branchrust_reboot/main/PlayerRigUpdate2cancel
63 Commits over 215 Days - 0.01cph!
exported updated 3p bone knife anims
updated planners and wallpaper 3p run anim
updated planners and wallpaper 3p anims/override controllers
added ShieldHeldEntityOffset script to the remaining weapon entities that can be paired with a shield
set obsidian knife entity to use r prop, zero'ed weapon root and set holdtype to combat knife. also added ShieldHeldEntityOffset script
set vampire stake entity to use r prop, zero'ed weapon root and set holdtype to bone knife
set m15 entity to use r prop, zero'ed weapon root and set holster position
updated the 'shield bone arm rotation additive' positions for handguns that are used with the shield and made/added 3p shield block pose to playeraniamtion.controller
exported updated 3p rpg7 reload anim and reload anim events edited
updated 3p shield anims exported
3p SAR shoot anim updated so trigger finger animates correctly correct during shooting and sar bolt removed from mask during w model deploy anim as it doesnt need to animate
setup 3p paintabll gun anims/added anims to holdtype override controller. added spine offset ,edited backpack holster position on entity
exported edited 3p north and west jog anims
setup 3p shield anims and applied to player animation.controller
3p jump mid air anim exported after editing and assigned to playeranimation controller
3p handcuff captive holdtype override controller and anims updated
outbreak scientist npc player v4 rig anims exported
vineswing anims exported/added to player aniamtion controller for player rig v4
exported edited 3p rocket launcher and world model reload anims. set w model reload anim to speed 1 on it's anim controller
assigned rpg7 anim events to 3p reload anim
added lr300 space gun anim events to 3p reload/deploy anims
setup lr300 space animations for player update
removed anim events sfx from m4 shotgun idle anim
3p smg anims updated with corect spine position
3p bolt rifle anims updated so finger does not clip through the gun
export spas shotgun anims with correct spine position
Created a bespoke anim set for m4 shotgun and applied the anims to m4 override controller
edited eoka pose and python deploy anims and reduced eoka idle clip range so the anim loops correctly
edited 3p chainsaw harvesting anim and reset tranlation in its entity
initial setup of rpg7 anims for player update
setup chainsword 3p anims
exported updated dragon rpg anims and created/added world model rig it to dragon rpg entity
player update 3p mingun anims exported
building plans prop anims edited
added thumb bolt pullback anim to hc revolver shoot anims
blunderbus 3p aim attack anim clip edited
setup 3p player update minicrossbow animations
setting up minicrossbow 3p anims
updated m4 override controller/ entity and edited spas shotgun entity with 0 values on entity and weapon root
3p db shotgun reload sfx anim event
setup t1 smg anims, entity and override controller
3p watergun anims, override controller entity setup. Also flame thrower bounds edited
exported 3p flame thrower anims, tweaked holster postion
3p military flamethrower anims, entity and override controller setup
3p blunderbus anims exported and edited world model reload anim timing to match viewmodel
deleted m92 and p17 animation sets as they use the animations in the sap anim set
exported semi auto pistol animation set and updated sap, p17 and m92 holdtype override controllers with those anims
holster position edited on p17
nailgun gun holster position and bounds edited