Animation specific limb constant angles#15374
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TheNinjaScout wants to merge 1 commit intoFakeFishGames:masterfrom
Open
Animation specific limb constant angles#15374TheNinjaScout wants to merge 1 commit intoFakeFishGames:masterfrom
TheNinjaScout wants to merge 1 commit intoFakeFishGames:masterfrom
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Adds a new character animation property "LimbConstantAngles" which is formatted like this: "limbID: constantangle;constanttorque, limbID2: constantangle2;constanttorque2, ..." This allows specific limbs to assume certain angles with certain torque depending on the currently selected animation, allowing more control over how a character's limbs are posed, especially for non humanoid ones Limb-defined constantangles and constanttorques will be used if there aren't any animation specific ones for that limb Constanttorque is no longer applied to limbs if the character is stunned / unconscious
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Adds a new character animation property "LimbConstantAngles" which is formatted like this: "limbID: constantangle;constanttorque, limbID2: constantangle2;constanttorque2, ..."
This allows specific limbs to assume certain angles with certain torque depending on the currently selected animation, allowing more control over how a character's limbs are posed, especially for non humanoid ones
Limb-defined constantangles and constanttorques will be used if there aren't any animation specific ones for that limb
Constanttorque is no longer applied to limbs if the character is stunned / unconscious (could add a way to circumvent this later, maybe with a limb specific boolean property and/or even an animation-wide one to allow things like custom death poses by swapping animation set after death, but not sure how worth it it is)
Example demonstration video
Example mod overriding husk chimera to add some custom constant torque during run animation