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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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fix small cheese emotes and layer weights
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parent
09cb3838a6
commit
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4 changed files with 10 additions and 7 deletions
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@ -329,7 +329,6 @@ internal class DesktopVRIKSystem : MonoBehaviour
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if (avatarVRIK == null) return;
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if (avatarVRIK == null) return;
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if (isEmotePlaying == _ikEmotePlaying) return;
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if (isEmotePlaying == _ikEmotePlaying) return;
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_ikEmotePlaying = isEmotePlaying;
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_ikEmotePlaying = isEmotePlaying;
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if (avatarLookAtIK != null)
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if (avatarLookAtIK != null)
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@ -535,6 +534,9 @@ internal class DesktopVRIKSystem : MonoBehaviour
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avatarIKSolver.spine.positionWeight = 0f;
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avatarIKSolver.spine.positionWeight = 0f;
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avatarIKSolver.spine.rotationWeight = 1f;
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avatarIKSolver.spine.rotationWeight = 1f;
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// Set so emotes play properly
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avatarIKSolver.spine.maxRootAngle = 180f;
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// We disable these ourselves now, as we no longer use BodySystem
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// We disable these ourselves now, as we no longer use BodySystem
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avatarIKSolver.spine.maintainPelvisPosition = 1f;
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avatarIKSolver.spine.maintainPelvisPosition = 1f;
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avatarIKSolver.spine.positionWeight = 0f;
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avatarIKSolver.spine.positionWeight = 0f;
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@ -596,14 +598,14 @@ internal class DesktopVRIKSystem : MonoBehaviour
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switch (pose)
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switch (pose)
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{
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{
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case AvatarPose.Default:
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case AvatarPose.Default:
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SetMusclesToValue(0f);
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break;
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case AvatarPose.Initial:
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if (HasCustomIKPose())
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if (HasCustomIKPose())
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{
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{
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SetCustomLayersWeights(0f, 1f);
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SetCustomLayersWeights(0f, 1f);
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return;
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return;
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}
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}
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SetMusclesToValue(0f);
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break;
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case AvatarPose.Initial:
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_humanPoseHandler.SetHumanPose(ref _humanPoseInitial);
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_humanPoseHandler.SetHumanPose(ref _humanPoseInitial);
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break;
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break;
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case AvatarPose.IKPose:
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case AvatarPose.IKPose:
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@ -13,6 +13,7 @@ using UnityEngine;
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Chito- left foot is far back without proper tpose & foot ik distance, was uploaded in falling anim state.
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Chito- left foot is far back without proper tpose & foot ik distance, was uploaded in falling anim state.
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Atlas (portal2)- Wide stance, proper feet distance needed to be calculated.
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Atlas (portal2)- Wide stance, proper feet distance needed to be calculated.
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Freddy (gmod)- Doesn't have any fingers, wristToPalmAxis & palmToThumbAxis needed to be set manually.
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Freddy (gmod)- Doesn't have any fingers, wristToPalmAxis & palmToThumbAxis needed to be set manually.
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Small Cheese- Emotes are angled wrong due to maxRootAngle..???
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Most other avatars play just fine.
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Most other avatars play just fine.
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@ -26,6 +26,6 @@ using System.Reflection;
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namespace NAK.Melons.DesktopVRIK.Properties;
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namespace NAK.Melons.DesktopVRIK.Properties;
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internal static class AssemblyInfoParams
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internal static class AssemblyInfoParams
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{
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{
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public const string Version = "4.1.3";
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public const string Version = "4.1.4";
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public const string Author = "NotAKidoS";
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public const string Author = "NotAKidoS";
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}
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}
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@ -1,7 +1,7 @@
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{
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{
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"_id": 117,
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"_id": 117,
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"name": "DesktopVRIK",
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"name": "DesktopVRIK",
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"modversion": "4.1.3",
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"modversion": "4.1.4",
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"gameversion": "2022r170",
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"gameversion": "2022r170",
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"loaderversion": "0.5.7",
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"loaderversion": "0.5.7",
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"modtype": "Mod",
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"modtype": "Mod",
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@ -17,7 +17,7 @@
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"requirements": [
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"requirements": [
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"BTKUILib"
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"BTKUILib"
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],
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],
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"downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v4.1.3/DesktopVRIK.dll",
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"downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v4.1.4/DesktopVRIK.dll",
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"sourcelink": "https://github.com/NotAKidOnSteam/DesktopVRIK/",
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"sourcelink": "https://github.com/NotAKidOnSteam/DesktopVRIK/",
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"changelog": "- No longer requires AvatarMotionTweaker.\n- No longer piggybacks on IKSystem/PlayerSetup.\n- Tweaks to Locomotion & IKSolver weight blending.\n\n DesktopVRIK will now handle VRIK Locomotion weight instead of relying on CVR & AMT to handle it. This means LeapMotionExtension, PickupArmMovement, and CVRLimbGrabber will now work while in crouch/prone.",
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"changelog": "- No longer requires AvatarMotionTweaker.\n- No longer piggybacks on IKSystem/PlayerSetup.\n- Tweaks to Locomotion & IKSolver weight blending.\n\n DesktopVRIK will now handle VRIK Locomotion weight instead of relying on CVR & AMT to handle it. This means LeapMotionExtension, PickupArmMovement, and CVRLimbGrabber will now work while in crouch/prone.",
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"embedcolor": "9b59b6"
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"embedcolor": "9b59b6"
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