392 Commits over 580 Days - 0.03cph!
exported player update rock animation set, updated rock entity with iktarget on left hand and updated unarmed idle pose with zero rotation on the pelvis
added left ik target to mace entity and edited 2handed melee anims
player update, exported 2handed melee anim set and populated sword override controller with the new anims, also set holster position and mace holding position on the mace entity
player update, edited the holster positions of f1 grenade and hatchet
player update edited unarmed idle pose and updated 2h explosive anims set with updated idle pose
exported player update edited hatchet deploy so it is taken from over the shoulder and edited relaxed movement loop anims
player update, set correct holster posiotn and held position on timed explosive entity
player update, set root transform position xz to original on explosive anims, melee and revovler anims
player update, set satchel charge entity to link to r prop bone and use the 2h explosive holdtype override
updated unarmed 3p idle breathe anim and altered poses 3p 2 handed explosive anims to maatch the idle breathe pose
made new player update idle breathe anim and added into holdtype none overridecontroller
exported player update edited melee anims
added NewRustPlayerMask on player update 1h 2h and rifle anims sets
made a new 2handed explosive override controller and linked it to explosive timed entity prefab
exported/setup 2handed explosive player update anims and made a new holdtype for it
exported player update rifle anims after idle pose change and updated the lr300 holdtype override controller
exported player update 1handed explosive animation set and linked to holdtype grenade override controller
added handikDisable curve for revolver deploy and reload anims so the lefthand is only linked to the gun when desired
exported edited melee idle pose to match the pistol pose
deleted hachet anims from testanims folder
updated melee holdtype override controller
exported player update first pass melee anim set
populated melee holdtype override controller with new melee anims
disabled spine ik on hachett entity prefab
exported player update melee anim set
exported/set up revolver animations and populated revolver override controller and set reolver to link to the r prop joint on its entity prefab
exported player update edited rifle attack anims
exported and added crouch idle animation to crouch blend tree
improved new player jump animations and got them at the correct height and added jump mid air anim
exported treadwater anims and added to player anim controller
exported new player jump animations and set up in unity
exported wip jump animations and edited player animation controller
exported updated unarmed crouch anims and set to 50 frames in length
exported new player rifle attack and aimed attack anims
exported new player lr300 reload anim
exported deploy rifle anim
exported edited new player rifle anims
exported new player crouch set of unarmed anims
exported new player rifle run and crouch animations
exported 3p rifle jogging set of anims
exported basic new player anims first pass and updated the playeranimation.contoller
update homing missile launcher override controller with correct idle stand animation linked
scaled down missile on homing missile launcher anims to 0.01 rather than 0.1 to hide it better when not in use
edited 3p hml anims, changed idle pose, edited reload and added breathing idle
MOVED MISSILE WAY UNDER THE GROUND AND SCALED TO 0.1 ON HOMING MISSILE LAUNCHER VIEW MODEL ANIMS
exported view model homing missile anims again so the upper left arm does not show when clothing is equipped and admire animation is played
edited ads idle so it doesnt glitch and admire anim so the left arm mesh doesnt come into view on homing missile launcher anims
exported hml updated anims and rig