branchrust_reboot/main/PlayerRigUpdatecancel

441 Commits over 1,553 Days - 0.01cph!

2 Years Ago
added new player loadout
2 Years Ago
made a new 2handed explosive override controller and linked it to explosive timed entity prefab
2 Years Ago
exported/setup 2handed explosive player update anims and made a new holdtype for it
2 Years Ago
exported player update rifle anims after idle pose change and updated the lr300 holdtype override controller
2 Years Ago
exported player update 1handed explosive animation set and linked to holdtype grenade override controller
2 Years Ago
Added a separate useAimOffsetLayer toggle to Held Entities so that the aim offset layer can be disabled while also disabling spine ik
2 Years Ago
added handikDisable curve for revolver deploy and reload anims so the lefthand is only linked to the gun when desired
2 Years Ago
exported edited melee idle pose to match the pistol pose
2 Years Ago
w_revolver reload - removed root bone in mask
2 Years Ago
set 3p rifle anims to use new avatar mask
2 Years Ago
deleted hachet anims from testanims folder
2 Years Ago
added ik target to revolver.entity
2 Years Ago
lr300 wm reload- removed root bone in mask, ik target curve adjustments for deploy and reload
2 Years Ago
updated melee holdtype override controller
2 Years Ago
exported player update first pass melee anim set
2 Years Ago
populated melee holdtype override controller with new melee anims
2 Years Ago
disabled spine ik on hachett entity prefab
2 Years Ago
exported player update melee anim set
2 Years Ago
Only allow aim offset when standing still or aiming, let regular animation take control while sprinting or jogging while not aiming
2 Years Ago
Make a new mask specifically for the aim offset layer
2 Years Ago
Cleaned up hand hold parameter handling
2 Years Ago
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
2 Years Ago
Add leftHandHoldDisable and rightHandHoldDisable animator parameters to disable the hand poses during an animation clip
2 Years Ago
Added an example temporary disabling of the left hand Ik driven by a curve on the 3p rifle reload animation
2 Years Ago
Disablling spine IK on a held entity will now enable the AimOffset layer
2 Years Ago
Turn on add_breathe IK pass again
2 Years Ago
3p lr300 - removed root bone animation data from mask to fix rotating weapon issue
2 Years Ago
updated 3p revolver override controller
2 Years Ago
player animator update - set add_breathe layer to use foot ik flag
2 Years Ago
w_revolver anims set to not include parent bone in anim data
2 Years Ago
w_revolver entity updates
2 Years Ago
new player mask, updated 3p revolver anim meta
2 Years Ago
3p anim organization, moving anims
2 Years Ago
Add support for 2d blend tree, copied over aimOffset layer Set some newer layers off until we properly enable/disable them at runtime
2 Years Ago
Add breathe layer
2 Years Ago
Update hand hold blend trees
2 Years Ago
Add left/right hand hold layers
2 Years Ago
exported/set up revolver animations and populated revolver override controller and set reolver to link to the r prop joint on its entity prefab
2 Years Ago
Add left/right hand hold parameters Added ability to create blend trees in update script
2 Years Ago
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
2 Years Ago
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
2 Years Ago
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
2 Years Ago
exported player update edited rifle attack anims
2 Years Ago
exported and added crouch idle animation to crouch blend tree
2 Years Ago
improved new player jump animations and got them at the correct height and added jump mid air anim
2 Years Ago
exported treadwater anims and added to player anim controller
2 Years Ago
Apply the heldEntitySpineAimOffset to the head as well (still looks bad, but slightly better than before)
2 Years Ago
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
2 Years Ago
Update new avatar meta guid
2 Years Ago
Merge from PlayerRIgUpdate/unity2021