branchrust_reboot/main/PlayerRigUpdatecancel
359 Commits over 1,339 Days - 0.01cph!
player update, edited rock anim set
SkinDefault subsurface profile tweaks
merge from modelviewerfixes
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
hatchet entity - removed offsets, set to use prop bone instead of hand
melee holdtype - set new player mask
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 a separate useAimOffsetLayer toggle to Held Entities so that the aim offset layer can be disabled while also disabling spine ik
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
w_revolver reload - removed root bone in mask
set 3p rifle anims to use new avatar mask
deleted hachet anims from testanims folder
added ik target to revolver.entity
lr300 wm reload- removed root bone in mask, ik target curve adjustments for deploy and reload
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
Only allow aim offset when standing still or aiming, let regular animation take control while sprinting or jogging while not aiming
Make a new mask specifically for the aim offset layer
Cleaned up hand hold parameter handling
Renamed leftHandIkModifier to leftHandIkDisable for better clarity (and the same for right hand)
IK disable param is 0 by default, 1 will fully disable that hand's IK
Update rifle reload to reflect new values
Add leftHandHoldDisable and rightHandHoldDisable animator parameters to disable the hand poses during an animation clip
Added an example temporary disabling of the left hand Ik driven by a curve on the 3p rifle reload animation
Disablling spine IK on a held entity will now enable the AimOffset layer
Turn on add_breathe IK pass again
3p lr300 - removed root bone animation data from mask to fix rotating weapon issue
updated 3p revolver override controller
player animator update - set add_breathe layer to use foot ik flag
w_revolver anims set to not include parent bone in anim data
w_revolver entity updates
new player mask, updated 3p revolver anim meta