branchrust_reboot/main/PlayerRigUpdate/bone_jobs/aim_posecancel
54 Commits over 61 Days - 0.04cph!
Added prop opffset support when holding a left hand dominant entity
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
Remove old spineIkAimOffset system, superseded by new components
Fixed left hand IK not getting applied when switching between weapons
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
Fixed pose solver breaking if the held entity is missing a non dominant hand IK target
Added throw support to pose editor
Removed right hand pose component entirely
Added basic camera rotate and pitch controls to edit scene
Fixed some incorrect rig behaviour when entering and exiting edit mode
Remove dedicated right hand aim component (now builtin to AimPose component)
Expose right hand aim offset per weapon
WIP pistol aimpose setup (using python as test)
Fixed not being able to switch to weapons that aren't using v2
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
Applied new changes to ak for testing
Exposed support for IK hint on left hand
Simplified editing process, eliminated a few button presses
Sample three points from the aim poses instead of two, use barycentric co-ordinates to blend between them
Update model components, disable deprecated stuff
Fix conflicting right hand aim
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
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
Burst compile the bone jobs
WIP clear held entity button, not working for some reason
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
Fixed not being able to edit poses
Mask out aim poses on deploy
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
Working Left Hand IK implementation
WIP left hand IK, still not working
Refactor IK to specify right hand, in prep for left hand pass
Fixed offset not being 1:1
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
Fixed actual gameplay prefab for testing
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
Scene improvements, testing a right hand IK controller for easier placement during editing
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
Simplify blend to just work between two closest points, works a lot better
Now covers all spine bones
First full loop of an editable pose offset with that pose offset being applied at runtime
Only affects Spine1 right now, needs more refactoring
First pass on runtime component, still not functional