why is it fucking (literally()

fucking one line
This commit is contained in:
NotAKidoS 2023-01-14 02:52:08 -06:00
parent 6c3a1797b5
commit 41068ce3fb
4 changed files with 16 additions and 8 deletions

View file

@ -18,6 +18,7 @@ public class DesktopVRIK : MonoBehaviour
Setting_EmoteVRIK, Setting_EmoteVRIK,
Setting_EmoteLookAtIK; Setting_EmoteLookAtIK;
public static float Setting_EmulateVRChatHipMovementWeight; public static float Setting_EmulateVRChatHipMovementWeight;
public static float Setting_HipThrustMultiplier = 0.1f;
public Transform viewpoint; public Transform viewpoint;
public Vector3 initialCamPos; public Vector3 initialCamPos;
@ -60,12 +61,15 @@ public class DesktopVRIK : MonoBehaviour
IKSystem.vrik.transform.localPosition = Vector3.zero; IKSystem.vrik.transform.localPosition = Vector3.zero;
IKSystem.vrik.transform.localRotation = Quaternion.identity; IKSystem.vrik.transform.localRotation = Quaternion.identity;
float movementVector = (1 - MovementSystem.Instance.movementVector.magnitude);
IKSystem.vrik.solver.spine.positionWeight = Setting_HipThrustMultiplier * movementVector;
//VRChat hip movement emulation //VRChat hip movement emulation
if (Setting_EmulateVRChatHipMovementWeight != 0) if (Setting_EmulateVRChatHipMovementWeight != 0)
{ {
float angle = PlayerSetup.Instance.desktopCamera.transform.localEulerAngles.x; float angle = PlayerSetup.Instance.desktopCamera.transform.localEulerAngles.x;
if (angle > 180) angle -= 360; if (angle > 180) angle -= 360;
float leanAmount = angle * (1 - MovementSystem.Instance.movementVector.magnitude) * Setting_EmulateVRChatHipMovementWeight; float leanAmount = angle * movementVector * Setting_EmulateVRChatHipMovementWeight;
Quaternion rotation = Quaternion.AngleAxis(leanAmount, IKSystem.Instance.avatar.transform.right); Quaternion rotation = Quaternion.AngleAxis(leanAmount, IKSystem.Instance.avatar.transform.right);
IKSystem.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation); IKSystem.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation);
} }
@ -110,9 +114,13 @@ public class DesktopVRIK : MonoBehaviour
vrik.solver.locomotion.angleThreshold = 30f; vrik.solver.locomotion.angleThreshold = 30f;
vrik.solver.locomotion.maxLegStretch = 0.75f; vrik.solver.locomotion.maxLegStretch = 0.75f;
//nuke weights //nuke weights
vrik.solver.spine.headClampWeight = 0f; vrik.solver.spine.headClampWeight = 1f;
vrik.solver.spine.minHeadHeight = 0f; vrik.solver.spine.minHeadHeight = 0f;
//vrik.solver.spine.pelvisPositionWeight = 0f;
//calm ur ass
vrik.solver.spine.positionWeight = 0.1f;
vrik.solver.spine.pelvisPositionWeight = 0f;
vrik.solver.leftArm.positionWeight = 0f; vrik.solver.leftArm.positionWeight = 0f;
vrik.solver.leftArm.rotationWeight = 0f; vrik.solver.leftArm.rotationWeight = 0f;
vrik.solver.rightArm.positionWeight = 0f; vrik.solver.rightArm.positionWeight = 0f;
@ -128,6 +136,7 @@ public class DesktopVRIK : MonoBehaviour
BodySystem.TrackingRightArmEnabled = false; BodySystem.TrackingRightArmEnabled = false;
BodySystem.TrackingLeftLegEnabled = false; BodySystem.TrackingLeftLegEnabled = false;
BodySystem.TrackingRightLegEnabled = false; BodySystem.TrackingRightLegEnabled = false;
BodySystem.TrackingPositionWeight = 0f;
IKSystem.Instance.headAnchorRotationOffset = Vector3.zero; IKSystem.Instance.headAnchorRotationOffset = Vector3.zero;
IKSystem.Instance.headAnchorPositionOffset = Vector3.zero; IKSystem.Instance.headAnchorPositionOffset = Vector3.zero;

View file

@ -105,7 +105,6 @@ class IKSystemPatches
{ {
if (IKSystem.Instance.animator != null && IKSystem.Instance.animator.avatar != null && IKSystem.Instance.animator.avatar.isHuman) if (IKSystem.Instance.animator != null && IKSystem.Instance.animator.avatar != null && IKSystem.Instance.animator.avatar.isHuman)
{ {
//why the fuck does this fix bad armatures and heels in ground ??? (this one is suprisingly not because of Default Robot Kyle) ... (Fuck you Default Robot Kyle)
if (____poseHandler == null) if (____poseHandler == null)
{ {
____poseHandler = new HumanPoseHandler(IKSystem.Instance.animator.avatar, IKSystem.Instance.animator.transform); ____poseHandler = new HumanPoseHandler(IKSystem.Instance.animator.avatar, IKSystem.Instance.animator.transform);

View file

@ -26,6 +26,6 @@ using System.Reflection;
namespace DesktopVRIK.Properties; namespace DesktopVRIK.Properties;
internal static class AssemblyInfoParams internal static class AssemblyInfoParams
{ {
public const string Version = "2.0.1"; public const string Version = "2.0.2";
public const string Author = "NotAKidoS"; public const string Author = "NotAKidoS";
} }

View file

@ -1,7 +1,7 @@
{ {
"_id": 117, "_id": 117,
"name": "DesktopVRIK", "name": "DesktopVRIK",
"modversion": "2.0.1", "modversion": "2.0.2",
"gameversion": "2022r170", "gameversion": "2022r170",
"loaderversion": "0.5.7", "loaderversion": "0.5.7",
"modtype": "Mod", "modtype": "Mod",
@ -16,8 +16,8 @@
"requirements": [ "requirements": [
"None" "None"
], ],
"downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v2.0.1/DesktopVRIK.dll", "downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v2.0.2/DesktopVRIK.dll",
"sourcelink": "https://github.com/NotAKidOnSteam/DesktopVRIK/", "sourcelink": "https://github.com/NotAKidOnSteam/DesktopVRIK/",
"changelog": "- Simplified VRIK calibration to avoid low heel issue.\n- Added checks for valid Humanoid rigs.\n- Added PlantFeet & EnforceViewPosition Settings.\n- Added Weight option for the VRChat-like hip movement.\n- Simplified config, added BTKUILib support.\n- Reworked calibration to support almost every avatar.\n- Added custom avatar-defined IKPose support.", "changelog": "- Fixed butt from slipping out underneath you and thrusting when leaning.\n- Fixed VRIK bleeding into locomotion animations.",
"embedcolor": "9b59b6" "embedcolor": "9b59b6"
} }