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Feat: Pickup Ingredient Animation #70
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…haracter-controller-assets
…t/third-person-character-controller-integration
…haracter-controller-assets
…t/third-person-character-controller-integration
…arms staying up after dropping something in a drop zone
…t disabled on out of focus devices)
…I' into feat/pickup-animation # Conflicts: # Basic/ClientDriven/Assets/StarterAssets/ThirdPersonController/Scripts/ThirdPersonController.cs
…I' into feat/pickup-animation # Conflicts: # Basic/ClientDriven/Assets/StarterAssets/ThirdPersonController/Character/Animations/StarterAssetsThirdPerson.controller # Basic/ClientDriven/Assets/StarterAssets/ThirdPersonController/Scripts/ThirdPersonController.cs
…I' into feat/pickup-animation # Conflicts: # Basic/ClientDriven/Assets/Scripts/Dropzone.cs
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…I' into feat/pickup-animation # Conflicts: # Basic/ClientDriven/Assets/Scenes/Bootstrap.unity
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# Conflicts: # Basic/ClientDriven/Assets/Scripts/ClientPlayerMove.cs # Basic/ClientDriven/Packages/manifest.json # Basic/ClientDriven/Packages/packages-lock.json
…g off an ingredient
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This PR is for hooking up a pick up animation for when the players pick up ingredients. It's done procedurally by blending a pick up pose together with the locomotion animations using different animation masks. There are also some minor code changes to hook things up (which will definitely need to be reviewed)
Here's a preview! I've made the ingredients very small so you can see what's happening, but the animation is meant to match with the new round ingredients that will be merged in with the big art PR.
2022-11-30.16-42-44.mp4