branchrust_reboot/main/PlayerRigUpdatecancel
441 Commits over 1,553 Days - 0.01cph!
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
3p anim organization, moving anims
Add support for 2d blend tree, copied over aimOffset layer
Set some newer layers off until we properly enable/disable them at runtime
Update hand hold blend trees
Add left/right hand hold layers
exported/set up revolver animations and populated revolver override controller and set reolver to link to the r prop joint on its entity prefab
Add left/right hand hold parameters
Added ability to create blend trees in update script
Added a new PlayerAnimatorControllerUpdate class that automates any additions or changes made to the player animator, can be run via Tools/Animation/Update Player Controller from Main
This way we can always accept the latest changes and just clear any cahnges on this branch, then rerun this tool to get everything up to date
Currently only supports adding parameters
Enable IK on hands layer
Very vague implementation of some roll bones on the forearm helpers, right now it just lerps it's local rotation based on the starting rotation and the rotation of a target transform (in this case the hand)
Implemented on both arms, but it doesn't seem like these bones are skinned so it's hard to say if it's doing anything
Merge from main
81 prefab merges here so there could be issues, head.male.light00, spraycan.weapon and cake.entity all had unresolvable conflicts so changes on this branch had to be stomped
exported player update edited rifle attack anims
exported and added crouch idle animation to crouch blend tree
improved new player jump animations and got them at the correct height and added jump mid air anim
exported treadwater anims and added to player anim controller
Apply the heldEntitySpineAimOffset to the head as well (still looks bad, but slightly better than before)
Moved IK settings on Held entities into a dropdown
Moved disable spine IK and disable head IK into the held entity
Exposed a spineAimOffset, this modifies the target angle of the spine IK per held entity
Update new avatar meta guid
Merge from PlayerRIgUpdate/unity2021