fix small cheese emotes and layer weights

This commit is contained in:
NotAKidoS 2023-04-01 16:31:29 -05:00
parent 09cb3838a6
commit 57e7cfd35a
4 changed files with 10 additions and 7 deletions

View file

@ -329,7 +329,6 @@ internal class DesktopVRIKSystem : MonoBehaviour
if (avatarVRIK == null) return; if (avatarVRIK == null) return;
if (isEmotePlaying == _ikEmotePlaying) return; if (isEmotePlaying == _ikEmotePlaying) return;
_ikEmotePlaying = isEmotePlaying; _ikEmotePlaying = isEmotePlaying;
if (avatarLookAtIK != null) if (avatarLookAtIK != null)
@ -535,6 +534,9 @@ internal class DesktopVRIKSystem : MonoBehaviour
avatarIKSolver.spine.positionWeight = 0f; avatarIKSolver.spine.positionWeight = 0f;
avatarIKSolver.spine.rotationWeight = 1f; avatarIKSolver.spine.rotationWeight = 1f;
// Set so emotes play properly
avatarIKSolver.spine.maxRootAngle = 180f;
// We disable these ourselves now, as we no longer use BodySystem // We disable these ourselves now, as we no longer use BodySystem
avatarIKSolver.spine.maintainPelvisPosition = 1f; avatarIKSolver.spine.maintainPelvisPosition = 1f;
avatarIKSolver.spine.positionWeight = 0f; avatarIKSolver.spine.positionWeight = 0f;
@ -596,14 +598,14 @@ internal class DesktopVRIKSystem : MonoBehaviour
switch (pose) switch (pose)
{ {
case AvatarPose.Default: case AvatarPose.Default:
SetMusclesToValue(0f);
break;
case AvatarPose.Initial:
if (HasCustomIKPose()) if (HasCustomIKPose())
{ {
SetCustomLayersWeights(0f, 1f); SetCustomLayersWeights(0f, 1f);
return; return;
} }
SetMusclesToValue(0f);
break;
case AvatarPose.Initial:
_humanPoseHandler.SetHumanPose(ref _humanPoseInitial); _humanPoseHandler.SetHumanPose(ref _humanPoseInitial);
break; break;
case AvatarPose.IKPose: case AvatarPose.IKPose:

View file

@ -13,6 +13,7 @@ using UnityEngine;
Chito- left foot is far back without proper tpose & foot ik distance, was uploaded in falling anim state. Chito- left foot is far back without proper tpose & foot ik distance, was uploaded in falling anim state.
Atlas (portal2)- Wide stance, proper feet distance needed to be calculated. Atlas (portal2)- Wide stance, proper feet distance needed to be calculated.
Freddy (gmod)- Doesn't have any fingers, wristToPalmAxis & palmToThumbAxis needed to be set manually. Freddy (gmod)- Doesn't have any fingers, wristToPalmAxis & palmToThumbAxis needed to be set manually.
Small Cheese- Emotes are angled wrong due to maxRootAngle..???
Most other avatars play just fine. Most other avatars play just fine.

View file

@ -26,6 +26,6 @@ using System.Reflection;
namespace NAK.Melons.DesktopVRIK.Properties; namespace NAK.Melons.DesktopVRIK.Properties;
internal static class AssemblyInfoParams internal static class AssemblyInfoParams
{ {
public const string Version = "4.1.3"; public const string Version = "4.1.4";
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": "4.1.3", "modversion": "4.1.4",
"gameversion": "2022r170", "gameversion": "2022r170",
"loaderversion": "0.5.7", "loaderversion": "0.5.7",
"modtype": "Mod", "modtype": "Mod",
@ -17,7 +17,7 @@
"requirements": [ "requirements": [
"BTKUILib" "BTKUILib"
], ],
"downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v4.1.3/DesktopVRIK.dll", "downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v4.1.4/DesktopVRIK.dll",
"sourcelink": "https://github.com/NotAKidOnSteam/DesktopVRIK/", "sourcelink": "https://github.com/NotAKidOnSteam/DesktopVRIK/",
"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.", "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.",
"embedcolor": "9b59b6" "embedcolor": "9b59b6"