branchrust_reboot/main/PlayerRigUpdate/bone_jobscancel

12 Commits over 31 Days - 0.02cph!

4 Months Ago
Apply final rotation offset to bow
4 Months Ago
Fixed bow hold, was missing a slot on the animator override and I forgot to disable the legacy spine IK system
4 Months Ago
WIP setup for 3qrs bow hold, still not quite working
4 Months Ago
Added a left hand look at rig, exposed the option on held entities to use a left/right/none look at mode
4 Months Ago
Merge from PlayerRigUpdate
4 Months Ago
Fixed a few alt look issues
4 Months Ago
First pass on alt look support, added a new alt look at option to the single bone aim constraint with an alt look weight so we can blend nicely between alt looking and regular looking
4 Months Ago
Update Facepunch.BoneJobs, better runtime editing of values
5 Months Ago
Add some easing to the spine look at weight when looking up or down, leave hand weight untouched though Add a head look at constraint
5 Months Ago
Added a hand look at constraint and adjusted the spine look weights down to match Applied a slight look at bump when in ADS to offset the height in held weapon (applied universally right now, might need to modify per weapon)
5 Months Ago
Stripped out rig controller into it's own prefab for easier merges Added per spine bone look at weights
5 Months Ago
Add animation rigging package (third times the charm) Add new Facepunch.BoneJobs plugin BoneJobs is a stripped down, simplified way of using Animation Rigging without having to use the cumbersome RigController (and espensive) rig handling system that the package depends on Currently only has a single component, the AimSpineComponent Instead of relying on a selection of loose rig controllers, this component does exactly what we need in a single place - adjust all of the spine bones to look at a given target with a variable rotation offset so we can account for 3/4 stance poses on a per weapon basis The advantage of still using the underlying tools in the Animation Rigging package is that the core math is really fast and runs in jobs so we can in theory move all of our IK and bone manipulation handling to threads It also has quite a bit of functionality we want and all of the math already done (quaternions are confusing), so next steps will be porting over some more components that we need