branchrust_reboot/main/FrontierHazmat/burst_clothcancel
25 Commits over 0 Days - ∞cph!
corrected skin constraint update maths
- added skin constraint gizmos
burst cloth
- moved skin constraint updates to IJobParallelForTransform to stop mainthread waiting for previous jobs (even though we only need read-only access, it doesn't know that)
- fixed retrieval of bone data for player preview case
added skin constraints to left him as well
burstcloth - made skin constraint editing less messy
burstcloth - added skin constraints to allow explicit separation from defined points on skinned mesh without needing projected collision
- works alongside collision constraints, but allows solving explicit issues like knee clipping without having to rely fully on it
- applied to hazmat prefab, also reset bone positions
burstcloth
- fixed siblings applying too much force as they were being iterated twice in different directions (this was increasingly unstable with higher numbers of substeps and constraint iterations)
configured prefab for cloth collision adjustment
- tunic bone chains also lifted up
added field to burstcloth to control how the collision rays are projected towards the origin
Added back in pouch/satchel constraints (got nuked somehow)
Skeleton updates
Mesh lods skinning/setup
Burst Cloth controllers lod out
Skinning updates, burst cloth tweaks
Tunic rig/burst cloth setup, still WIP
Pouch/Satchel rig/burst cloth setup
Belt pelt constraints setup
Added mantle/head back into prefab
Bone retarget on belt pelt bones
Added root bone above belt pelts
Setup burst cloth for belt pelts
Added belt pelts to skeleton/prefab
burst cloth constraints tell you if you mess up the min/max constraint order
Updated backpack pelt constraints
Frontier bag cloth material
Backpack pelt constraints
Updated model
Updated backpack settings
Backpack/Backpack Pelts setup
Added body mesh back into prefab
Updated frontier hazmat rig, skeleton definition & prefabs (just backpack for now)