mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-01 13:59:22 +00:00
Merge remote-tracking branch 'IKFixes/main'
Merge IKFixes
This commit is contained in:
commit
0646498ae3
7 changed files with 453 additions and 0 deletions
243
IKFixes/HarmonyPatches.cs
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243
IKFixes/HarmonyPatches.cs
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@ -0,0 +1,243 @@
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|||
using ABI.CCK.Components;
|
||||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Systems.IK;
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||||
using ABI_RC.Systems.IK.SubSystems;
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using ABI_RC.Systems.MovementSystem;
|
||||
using HarmonyLib;
|
||||
using RootMotion.FinalIK;
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||||
using UnityEngine;
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||||
|
||||
namespace NAK.Melons.IKFixes.HarmonyPatches;
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||||
|
||||
internal static class BodySystemPatches
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||||
{
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||||
static float _ikSimulatedRootAngle = 0f;
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||||
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(BodySystem), "SetupOffsets")]
|
||||
private static void Postfix_BodySystem_SetupOffsets(List<TrackingPoint> trackingPoints)
|
||||
{
|
||||
//redo offsets for knees as native is too far from pivot
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||||
foreach (TrackingPoint trackingPoint in trackingPoints)
|
||||
{
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||||
Transform parent = null;
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||||
if (trackingPoint.assignedRole == TrackingPoint.TrackingRole.LeftKnee)
|
||||
{
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parent = IKSystem.vrik.references.leftCalf;
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}
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||||
else if (trackingPoint.assignedRole == TrackingPoint.TrackingRole.RightKnee)
|
||||
{
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||||
parent = IKSystem.vrik.references.rightCalf;
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}
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||||
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||||
if (parent != null)
|
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{
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trackingPoint.offsetTransform.parent = parent;
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trackingPoint.offsetTransform.localPosition = Vector3.zero;
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trackingPoint.offsetTransform.localRotation = Quaternion.identity;
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trackingPoint.offsetTransform.parent = trackingPoint.referenceTransform;
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// small amount forward, as pivot is different for users who place
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// tracker on upper/lower leg. 0.5f was too much for users using upper leg.
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Vector3 b = IKSystem.vrik.references.root.forward * 0.1f;
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trackingPoint.offsetTransform.position += b;
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||||
}
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||||
}
|
||||
}
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||||
|
||||
[HarmonyPrefix]
|
||||
[HarmonyPatch(typeof(BodySystem), "Update")]
|
||||
private static bool Prefix_BodySystem_Update(ref BodySystem __instance)
|
||||
{
|
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if (IKSystem.vrik != null)
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{
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IKSolverVR solver = IKSystem.vrik.solver;
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if (BodySystem.TrackingEnabled)
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{
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IKSystem.vrik.enabled = true;
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solver.IKPositionWeight = BodySystem.TrackingPositionWeight;
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solver.locomotion.weight = BodySystem.TrackingLocomotionEnabled ? 1f : 0f;
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// fixes arm weights not being set if leftArm & rightArm targets are null
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// game handles TrackingLegs in PlayerSetup, but not for knee goals
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SetArmWeight(solver.leftArm, BodySystem.TrackingLeftArmEnabled && solver.leftArm.target != null ? 1f : 0f);
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SetArmWeight(solver.rightArm, BodySystem.TrackingRightArmEnabled && solver.rightArm.target != null ? 1f : 0f);
|
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SetLegWeight(solver.leftLeg, BodySystem.TrackingLeftLegEnabled && solver.leftLeg.target != null ? 1f : 0f);
|
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SetLegWeight(solver.rightLeg, BodySystem.TrackingRightLegEnabled && solver.leftLeg.target != null ? 1f : 0f);
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SetPelvisWeight(solver.spine, solver.spine.pelvisTarget != null ? 1f : 0f);
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||||
|
||||
// makes running animation look better
|
||||
if (BodySystem.isCalibratedAsFullBody)
|
||||
{
|
||||
bool isRunning = BodySystem.PlayRunningAnimationInFullBody && MovementSystem.Instance.movementVector.magnitude > 0f;
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||||
if (isRunning) SetPelvisWeight(solver.spine, 0f);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
IKSystem.vrik.enabled = false;
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||||
solver.IKPositionWeight = 0f;
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||||
solver.locomotion.weight = 0f;
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||||
|
||||
SetArmWeight(solver.leftArm, 0f);
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||||
SetArmWeight(solver.rightArm, 0f);
|
||||
SetLegWeight(solver.leftLeg, 0f);
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SetLegWeight(solver.rightLeg, 0f);
|
||||
SetPelvisWeight(solver.spine, 0f);
|
||||
}
|
||||
|
||||
if (IKFixesMod.EntryUseFakeRootAngle.Value && !BodySystem.isCalibratedAsFullBody)
|
||||
{
|
||||
// Emulate maxRootAngle because CVR doesn't have the player controller set up ideally for VRIK.
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||||
// This is a small small fix, but makes it so the feet dont point in the direction of the head
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// when turning. It also means turning with joystick & turning IRL make feet behave the same and follow behind.
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float weightedAngleLimit = IKFixesMod.EntryFakeRootAngleLimit.Value * solver.locomotion.weight;
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||||
float pivotAngle = MovementSystem.Instance.rotationPivot.eulerAngles.y;
|
||||
float deltaAngleRoot = Mathf.DeltaAngle(pivotAngle, _ikSimulatedRootAngle);
|
||||
float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
|
||||
if (absDeltaAngleRoot > weightedAngleLimit)
|
||||
{
|
||||
deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit;
|
||||
_ikSimulatedRootAngle = Mathf.MoveTowardsAngle(_ikSimulatedRootAngle, pivotAngle, absDeltaAngleRoot - weightedAngleLimit);
|
||||
}
|
||||
solver.spine.maxRootAngle = 0f;
|
||||
solver.spine.rootHeadingOffset = deltaAngleRoot;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Allow avatar to rotate seperatly from Player (Desktop&VR)
|
||||
// FBT needs avatar root to follow head
|
||||
// VR default is 25 degrees, but maybe during emotes needs 180 degrees..?
|
||||
solver.spine.maxRootAngle = BodySystem.isCalibratedAsFullBody ? 0f : 25f;
|
||||
}
|
||||
}
|
||||
|
||||
int num = 0;
|
||||
int count = IKSystem.Instance.AllTrackingPoints.FindAll((TrackingPoint m) => m.isActive && m.isValid && m.suggestedRole > TrackingPoint.TrackingRole.Invalid).Count;
|
||||
|
||||
// fixes having all tracking points disabled forcing calibration
|
||||
if (count == 0)
|
||||
{
|
||||
__instance._fbtAvailable = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
// solid body count block
|
||||
if (BodySystem.enableLeftFootTracking) num++;
|
||||
if (BodySystem.enableRightFootTracking) num++;
|
||||
if (BodySystem.enableHipTracking) num++;
|
||||
if (BodySystem.enableLeftKneeTracking) num++;
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if (BodySystem.enableRightKneeTracking) num++;
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if (BodySystem.enableChestTracking) num++;
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if (BodySystem.enableLeftElbowTracking) num++;
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if (BodySystem.enableRightElbowTracking) num++;
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||||
|
||||
__instance._fbtAvailable = (count >= num);
|
||||
|
||||
void SetArmWeight(IKSolverVR.Arm arm, float weight)
|
||||
{
|
||||
arm.positionWeight = weight;
|
||||
arm.rotationWeight = weight;
|
||||
arm.shoulderRotationWeight = weight;
|
||||
arm.shoulderTwistWeight = weight;
|
||||
// assumed fix of bend goal weight if arms disabled with elbows (havent tested)
|
||||
arm.bendGoalWeight = arm.bendGoal != null ? weight : 0f;
|
||||
}
|
||||
void SetLegWeight(IKSolverVR.Leg leg, float weight)
|
||||
{
|
||||
leg.positionWeight = weight;
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||||
leg.rotationWeight = weight;
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||||
// fixes knees bending to tracker if feet disabled (running anim)
|
||||
leg.bendGoalWeight = leg.bendGoal != null ? weight : 0f;
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||||
}
|
||||
void SetPelvisWeight(IKSolverVR.Spine spine, float weight)
|
||||
{
|
||||
// looks better when hips are disabled while running
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||||
spine.pelvisPositionWeight = weight;
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||||
spine.pelvisRotationWeight = weight;
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||||
}
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||||
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||||
return false;
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||||
}
|
||||
}
|
||||
|
||||
internal static class VRIKPatches
|
||||
{
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||||
/**
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||||
Leg solver uses virtual bone calf and foot, plus world tracked knee position for normal maths.
|
||||
This breaks as you playspace up, because calf and foot position aren't offset yet in solve order.
|
||||
**/
|
||||
|
||||
[HarmonyPrefix]
|
||||
[HarmonyPatch(typeof(IKSolverVR.Leg), "ApplyOffsets")]
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||||
private static bool Prefix_IKSolverVR_Leg_ApplyOffsets(ref IKSolverVR.Leg __instance)
|
||||
{
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//This is the second part of the above fix, preventing the solver from calculating a bad bendNormal
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||||
//when it doesn't need to. The knee tracker should dictate the bendNormal completely.
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||||
if (__instance.usingKneeTracker)
|
||||
{
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||||
__instance.ApplyPositionOffset(__instance.footPositionOffset, 1f);
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__instance.ApplyRotationOffset(__instance.footRotationOffset, 1f);
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Quaternion quaternion = Quaternion.FromToRotation(__instance.footPosition - __instance.position, __instance.footPosition + __instance.heelPositionOffset - __instance.position);
|
||||
__instance.footPosition = __instance.position + quaternion * (__instance.footPosition - __instance.position);
|
||||
__instance.footRotation = quaternion * __instance.footRotation;
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||||
return false;
|
||||
}
|
||||
|
||||
// run full method like normal otherwise
|
||||
float num = __instance.bendGoalWeight;
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||||
__instance.bendGoalWeight = 0f;
|
||||
__instance.ApplyOffsetsOld();
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||||
__instance.bendGoalWeight = num;
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||||
return false;
|
||||
}
|
||||
|
||||
[HarmonyPrefix]
|
||||
[HarmonyPatch(typeof(IKSolverVR.Leg), "Solve")]
|
||||
private static void Prefix_IKSolverVR_Leg_Solve(ref IKSolverVR.Leg __instance)
|
||||
{
|
||||
//Turns out VRIK applies bend goal maths before root is offset in solving process.
|
||||
//We will apply ourselves before then to fix it.
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||||
if (__instance.usingKneeTracker)
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||||
__instance.ApplyBendGoal();
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||||
}
|
||||
}
|
||||
|
||||
internal static class PlayerSetupPatches
|
||||
{
|
||||
// Last Movement Parent Info
|
||||
static Vector3 lastMovementPosition;
|
||||
static Quaternion lastMovementRotation;
|
||||
|
||||
[HarmonyPrefix]
|
||||
[HarmonyPatch(typeof(PlayerSetup), "ResetIk")]
|
||||
private static bool Prefix_PlayerSetup_ResetIk()
|
||||
{
|
||||
if (IKSystem.vrik == null) return false;
|
||||
|
||||
CVRMovementParent currentParent = MovementSystem.Instance._currentParent;
|
||||
if (currentParent != null && currentParent._referencePoint != null)
|
||||
{
|
||||
// Get current position, VR pivots around VR camera
|
||||
Vector3 currentPosition = MovementSystem.Instance.rotationPivot.transform.position;
|
||||
currentPosition.y = IKSystem.vrik.transform.position.y; // set pivot to floor
|
||||
Quaternion currentRotation = Quaternion.Euler(0f, currentParent.transform.rotation.eulerAngles.y, 0f);
|
||||
|
||||
// Convert to delta position (how much changed since last frame)
|
||||
Vector3 deltaPosition = currentPosition - lastMovementPosition;
|
||||
Quaternion deltaRotation = Quaternion.Inverse(lastMovementRotation) * currentRotation;
|
||||
|
||||
// Add platform motion to IK solver
|
||||
IKSystem.vrik.solver.AddPlatformMotion(deltaPosition, deltaRotation, currentPosition);
|
||||
|
||||
// Store for next frame
|
||||
lastMovementPosition = currentPosition;
|
||||
lastMovementRotation = currentRotation;
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
72
IKFixes/IKFixes.csproj
Normal file
72
IKFixes/IKFixes.csproj
Normal file
|
@ -0,0 +1,72 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>netstandard2.1</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<LangVersion>latest</LangVersion>
|
||||
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
|
||||
<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Reference Include="0Harmony">
|
||||
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\0Harmony.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Assembly-CSharp">
|
||||
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\Assembly-CSharp.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Assembly-CSharp-firstpass">
|
||||
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\Assembly-CSharp-firstpass.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Aura2_Core">
|
||||
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\Aura2_Core.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="BTKUILib">
|
||||
<HintPath>..\..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\BTKUILib.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="cohtml.Net">
|
||||
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\cohtml.Net.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Cohtml.Runtime">
|
||||
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\Cohtml.Runtime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="MelonLoader">
|
||||
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\MelonLoader.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="SteamVR">
|
||||
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\SteamVR.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Postprocessing.Runtime">
|
||||
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\Unity.Postprocessing.Runtime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.TextMeshPro">
|
||||
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\Unity.TextMeshPro.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AnimationModule">
|
||||
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\UnityEngine.AnimationModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.CoreModule">
|
||||
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\UnityEngine.CoreModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.InputLegacyModule">
|
||||
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\UnityEngine.InputLegacyModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.PhysicsModule">
|
||||
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\UnityEngine.PhysicsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.VRModule">
|
||||
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\UnityEngine.VRModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.XRModule">
|
||||
<HintPath>C:\Users\krist\Documents\GitHub\_ChilloutVR Modding\_ManagedLibs\UnityEngine.XRModule.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
|
||||
<Target Name="Deploy" AfterTargets="Build">
|
||||
|
||||
<Copy SourceFiles="$(TargetPath)" DestinationFolder="C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\" />
|
||||
<Message Text="Copied $(TargetPath) to C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\" Importance="high" />
|
||||
</Target>
|
||||
|
||||
</Project>
|
25
IKFixes/IKFixes.sln
Normal file
25
IKFixes/IKFixes.sln
Normal file
|
@ -0,0 +1,25 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 17
|
||||
VisualStudioVersion = 17.2.32630.192
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "IKFixes", "IKFixes.csproj", "{AD8D4FA6-8A34-4773-AA24-61F65976182F}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{AD8D4FA6-8A34-4773-AA24-61F65976182F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{AD8D4FA6-8A34-4773-AA24-61F65976182F}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{AD8D4FA6-8A34-4773-AA24-61F65976182F}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{AD8D4FA6-8A34-4773-AA24-61F65976182F}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {1D85DEE4-4BBC-43DD-8AA4-53478A0915F7}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
35
IKFixes/Main.cs
Normal file
35
IKFixes/Main.cs
Normal file
|
@ -0,0 +1,35 @@
|
|||
using MelonLoader;
|
||||
|
||||
namespace NAK.Melons.IKFixes;
|
||||
|
||||
public class IKFixesMod : MelonMod
|
||||
{
|
||||
public const string SettingsCategory = "IKFixes";
|
||||
public static readonly MelonPreferences_Category CategoryIKFixes = MelonPreferences.CreateCategory(SettingsCategory);
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryUseFakeRootAngle =
|
||||
CategoryIKFixes.CreateEntry("Use Fake Root Angle", true, description: "Emulates maxRootAngle. This fixes feet pointing in direction of head when looking around.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryFakeRootAngleLimit =
|
||||
CategoryIKFixes.CreateEntry("Fake Root Angle Limit", 25f, description: "Specifies the maximum angle the lower body can have relative to the head when rotating.");
|
||||
|
||||
public override void OnInitializeMelon()
|
||||
{
|
||||
ApplyPatches(typeof(HarmonyPatches.VRIKPatches));
|
||||
ApplyPatches(typeof(HarmonyPatches.BodySystemPatches));
|
||||
ApplyPatches(typeof(HarmonyPatches.PlayerSetupPatches));
|
||||
}
|
||||
|
||||
void ApplyPatches(Type type)
|
||||
{
|
||||
try
|
||||
{
|
||||
HarmonyInstance.PatchAll(type);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
LoggerInstance.Msg($"Failed while patching {type.Name}!");
|
||||
LoggerInstance.Error(e);
|
||||
}
|
||||
}
|
||||
}
|
30
IKFixes/Properties/AssemblyInfo.cs
Normal file
30
IKFixes/Properties/AssemblyInfo.cs
Normal file
|
@ -0,0 +1,30 @@
|
|||
using MelonLoader;
|
||||
using NAK.Melons.IKFixes.Properties;
|
||||
using System.Reflection;
|
||||
|
||||
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyTitle(nameof(NAK.Melons.IKFixes))]
|
||||
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
|
||||
[assembly: AssemblyProduct(nameof(NAK.Melons.IKFixes))]
|
||||
|
||||
[assembly: MelonInfo(
|
||||
typeof(NAK.Melons.IKFixes.IKFixesMod),
|
||||
nameof(NAK.Melons.IKFixes),
|
||||
AssemblyInfoParams.Version,
|
||||
AssemblyInfoParams.Author,
|
||||
downloadLink: "https://github.com/NotAKidOnSteam/IKFixes"
|
||||
)]
|
||||
|
||||
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
|
||||
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
|
||||
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
|
||||
[assembly: HarmonyDontPatchAll]
|
||||
|
||||
namespace NAK.Melons.IKFixes.Properties;
|
||||
internal static class AssemblyInfoParams
|
||||
{
|
||||
public const string Version = "1.0.2";
|
||||
public const string Author = "NotAKidoS";
|
||||
}
|
23
IKFixes/format.json
Normal file
23
IKFixes/format.json
Normal file
|
@ -0,0 +1,23 @@
|
|||
{
|
||||
"_id": 142,
|
||||
"name": "IKFixes",
|
||||
"modversion": "1.0.2",
|
||||
"gameversion": "2022r170",
|
||||
"loaderversion": "0.5.7",
|
||||
"modtype": "Mod",
|
||||
"author": "NotAKidoS",
|
||||
"description": "A few small fixes to IK. Major ones are listed below:\n\n**FBT** - Fixes knee tracking & running animations.\n\n**Halfbody** - Fixes footsteps while on a MovementParent & uses root angle offset to prevent feet from only pointing in head direction.",
|
||||
"searchtags": [
|
||||
"knee",
|
||||
"ik",
|
||||
"tracking",
|
||||
"fix"
|
||||
],
|
||||
"requirements": [
|
||||
"None"
|
||||
],
|
||||
"downloadlink": "https://github.com/NotAKidOnSteam/IKFixes/releases/download/v1.0.2/IKFixes.dll",
|
||||
"sourcelink": "https://github.com/NotAKidOnSteam/IKFixes/",
|
||||
"changelog": "- Initial Release\n- Added FakeRootAngle fix for Halfbody. Feet will no longer only point in the direction of head while looking around/turning. This can be disabled in mod settings.",
|
||||
"embedcolor": "f46e49"
|
||||
}
|
25
README.md
25
README.md
|
@ -134,6 +134,31 @@ Does nothing on Knuckles controllers as the bind is used for finger tracking.
|
|||
|
||||

|
||||
|
||||
# IKFixes
|
||||
A few small fixes to IK.
|
||||
|
||||
**FBT Fixes** -
|
||||
* Knee tracking.
|
||||
* Running animations..
|
||||
* Emotes playing in wrong direction.
|
||||
* Forced to calibrate if all IK Tracking Settings are disabled.
|
||||
|
||||
**Halfbody Fixes** -
|
||||
* Locomotion footsteps while on Movement Parents.
|
||||
* Root Angle Offset while looking around. Fixes feet only pointing in direction of head.
|
||||
|
||||
## Relevant Feedback Posts:
|
||||
https://feedback.abinteractive.net/p/ik-knee-tracking
|
||||
|
||||
https://feedback.abinteractive.net/p/2022r170-ex3-knee-ik-weirdness-when-using-knee-trackers
|
||||
|
||||
https://feedback.abinteractive.net/p/disabling-all-tracked-points-makes-game-assume-fbt
|
||||
|
||||
https://feedback.abinteractive.net/p/about-ik-behaviour
|
||||
|
||||
https://feedback.abinteractive.net/p/vrik-addplatformmotion-for-movement-parents
|
||||
|
||||
https://feedback.abinteractive.net/p/halfbodyik-feet-will-only-point-in-direction-of-head
|
||||
|
||||
---
|
||||
|
||||
|
|
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Add a link
Reference in a new issue