
58 Days Ago
Fixed offset not being 1:1
58 Days Ago
First successful attempt at running right hand IK as part of the weapon aiming system without reparenting the weapon to a different bone Still not quite 100% accurate to the authored gun position Involved building a 2 bone IK pass into the aim pose system so that the IK pass has all of the information it needs to evaluate it's position
58 Days Ago
Fixed actual gameplay prefab for testing
59 Days Ago
59 Days Ago
Added support for two sets of data to be loaded onto a pose at once, a default and an alt set The alt set will be used for ADS Supports blending between the two with a weight so we can animate it
59 Days Ago
Merge from parent
2 Months Ago
2 Months Ago
Scene improvements, testing a right hand IK controller for easier placement during editing
2 Months Ago
Use the diff of the pose instead of saaving the whole pose, ensures any zeroed out poses are accurate to the underlying data Added an ADS version of the rifle poses
2 Months Ago
Simplify blend to just work between two closest points, works a lot better
2 Months Ago
Added right arm support
2 Months Ago
Now covers all spine bones
2 Months Ago
First full loop of an editable pose offset with that pose offset being applied at runtime Only affects Spine1 right now, needs more refactoring
2 Months Ago
First pass on runtime component, still not functional