FPS Rig Showcase #64
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The only thing I found kind of awkward for my set up, was that I needed to call functions instead of animations, so the equip animation for example, is just a function call with no other data, since the pose is mostly driven by IK. |
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Something I'd like to note for practical use. When I updated the project that contained this to the latest version of COGITO the animations that I added to the player's Wieldable Animation Player were all lost. Not a big deal to me at all, but this may cause problems for others. If I added a lot of wieldables it could get tedious to always recreate the animations... |
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Super, super cool and impressive! Just as a heads up: I'm planning on reworking the Wieldable Nodes, moving the Animations inside of them for increased modularity. The idea is that the Wieldables will handle and manage all their animations themselves. Will update you once I got a new commit. |
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Just to follow up a bit: There's now an update to Wieldables in BETA 202402.10 / 1294c8c |
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I just wanted to show off an FPS rig I set up. It uses a couple of animations as well as IK.
https://youtu.be/7vry0TqWIW4
Of course I haven't set up shooting yet, which is kind of important...
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