mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 14:29:25 +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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using ABI.CCK.Components;
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using ABI_RC.Core.Player;
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using ABI_RC.Systems.IK;
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using ABI_RC.Systems.IK.SubSystems;
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using ABI_RC.Systems.MovementSystem;
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using HarmonyLib;
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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]
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[HarmonyPatch(typeof(BodySystem), "SetupOffsets")]
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private static void Postfix_BodySystem_SetupOffsets(List<TrackingPoint> trackingPoints)
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{
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//redo offsets for knees as native is too far from pivot
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foreach (TrackingPoint trackingPoint in trackingPoints)
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{
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Transform parent = null;
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if (trackingPoint.assignedRole == TrackingPoint.TrackingRole.LeftKnee)
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{
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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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{
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parent = IKSystem.vrik.references.rightCalf;
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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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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(BodySystem), "Update")]
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private static bool Prefix_BodySystem_Update(ref BodySystem __instance)
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{
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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
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if (BodySystem.isCalibratedAsFullBody)
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{
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bool isRunning = BodySystem.PlayRunningAnimationInFullBody && MovementSystem.Instance.movementVector.magnitude > 0f;
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if (isRunning) SetPelvisWeight(solver.spine, 0f);
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}
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}
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else
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{
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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);
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SetLegWeight(solver.leftLeg, 0f);
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SetLegWeight(solver.rightLeg, 0f);
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SetPelvisWeight(solver.spine, 0f);
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}
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if (IKFixesMod.EntryUseFakeRootAngle.Value && !BodySystem.isCalibratedAsFullBody)
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{
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// 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;
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float deltaAngleRoot = Mathf.DeltaAngle(pivotAngle, _ikSimulatedRootAngle);
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float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
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if (absDeltaAngleRoot > weightedAngleLimit)
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{
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deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit;
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_ikSimulatedRootAngle = Mathf.MoveTowardsAngle(_ikSimulatedRootAngle, pivotAngle, absDeltaAngleRoot - weightedAngleLimit);
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}
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solver.spine.maxRootAngle = 0f;
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solver.spine.rootHeadingOffset = deltaAngleRoot;
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}
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else
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{
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// Allow avatar to rotate seperatly from Player (Desktop&VR)
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// FBT needs avatar root to follow head
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// VR default is 25 degrees, but maybe during emotes needs 180 degrees..?
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solver.spine.maxRootAngle = BodySystem.isCalibratedAsFullBody ? 0f : 25f;
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}
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}
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int num = 0;
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int count = IKSystem.Instance.AllTrackingPoints.FindAll((TrackingPoint m) => m.isActive && m.isValid && m.suggestedRole > TrackingPoint.TrackingRole.Invalid).Count;
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// fixes having all tracking points disabled forcing calibration
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if (count == 0)
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{
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__instance._fbtAvailable = false;
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return false;
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}
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// solid body count block
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if (BodySystem.enableLeftFootTracking) num++;
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if (BodySystem.enableRightFootTracking) num++;
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if (BodySystem.enableHipTracking) num++;
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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);
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void SetArmWeight(IKSolverVR.Arm arm, float weight)
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{
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arm.positionWeight = weight;
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arm.rotationWeight = weight;
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arm.shoulderRotationWeight = weight;
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arm.shoulderTwistWeight = weight;
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// assumed fix of bend goal weight if arms disabled with elbows (havent tested)
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arm.bendGoalWeight = arm.bendGoal != null ? weight : 0f;
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}
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void SetLegWeight(IKSolverVR.Leg leg, float weight)
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{
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leg.positionWeight = weight;
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leg.rotationWeight = weight;
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// fixes knees bending to tracker if feet disabled (running anim)
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leg.bendGoalWeight = leg.bendGoal != null ? weight : 0f;
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}
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void SetPelvisWeight(IKSolverVR.Spine spine, float weight)
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{
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// 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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return false;
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||||||
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}
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||||||
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}
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internal static class VRIKPatches
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{
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/**
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Leg solver uses virtual bone calf and foot, plus world tracked knee position for normal maths.
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This breaks as you playspace up, because calf and foot position aren't offset yet in solve order.
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**/
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[HarmonyPrefix]
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[HarmonyPatch(typeof(IKSolverVR.Leg), "ApplyOffsets")]
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private static bool Prefix_IKSolverVR_Leg_ApplyOffsets(ref IKSolverVR.Leg __instance)
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||||||
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{
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||||||
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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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{
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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);
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__instance.footPosition = __instance.position + quaternion * (__instance.footPosition - __instance.position);
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__instance.footRotation = quaternion * __instance.footRotation;
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return false;
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||||||
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}
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||||||
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// run full method like normal otherwise
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||||||
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float num = __instance.bendGoalWeight;
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__instance.bendGoalWeight = 0f;
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__instance.ApplyOffsetsOld();
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__instance.bendGoalWeight = num;
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||||||
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return false;
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||||||
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}
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||||||
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||||||
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[HarmonyPrefix]
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||||||
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[HarmonyPatch(typeof(IKSolverVR.Leg), "Solve")]
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||||||
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private static void Prefix_IKSolverVR_Leg_Solve(ref IKSolverVR.Leg __instance)
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||||||
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{
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||||||
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//Turns out VRIK applies bend goal maths before root is offset in solving process.
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||||||
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//We will apply ourselves before then to fix it.
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||||||
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if (__instance.usingKneeTracker)
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||||||
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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
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@ -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
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue