branchrust_reboot/main/PlayerRigUpdatecancel
441 Commits over 1,553 Days - 0.01cph!
player update. exported edited crossbow reload anim
player update. edited spas reload anim, set the holster position and removed spas rootbone transfroms from the gun animations via a mask so the player holds it correctly
player update. exported/set up spas12 shotgun anim set and popoluted its holdtype override ctrl with the new anims
player update. exported/set up grenade launcher anim set and populated its holdtype override controller with the new anims
player update. edited crossbow holster position on entity
player update. exported and setup basket animation set . Populated basket holdtype override controller with new anims and edited easter/pumpkins basket entity prefab so the props sit correctly in the hand.
player update. exported crossbow anim set
player update. setting up cross bow anims
player update. populated molotov override controller with 1handed explosive anims and positioned the molotov correctly in the entity prefab
plauer update. exported/setup paddle anim set and populated paddle overridecontroller with the anims
player update water bucket meta fiile
player update. exported/set up water bucket anim set and populated its override contoller with the new anims
w_bow - set up avatar mask to cull root bone, updated .entity to remove offsets, re-exported 3p anims with updated player rig
w_waterbucket - fixed scaling issues on model & connecting prefabs (so 3p anims can be created with logical scaling/positioning)
player update. exported bow 3/4 stance anim set
player update. exported edited bow anim set so the deploy mayched the 1st person version better
player update. rocket launcher reload anim
set up rocket launcher entity with placeholder grip and holster poistion, exported launcher deploy anim
player update. pickaxe anim set exported and set up holdtype override controller and holster position for it
updated player prefab & skeleton asset to use new rust player avatar
player update. exported wip rocket launcher anims and populated rpg override controller
changed animation clip name for throwing to 'throw' on some weapons for player update and assigned correct anim in spear override controller fro the throw
ak47 - locomotion anims with reduced spine movement, applied to override controller
player update. exported spear set of anims and populated spear override controller with the new anims. Also setup holster positions for wooden and stone spears on their entity prefabs
Made a slight change to how we handle the spine offset vector that's declared on weapons
Still not quite working the way we need it (particularly on the head bone), but it is an improvement
player update. exported hunting bow wip animations and populated bow override controller with the new anims. Also set up holster position on hunting bow entity prefab
updated ak entity, selected bone masks for w_ak anims
exported edited rock, 3p melee, 3p 2hand melee, explosives anims set and edited sword holdtype override controller
added new masks & test animator (with individual layers & masks for each upper body part)
player update, exported edited unarmed idle pose and edited rock and 2handed melee anim sets
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