mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 06:19:22 +00:00
commit
7feb806a7a
11 changed files with 776 additions and 528 deletions
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@ -1,169 +1,145 @@
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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.Core.Player;
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using ABI_RC.Systems.IK.SubSystems;
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using ABI_RC.Systems.MovementSystem;
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using RootMotion.FinalIK;
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using System.Reflection;
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using UnityEngine;
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using UnityEngine.Events;
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namespace NAK.Melons.DesktopVRIK;
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public class DesktopVRIK : MonoBehaviour
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{
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public static DesktopVRIK Instance;
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public DesktopVRIKCalibrator Calibrator;
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public static bool
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Setting_Enabled,
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Setting_EnforceViewPosition,
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Setting_EmoteVRIK,
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Setting_EmoteLookAtIK;
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// DesktopVRIK Settings
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public bool
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Setting_Enabled = true,
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Setting_PlantFeet = true;
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public float
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Setting_BodyLeanWeight,
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Setting_BodyHeadingLimit,
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Setting_PelvisHeadingWeight,
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Setting_ChestHeadingWeight;
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public static float
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Setting_BodyLeanWeight = 0.5f,
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Setting_BodyAngleLimit = 0f;
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public Transform viewpoint;
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public Vector3 eyeOffset;
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// Internal Stuff
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bool ps_emoteIsPlaying;
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float ik_SimulatedRootAngle;
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Transform desktopCameraTransform;
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static readonly FieldInfo ms_isGrounded = typeof(MovementSystem).GetField("_isGrounded", BindingFlags.NonPublic | BindingFlags.Instance);
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bool forceSteps;
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bool forceStepsNow;
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void Start()
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{
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desktopCameraTransform = PlayerSetup.Instance.desktopCamera.transform;
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Calibrator = new DesktopVRIKCalibrator();
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Instance = this;
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DesktopVRIKMod.UpdateAllSettings();
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}
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public void ChangeViewpointHandling(bool enabled)
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public void OnSetupAvatarDesktop()
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{
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if (Setting_EnforceViewPosition == enabled) return;
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Setting_EnforceViewPosition = enabled;
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if (enabled)
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{
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PlayerSetup.Instance.desktopCamera.transform.localPosition = Vector3.zero;
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return;
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}
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PlayerSetup.Instance.desktopCamera.transform.localPosition = eyeOffset;
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if (!Setting_Enabled) return;
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Calibrator.CalibrateDesktopVRIK();
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ResetDesktopVRIK();
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}
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public void AlternativeOnPreSolverUpdate()
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public bool OnSetupIKScaling(float scaleDifference)
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{
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//this order matters, rotation offset will be choppy if avatar is not cenetered first
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if (Calibrator.vrik == null) return false;
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DesktopVRIK_Helper.Instance?.OnUpdateVRIK();
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VRIKUtils.ApplyScaleToVRIK
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(
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Calibrator.vrik,
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Calibrator.initialFootDistance,
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Calibrator.initialStepThreshold,
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Calibrator.initialStepHeight,
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scaleDifference
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);
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//Reset avatar offset (VRIK will literally make you walk away from root otherwise)
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IKSystem.vrik.transform.localPosition = Vector3.zero;
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IKSystem.vrik.transform.localRotation = Quaternion.identity;
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IKSystem.vrik.solver.plantFeet = true;
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ResetDesktopVRIK();
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return true;
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}
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public Animator animator;
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public VRIK AlternativeCalibration(CVRAvatar avatar)
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public void OnPlayerSetupUpdate(bool isEmotePlaying)
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{
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animator = avatar.GetComponent<Animator>();
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Transform avatarHeadBone = animator.GetBoneTransform(HumanBodyBones.Head);
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bool changed = isEmotePlaying != ps_emoteIsPlaying;
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if (!changed) return;
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//Stuff to make bad armatures work (Fuck you Default Robot Kyle)
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avatar.transform.localPosition = Vector3.zero;
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ps_emoteIsPlaying = isEmotePlaying;
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//ikpose layer (specified by avatar author)
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int ikposeLayerIndex = animator.GetLayerIndex("IKPose");
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int locoLayerIndex = animator.GetLayerIndex("Locomotion/Emotes");
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if (ikposeLayerIndex != -1)
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{
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animator.SetLayerWeight(ikposeLayerIndex, 1f);
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if (locoLayerIndex != -1)
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{
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animator.SetLayerWeight(locoLayerIndex, 0f);
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}
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animator.Update(0f);
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Calibrator.avatarTransform.localPosition = Vector3.zero;
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Calibrator.avatarTransform.localRotation = Quaternion.identity;
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if (Calibrator.lookAtIK != null)
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Calibrator.lookAtIK.enabled = !isEmotePlaying;
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BodySystem.TrackingEnabled = !isEmotePlaying;
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Calibrator.vrik.solver?.Reset();
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ResetDesktopVRIK();
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}
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VRIK vrik = avatar.gameObject.AddComponent<VRIK>();
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vrik.AutoDetectReferences();
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//fuck toes
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vrik.references.leftToes = null;
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vrik.references.rightToes = null;
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vrik.fixTransforms = true;
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vrik.solver.plantFeet = false;
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vrik.solver.locomotion.angleThreshold = 30f;
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vrik.solver.locomotion.maxLegStretch = 0.75f;
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vrik.solver.spine.minHeadHeight = -100f;
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vrik.solver.spine.bodyRotStiffness = 0.15f;
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vrik.solver.spine.headClampWeight = 1f;
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vrik.solver.spine.maintainPelvisPosition = 1f;
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vrik.solver.spine.neckStiffness = 0f;
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vrik.solver.locomotion.weight = 0f;
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vrik.solver.spine.bodyPosStiffness = 0f;
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vrik.solver.spine.positionWeight = 0f;
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vrik.solver.spine.pelvisPositionWeight = 0f;
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vrik.solver.leftArm.positionWeight = 0f;
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vrik.solver.leftArm.rotationWeight = 0f;
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vrik.solver.rightArm.positionWeight = 0f;
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vrik.solver.rightArm.rotationWeight = 0f;
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vrik.solver.leftLeg.positionWeight = 0f;
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vrik.solver.leftLeg.rotationWeight = 0f;
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vrik.solver.rightLeg.positionWeight = 0f;
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vrik.solver.rightLeg.rotationWeight = 0f;
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vrik.solver.IKPositionWeight = 0f;
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BodySystem.TrackingLeftArmEnabled = false;
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BodySystem.TrackingRightArmEnabled = false;
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BodySystem.TrackingLeftLegEnabled = false;
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BodySystem.TrackingRightLegEnabled = false;
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BodySystem.TrackingPositionWeight = 0f;
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//Custom funky AF head ik shit
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foreach (Transform transform in DesktopVRIK_Helper.Instance.ik_HeadFollower)
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public void ResetDesktopVRIK()
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{
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if (transform.name == "Head IK Target")
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{
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Destroy(transform.gameObject);
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}
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ik_SimulatedRootAngle = transform.eulerAngles.y;
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}
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DesktopVRIK_Helper.Instance.avatar_HeadBone = avatarHeadBone;
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DesktopVRIK_Helper.Instance.ik_HeadFollower.position = avatarHeadBone.position;
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DesktopVRIK_Helper.Instance.ik_HeadFollower.rotation = Quaternion.identity;
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VRIKCalibrator.CalibrateHead(vrik, DesktopVRIK_Helper.Instance.ik_HeadFollower.transform, IKSystem.Instance.headAnchorPositionOffset, IKSystem.Instance.headAnchorRotationOffset);
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DesktopVRIK_Helper.Instance.ik_HeadFollower.localRotation = Quaternion.identity;
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//force immediate calibration before animator decides to fuck us
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vrik.solver.SetToReferences(vrik.references);
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vrik.solver.Initiate(vrik.transform);
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if (ikposeLayerIndex != -1)
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public void OnPreSolverUpdate()
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{
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animator.SetLayerWeight(ikposeLayerIndex, 0f);
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if (locoLayerIndex != -1)
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if (ps_emoteIsPlaying) return;
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var movementSystem = MovementSystem.Instance;
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var vrikSolver = Calibrator.vrik.solver;
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var avatarTransform = Calibrator.avatarTransform;
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bool isGrounded = (bool)ms_isGrounded.GetValue(movementSystem);
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// Calculate weight
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float weight = vrikSolver.IKPositionWeight;
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weight *= 1f - movementSystem.movementVector.magnitude;
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weight *= isGrounded ? 1f : 0f;
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// Reset avatar offset
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avatarTransform.localPosition = Vector3.zero;
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avatarTransform.localRotation = Quaternion.identity;
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// Set plant feet
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vrikSolver.plantFeet = Setting_PlantFeet;
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// Emulate old VRChat hip movement
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if (Setting_BodyLeanWeight > 0)
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{
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animator.SetLayerWeight(locoLayerIndex, 1f);
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}
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float weightedAngle = Setting_BodyLeanWeight * weight;
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float angle = desktopCameraTransform.localEulerAngles.x;
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angle = angle > 180 ? angle - 360 : angle;
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Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, avatarTransform.right);
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vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation);
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}
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//Find eyeoffset
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eyeOffset = PlayerSetup.Instance.desktopCamera.transform.localPosition;
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viewpoint = avatarHeadBone.Find("LocalHeadPoint");
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ChangeViewpointHandling(Setting_EnforceViewPosition);
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//reset ikpose layer
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if (ikposeLayerIndex != -1)
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// Make root heading follow within a set limit
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if (Setting_BodyHeadingLimit > 0)
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{
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animator.SetLayerWeight(ikposeLayerIndex, 0f);
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if (locoLayerIndex != -1)
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float weightedAngleLimit = Setting_BodyHeadingLimit * weight;
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float currentAngle = Mathf.DeltaAngle(transform.eulerAngles.y, ik_SimulatedRootAngle);
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float angleMaxDelta = Mathf.Abs(currentAngle);
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if (angleMaxDelta > weightedAngleLimit)
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{
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animator.SetLayerWeight(locoLayerIndex, 1f);
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currentAngle = Mathf.Sign(currentAngle) * weightedAngleLimit;
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ik_SimulatedRootAngle = Mathf.MoveTowardsAngle(ik_SimulatedRootAngle, transform.eulerAngles.y, angleMaxDelta - weightedAngleLimit);
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}
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vrikSolver.spine.rootHeadingOffset = currentAngle;
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if (Setting_PelvisHeadingWeight > 0)
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{
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vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Pelvis, new Vector3(0f, currentAngle * Setting_PelvisHeadingWeight, 0f));
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vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Chest, new Vector3(0f, -currentAngle * Setting_PelvisHeadingWeight, 0f));
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}
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if (Setting_ChestHeadingWeight > 0)
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{
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vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Chest, new Vector3(0f, currentAngle * Setting_ChestHeadingWeight, 0f));
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}
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}
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vrik?.onPreSolverUpdate.AddListener(new UnityAction(this.AlternativeOnPreSolverUpdate));
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DesktopVRIK_Helper.Instance?.OnResetIK();
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return vrik;
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}
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}
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@ -19,7 +19,7 @@
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp-firstpass.dll</HintPath>
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</Reference>
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<Reference Include="BTKUILib">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\BTKUILib.dll</HintPath>
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<HintPath>..\..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\BTKUILib.dll</HintPath>
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</Reference>
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<Reference Include="Cohtml.Runtime">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Cohtml.Runtime.dll</HintPath>
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@ -44,6 +44,10 @@
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Folder Include="Integrations\" />
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</ItemGroup>
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<Target Name="Deploy" AfterTargets="Build">
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<Copy SourceFiles="$(TargetPath)" DestinationFolder="C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\" />
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<Message Text="Copied $(TargetPath) to C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\" Importance="high" />
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|
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367
DesktopVRIK/DesktopVRIKCalibrator.cs
Normal file
367
DesktopVRIK/DesktopVRIKCalibrator.cs
Normal file
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@ -0,0 +1,367 @@
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using ABI.CCK.Components;
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using ABI_RC.Core;
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using ABI_RC.Core.Base;
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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 HarmonyLib;
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using RootMotion.FinalIK;
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using UnityEngine;
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using UnityEngine.Events;
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namespace NAK.Melons.DesktopVRIK;
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public class DesktopVRIKCalibrator
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{
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// Settings
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public bool Setting_UseVRIKToes = true;
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public bool Setting_FindUnmappedToes = true;
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// Avatar Component References
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public CVRAvatar avatar;
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public Animator animator;
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public Transform avatarTransform;
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public VRIK vrik;
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public LookAtIK lookAtIK;
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// Calibrated Values
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public float
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initialFootDistance,
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initialStepThreshold,
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initialStepHeight;
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// Calibration Internals
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bool fixTransformsRequired;
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Vector3 leftKneeNormal, rightKneeNormal;
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HumanPose initialHumanPose;
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HumanPoseHandler humanPoseHandler;
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// Traverse
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IKSystem ikSystem;
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PlayerSetup playerSetup;
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Traverse
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_vrikTraverse,
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_lookIKTraverse,
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_avatarTraverse,
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_animatorManagerTraverse,
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_poseHandlerTraverse,
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_avatarRootHeightTraverse;
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public DesktopVRIKCalibrator()
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{
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// Get base game scripts.
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ikSystem = IKSystem.Instance;
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playerSetup = PlayerSetup.Instance;
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// Get traverse to private shit in iksystem.
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_vrikTraverse = Traverse.Create(ikSystem).Field("_vrik");
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_avatarTraverse = Traverse.Create(ikSystem).Field("_avatar");
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_animatorManagerTraverse = Traverse.Create(ikSystem).Field("_animatorManager");
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_poseHandlerTraverse = Traverse.Create(ikSystem).Field("_poseHandler");
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_avatarRootHeightTraverse = Traverse.Create(ikSystem).Field("_avatarRootHeight");
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// Get traverse to private shit in playersetup.
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_lookIKTraverse = Traverse.Create(playerSetup).Field("lookIK");
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}
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public void CalibrateDesktopVRIK()
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{
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// Scan avatar for issues/references
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ScanAvatarForCalibration();
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// Prepare CVR IKSystem for external VRIK
|
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PrepareIKSystem();
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// Add VRIK and configure
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PrepareAvatarVRIK();
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Initialize();
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PostInitialize();
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}
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private void Initialize()
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{
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// Calculate bend normals with motorcycle pose
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SetHumanPose(0f);
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VRIKUtils.CalculateKneeBendNormals(vrik, out leftKneeNormal, out rightKneeNormal);
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// Calculate initial IK scaling values with IKPose
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SetAvatarIKPose(true);
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VRIKUtils.CalculateInitialIKScaling(vrik, out initialFootDistance, out initialStepThreshold, out initialStepHeight);
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// Setup HeadIK target & calculate initial footstep values
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SetupDesktopHeadIKTarget();
|
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|
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// Initiate VRIK manually
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VRIKUtils.InitiateVRIKSolver(vrik);
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|
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// Return avatar to original pose
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SetAvatarIKPose(false);
|
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}
|
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|
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private void PostInitialize()
|
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{
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VRIKUtils.ApplyScaleToVRIK
|
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(
|
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vrik,
|
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initialFootDistance,
|
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initialStepThreshold,
|
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initialStepHeight,
|
||||
1f
|
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);
|
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VRIKUtils.ApplyKneeBendNormals(vrik, leftKneeNormal, rightKneeNormal);
|
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vrik.onPreSolverUpdate.AddListener(new UnityAction(DesktopVRIK.Instance.OnPreSolverUpdate));
|
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}
|
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|
||||
private void ScanAvatarForCalibration()
|
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{
|
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// Find required avatar components
|
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avatar = playerSetup._avatar.GetComponent<CVRAvatar>();
|
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animator = avatar.GetComponent<Animator>();
|
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avatarTransform = avatar.transform;
|
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lookAtIK = _lookIKTraverse.GetValue<LookAtIK>();
|
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|
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// Apply some fixes for weird setups
|
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fixTransformsRequired = !animator.enabled;
|
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|
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// Center avatar local position
|
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avatarTransform.localPosition = Vector3.zero;
|
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|
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// Create a new human pose handler and dispose the old one
|
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humanPoseHandler?.Dispose();
|
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humanPoseHandler = new HumanPoseHandler(animator.avatar, avatarTransform);
|
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// Store original human pose
|
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humanPoseHandler.GetHumanPose(ref initialHumanPose);
|
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}
|
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|
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private void PrepareIKSystem()
|
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{
|
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// Get the animator manager and human pose handler
|
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var animatorManager = _animatorManagerTraverse.GetValue<CVRAnimatorManager>();
|
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var ikHumanPoseHandler = _poseHandlerTraverse.GetValue<HumanPoseHandler>();
|
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|
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// Store the avatar component
|
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_avatarTraverse.SetValue(avatar);
|
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|
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// Set the animator for the IK system
|
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ikSystem.animator = animator;
|
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animatorManager.SetAnimator(ikSystem.animator, ikSystem.animator.runtimeAnimatorController);
|
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|
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// Set the avatar height float
|
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_avatarRootHeightTraverse.SetValue(ikSystem.vrPlaySpace.transform.InverseTransformPoint(avatarTransform.position).y);
|
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|
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// Create a new human pose handler and dispose the old one
|
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ikHumanPoseHandler?.Dispose();
|
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ikHumanPoseHandler = new HumanPoseHandler(ikSystem.animator.avatar, avatarTransform);
|
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_poseHandlerTraverse.SetValue(ikHumanPoseHandler);
|
||||
|
||||
// Find valid human bones
|
||||
IKSystem.BoneExists.Clear();
|
||||
foreach (HumanBodyBones bone in Enum.GetValues(typeof(HumanBodyBones)))
|
||||
{
|
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if (bone != HumanBodyBones.LastBone)
|
||||
{
|
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IKSystem.BoneExists.Add(bone, ikSystem.animator.GetBoneTransform(bone) != null);
|
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}
|
||||
}
|
||||
|
||||
// Prepare BodySystem for calibration
|
||||
BodySystem.TrackingLeftArmEnabled = false;
|
||||
BodySystem.TrackingRightArmEnabled = false;
|
||||
BodySystem.TrackingLeftLegEnabled = false;
|
||||
BodySystem.TrackingRightLegEnabled = false;
|
||||
BodySystem.TrackingPositionWeight = 0f;
|
||||
}
|
||||
|
||||
private void PrepareAvatarVRIK()
|
||||
{
|
||||
// Add and configure VRIK
|
||||
vrik = avatar.gameObject.AddComponentIfMissing<VRIK>();
|
||||
vrik.AutoDetectReferences();
|
||||
|
||||
VRIKUtils.ConfigureVRIKReferences(vrik, Setting_UseVRIKToes, Setting_FindUnmappedToes, out bool foundUnmappedToes);
|
||||
|
||||
// Fix animator issue or non-human mapped toes
|
||||
vrik.fixTransforms = fixTransformsRequired || foundUnmappedToes;
|
||||
|
||||
// Default solver settings
|
||||
vrik.solver.locomotion.weight = 0f;
|
||||
vrik.solver.locomotion.angleThreshold = 30f;
|
||||
vrik.solver.locomotion.maxLegStretch = 1f;
|
||||
vrik.solver.spine.minHeadHeight = 0f;
|
||||
vrik.solver.IKPositionWeight = 1f;
|
||||
vrik.solver.spine.chestClampWeight = 0f;
|
||||
vrik.solver.spine.maintainPelvisPosition = 0f;
|
||||
|
||||
// Body leaning settings
|
||||
vrik.solver.spine.neckStiffness = 0.0001f;
|
||||
vrik.solver.spine.bodyPosStiffness = 1f;
|
||||
vrik.solver.spine.bodyRotStiffness = 0.2f;
|
||||
|
||||
// Disable locomotion
|
||||
vrik.solver.locomotion.velocityFactor = 0f;
|
||||
vrik.solver.locomotion.maxVelocity = 0f;
|
||||
vrik.solver.locomotion.rootSpeed = 1000f;
|
||||
|
||||
// Disable chest rotation by hands
|
||||
vrik.solver.spine.rotateChestByHands = 0f;
|
||||
|
||||
// Prioritize LookAtIK
|
||||
vrik.solver.spine.headClampWeight = 0.2f;
|
||||
|
||||
// Disable going on tippytoes
|
||||
vrik.solver.spine.positionWeight = 0f;
|
||||
vrik.solver.spine.rotationWeight = 1f;
|
||||
|
||||
// Tell IKSystem about new VRIK
|
||||
_vrikTraverse.SetValue(vrik);
|
||||
}
|
||||
|
||||
private void SetupDesktopHeadIKTarget()
|
||||
{
|
||||
// Lazy HeadIKTarget calibration
|
||||
if (vrik.solver.spine.headTarget == null)
|
||||
{
|
||||
vrik.solver.spine.headTarget = new GameObject("Head IK Target").transform;
|
||||
}
|
||||
vrik.solver.spine.headTarget.parent = vrik.references.head;
|
||||
vrik.solver.spine.headTarget.localPosition = Vector3.zero;
|
||||
vrik.solver.spine.headTarget.localRotation = Quaternion.identity;
|
||||
}
|
||||
|
||||
private void SetAvatarIKPose(bool enforceTPose)
|
||||
{
|
||||
int ikposeLayerIndex = animator.GetLayerIndex("IKPose");
|
||||
int locoLayerIndex = animator.GetLayerIndex("Locomotion/Emotes");
|
||||
|
||||
// Use custom IKPose if found.
|
||||
if (ikposeLayerIndex != -1 && locoLayerIndex != -1)
|
||||
{
|
||||
animator.SetLayerWeight(ikposeLayerIndex, enforceTPose ? 1f : 0f);
|
||||
animator.SetLayerWeight(locoLayerIndex, enforceTPose ? 0f : 1f);
|
||||
animator.Update(0f);
|
||||
return;
|
||||
}
|
||||
|
||||
// Otherwise use DesktopVRIK IKPose & revert afterwards.
|
||||
if (enforceTPose)
|
||||
{
|
||||
SetHumanPose(1f);
|
||||
}
|
||||
else
|
||||
{
|
||||
humanPoseHandler.SetHumanPose(ref initialHumanPose);
|
||||
}
|
||||
}
|
||||
|
||||
private void SetHumanPose(float ikPoseWeight = 1f)
|
||||
{
|
||||
humanPoseHandler.GetHumanPose(ref ikSystem.humanPose);
|
||||
for (int i = 0; i < ikSystem.humanPose.muscles.Length; i++)
|
||||
{
|
||||
float weight = ikPoseWeight * IKPoseMuscles[i];
|
||||
IKSystem.Instance.ApplyMuscleValue((MuscleIndex)i, weight, ref ikSystem.humanPose.muscles);
|
||||
}
|
||||
ikSystem.humanPose.bodyRotation = Quaternion.identity;
|
||||
humanPoseHandler.SetHumanPose(ref ikSystem.humanPose);
|
||||
}
|
||||
|
||||
private static readonly float[] IKPoseMuscles = new float[]
|
||||
{
|
||||
0.00133321f,
|
||||
8.195831E-06f,
|
||||
8.537738E-07f,
|
||||
-0.002669832f,
|
||||
-7.651234E-06f,
|
||||
-0.001659694f,
|
||||
0f,
|
||||
0f,
|
||||
0f,
|
||||
0.04213953f,
|
||||
0.0003007996f,
|
||||
-0.008032114f,
|
||||
-0.03059979f,
|
||||
-0.0003182998f,
|
||||
0.009640567f,
|
||||
0f,
|
||||
0f,
|
||||
0f,
|
||||
0f,
|
||||
0f,
|
||||
0f,
|
||||
0.5768794f,
|
||||
0.01061097f,
|
||||
-0.1127839f,
|
||||
0.9705755f,
|
||||
0.07972051f,
|
||||
-0.0268422f,
|
||||
0.007237188f,
|
||||
0f,
|
||||
0.5768792f,
|
||||
0.01056608f,
|
||||
-0.1127519f,
|
||||
0.9705756f,
|
||||
0.07971933f,
|
||||
-0.02682396f,
|
||||
0.007229362f,
|
||||
0f,
|
||||
-5.651802E-06f,
|
||||
-3.034899E-07f,
|
||||
0.4100508f,
|
||||
0.3610304f,
|
||||
-0.0838329f,
|
||||
0.9262537f,
|
||||
0.1353517f,
|
||||
-0.03578902f,
|
||||
0.06005657f,
|
||||
-4.95989E-06f,
|
||||
-1.43007E-06f,
|
||||
0.4096187f,
|
||||
0.363263f,
|
||||
-0.08205152f,
|
||||
0.9250782f,
|
||||
0.1345718f,
|
||||
-0.03572125f,
|
||||
0.06055461f,
|
||||
-1.079177f,
|
||||
0.2095419f,
|
||||
0.6140652f,
|
||||
0.6365265f,
|
||||
0.6683931f,
|
||||
-0.4764312f,
|
||||
0.8099416f,
|
||||
0.8099371f,
|
||||
0.6658203f,
|
||||
-0.7327053f,
|
||||
0.8113618f,
|
||||
0.8114051f,
|
||||
0.6643661f,
|
||||
-0.40341f,
|
||||
0.8111364f,
|
||||
0.8111367f,
|
||||
0.6170399f,
|
||||
-0.2524227f,
|
||||
0.8138723f,
|
||||
0.8110135f,
|
||||
-1.079171f,
|
||||
0.2095456f,
|
||||
0.6140658f,
|
||||
0.6365255f,
|
||||
0.6683878f,
|
||||
-0.4764301f,
|
||||
0.8099402f,
|
||||
0.8099376f,
|
||||
0.6658241f,
|
||||
-0.7327023f,
|
||||
0.8113653f,
|
||||
0.8113793f,
|
||||
0.664364f,
|
||||
-0.4034042f,
|
||||
0.811136f,
|
||||
0.8111364f,
|
||||
0.6170469f,
|
||||
-0.2524345f,
|
||||
0.8138595f,
|
||||
0.8110138f
|
||||
};
|
||||
}
|
|
@ -1,108 +0,0 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Systems.IK;
|
||||
using ABI_RC.Systems.IK.SubSystems;
|
||||
using ABI_RC.Systems.MovementSystem;
|
||||
using RootMotion.FinalIK;
|
||||
|
||||
namespace NAK.Melons.DesktopVRIK;
|
||||
|
||||
internal class DesktopVRIK_Helper : MonoBehaviour
|
||||
{
|
||||
public static DesktopVRIK_Helper Instance;
|
||||
|
||||
//Avatar
|
||||
public Transform avatar_HeadBone;
|
||||
|
||||
//DesktopVRIK
|
||||
public Transform ik_HeadFollower;
|
||||
public Quaternion ik_HeadRotation;
|
||||
|
||||
public static void CreateInstance()
|
||||
{
|
||||
Transform helper = new GameObject("[DesktopVRIK] Virtual Rig").transform;
|
||||
helper.parent = PlayerSetup.Instance.transform;
|
||||
helper.localPosition = Vector3.zero;
|
||||
helper.localRotation = Quaternion.identity;
|
||||
helper.gameObject.AddComponent<DesktopVRIK_Helper>();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
Instance = this;
|
||||
|
||||
Transform headFollower = new GameObject("HeadBone_Follower").transform;
|
||||
headFollower.parent = transform;
|
||||
headFollower.localPosition = new Vector3(0f, 1.8f, 0f);
|
||||
headFollower.localRotation = Quaternion.identity;
|
||||
ik_HeadFollower = headFollower;
|
||||
}
|
||||
|
||||
public void OnUpdateVRIK()
|
||||
{
|
||||
if (avatar_HeadBone != null)
|
||||
{
|
||||
float globalWeight = (1 - MovementSystem.Instance.movementVector.magnitude);
|
||||
globalWeight *= IKSystem.vrik.solver.locomotion.weight;
|
||||
|
||||
//the most important thing ever
|
||||
//IKSystem.vrik.solver.spine.rotationWeight = globalWeight;
|
||||
|
||||
HeadIK_FollowPosition();
|
||||
|
||||
HeadIK_RotateWithWeight(globalWeight);
|
||||
HeadIK_FollowWithinAngle(globalWeight);
|
||||
ik_HeadFollower.rotation = ik_HeadRotation;
|
||||
}
|
||||
}
|
||||
|
||||
public void OnResetIK()
|
||||
{
|
||||
ik_HeadRotation = Quaternion.Euler(transform.eulerAngles.x, transform.eulerAngles.y, transform.eulerAngles.z);
|
||||
}
|
||||
|
||||
public void HeadIK_FollowPosition()
|
||||
{
|
||||
ik_HeadFollower.position = new Vector3(transform.position.x, avatar_HeadBone.position.y, transform.position.z);
|
||||
}
|
||||
|
||||
public void HeadIK_FollowWithinAngle(float weight)
|
||||
{
|
||||
if (DesktopVRIK.Setting_BodyAngleLimit != 0)
|
||||
{
|
||||
float weightedAngle = DesktopVRIK.Setting_BodyAngleLimit * weight;
|
||||
float currentAngle = Mathf.DeltaAngle(transform.eulerAngles.y, ik_HeadRotation.eulerAngles.y);
|
||||
if (Mathf.Abs(currentAngle) > weightedAngle)
|
||||
{
|
||||
float fixedCurrentAngle = currentAngle > 0 ? currentAngle : -currentAngle;
|
||||
float clampedAngle = Mathf.MoveTowardsAngle(ik_HeadRotation.eulerAngles.y, transform.eulerAngles.y, fixedCurrentAngle - weightedAngle);
|
||||
ik_HeadRotation = Quaternion.Euler(ik_HeadRotation.eulerAngles.x, clampedAngle, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ik_HeadRotation = Quaternion.Euler(ik_HeadRotation.eulerAngles.x, transform.eulerAngles.y, transform.eulerAngles.z);
|
||||
}
|
||||
}
|
||||
|
||||
public void HeadIK_RotateWithWeight(float weight)
|
||||
{
|
||||
//VRChat hip movement emulation
|
||||
if (DesktopVRIK.Setting_BodyLeanWeight != 0)
|
||||
{
|
||||
float angle = PlayerSetup.Instance.desktopCamera.transform.localEulerAngles.x;
|
||||
if (angle > 180) angle -= 360;
|
||||
float leanAmount = angle * weight * DesktopVRIK.Setting_BodyLeanWeight;
|
||||
ik_HeadRotation = Quaternion.Euler(leanAmount * 0.33f, ik_HeadRotation.eulerAngles.y, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
ik_HeadRotation = Quaternion.Euler(transform.eulerAngles.x, ik_HeadRotation.eulerAngles.y, transform.eulerAngles.z);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,34 +1,21 @@
|
|||
using ABI.CCK.Components;
|
||||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Core.Savior;
|
||||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Systems.IK;
|
||||
using ABI_RC.Systems.IK.SubSystems;
|
||||
using ABI_RC.Systems.MovementSystem;
|
||||
using HarmonyLib;
|
||||
using RootMotion.FinalIK;
|
||||
using UnityEngine;
|
||||
|
||||
/**
|
||||
|
||||
The process of calibrating VRIK is fucking painful.
|
||||
|
||||
Immediatly doing GetHumanPose() and then SetHumanPose() fixed heels in ground for all avatars.
|
||||
|
||||
Setting the avatars rotation to identity, head rotation offset to head bone world rotation, and then calibrating head IK target (kinda) fixed only robot kyle.
|
||||
|
||||
Enforcing a TPose only fixed my ferret avatars right shoulder.
|
||||
|
||||
Mix and matching these, and changing order, fucks with random specific avatars with fucky armatures.
|
||||
MOST AVATARS DONT EVEN CHANGE, ITS JUST THESE FEW SPECIFIC ONES
|
||||
I NEED to look into an IKPose controller...
|
||||
|
||||
Avatars of Note:
|
||||
TurtleNeck Ferret- broken/inverted right shoulder
|
||||
Space Robot Kyle- head ik target is rotated -90 90 0, so body/neck is fucked (Fuck you Default Robot Kyle)
|
||||
Exteratta- the knees bend backwards like a fucking chicken... what the fuck im enforcing a tpose nowww
|
||||
TurtleNeck Ferret- close feet, far shoulders, nonideal rig.
|
||||
Space Robot Kyle- the worst bone rolls on the planet, tpose/headikcalibration fixed it mostly... ish.
|
||||
Exteratta- knees bend backwards without proper tpose.
|
||||
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.
|
||||
Freddy (gmod)- Doesn't have any fingers, wristToPalmAxis & palmToThumbAxis needed to be set manually.
|
||||
|
||||
Most other avatars play just fine. Never changes even when adding Tpose, rotating the avatar, headikrotationoffset, ect...
|
||||
WHY (Fuck you Default Robot Kyle)
|
||||
Most other avatars play just fine.
|
||||
|
||||
**/
|
||||
|
||||
|
@ -36,210 +23,37 @@ namespace NAK.Melons.DesktopVRIK.HarmonyPatches;
|
|||
|
||||
class PlayerSetupPatches
|
||||
{
|
||||
private static bool emotePlayed = false;
|
||||
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(PlayerSetup), "SetupAvatarGeneral")]
|
||||
static void SetupDesktopIKSystem(ref CVRAvatar ____avatarDescriptor, ref Animator ____animator)
|
||||
[HarmonyPatch(typeof(PlayerSetup), "SetupAvatarDesktop")]
|
||||
static void Postfix_PlayerSetup_SetupAvatarDesktop(ref Animator ____animator)
|
||||
{
|
||||
if (!MetaPort.Instance.isUsingVr && DesktopVRIK.Setting_Enabled)
|
||||
if (____animator != null && ____animator.avatar != null && ____animator.avatar.isHuman)
|
||||
{
|
||||
if (____avatarDescriptor != null && ____animator != null && ____animator.isHuman)
|
||||
{
|
||||
//this will stop at the useless isVr return (the function is only ever called by vr anyways...)
|
||||
IKSystem.Instance.InitializeAvatar(____avatarDescriptor);
|
||||
}
|
||||
DesktopVRIK.Instance?.OnSetupAvatarDesktop();
|
||||
}
|
||||
}
|
||||
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(PlayerSetup), "Update")]
|
||||
private static void CorrectVRIK(ref bool ____emotePlaying, ref LookAtIK ___lookIK)
|
||||
static void Postfix_PlayerSetup_Update(ref bool ____emotePlaying)
|
||||
{
|
||||
if (!MetaPort.Instance.isUsingVr && DesktopVRIK.Setting_Enabled)
|
||||
{
|
||||
bool changed = ____emotePlaying != emotePlayed;
|
||||
if (changed)
|
||||
{
|
||||
emotePlayed = ____emotePlaying;
|
||||
IKSystem.vrik.transform.localPosition = Vector3.zero;
|
||||
IKSystem.vrik.transform.localRotation = Quaternion.identity;
|
||||
if (DesktopVRIK.Setting_EmoteLookAtIK && ___lookIK != null)
|
||||
{
|
||||
___lookIK.enabled = !____emotePlaying;
|
||||
}
|
||||
if (DesktopVRIK.Setting_EmoteVRIK)
|
||||
{
|
||||
BodySystem.TrackingEnabled = !____emotePlaying;
|
||||
IKSystem.vrik.solver?.Reset();
|
||||
DesktopVRIK_Helper.Instance?.OnResetIK();
|
||||
}
|
||||
}
|
||||
}
|
||||
DesktopVRIK.Instance?.OnPlayerSetupUpdate(____emotePlaying);
|
||||
}
|
||||
|
||||
|
||||
//should probably patch movement system instead
|
||||
[HarmonyPrefix]
|
||||
[HarmonyPatch(typeof(PlayerSetup), "HandleDesktopCameraPosition")]
|
||||
private static void Prefix_PlayerSetup_HandleDesktopCameraPosition
|
||||
(
|
||||
bool ignore,
|
||||
ref PlayerSetup __instance,
|
||||
ref MovementSystem
|
||||
____movementSystem,
|
||||
ref int ___headBobbingLevel
|
||||
)
|
||||
[HarmonyPatch(typeof(PlayerSetup), "SetupIKScaling")]
|
||||
private static bool Prefix_PlayerSetup_SetupIKScaling(float height, ref Vector3 ___scaleDifference)
|
||||
{
|
||||
if (___headBobbingLevel != 2)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!DesktopVRIK.Setting_Enabled || !DesktopVRIK.Setting_EnforceViewPosition)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (____movementSystem.disableCameraControl && !ignore)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (DesktopVRIK.Instance.viewpoint == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
__instance.desktopCamera.transform.position = DesktopVRIK.Instance.viewpoint.position;
|
||||
return;
|
||||
return !(bool)DesktopVRIK.Instance?.OnSetupIKScaling(1f + ___scaleDifference.y);
|
||||
}
|
||||
}
|
||||
|
||||
class IKSystemPatches
|
||||
{
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(IKSystem), "InitializeAvatar")]
|
||||
private static void InitializeDesktopAvatarVRIK(CVRAvatar avatar, ref VRIK ____vrik, ref HumanPoseHandler ____poseHandler, ref HumanPose ___humanPose)
|
||||
[HarmonyPatch(typeof(IKSystem), "Start")]
|
||||
private static void Postfix_IKSystem_Start(ref IKSystem __instance)
|
||||
{
|
||||
if (!MetaPort.Instance.isUsingVr && DesktopVRIK.Setting_Enabled)
|
||||
{
|
||||
if (IKSystem.Instance.animator != null && IKSystem.Instance.animator.avatar != null && IKSystem.Instance.animator.avatar.isHuman)
|
||||
{
|
||||
if (____poseHandler == null)
|
||||
{
|
||||
____poseHandler = new HumanPoseHandler(IKSystem.Instance.animator.avatar, IKSystem.Instance.animator.transform);
|
||||
__instance.gameObject.AddComponent<DesktopVRIK>();
|
||||
}
|
||||
|
||||
____poseHandler.GetHumanPose(ref ___humanPose);
|
||||
for (int i = 0; i < IKPoseMuscles.Length; i++)
|
||||
{
|
||||
IKSystem.Instance.ApplyMuscleValue((MuscleIndex)i, IKPoseMuscles[i], ref ___humanPose.muscles);
|
||||
}
|
||||
____poseHandler.SetHumanPose(ref ___humanPose);
|
||||
|
||||
____vrik = DesktopVRIK.Instance.AlternativeCalibration(avatar);
|
||||
IKSystem.Instance.ApplyAvatarScaleToIk(avatar.viewPosition.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static readonly float[] IKPoseMuscles = new float[]
|
||||
{
|
||||
0.00133321f,
|
||||
8.195831E-06f,
|
||||
8.537738E-07f,
|
||||
-0.002669832f,
|
||||
-7.651234E-06f,
|
||||
-0.001659694f,
|
||||
0f,
|
||||
0f,
|
||||
0f,
|
||||
0.04213953f,
|
||||
0.0003007996f,
|
||||
-0.008032114f,
|
||||
-0.03059979f,
|
||||
-0.0003182998f,
|
||||
0.009640567f,
|
||||
0f,
|
||||
0f,
|
||||
0f,
|
||||
0f,
|
||||
0f,
|
||||
0f,
|
||||
0.5768794f,
|
||||
0.01061097f,
|
||||
-0.1127839f,
|
||||
0.9705755f,
|
||||
0.07972051f,
|
||||
-0.0268422f,
|
||||
0.007237188f,
|
||||
0f,
|
||||
0.5768792f,
|
||||
0.01056608f,
|
||||
-0.1127519f,
|
||||
0.9705756f,
|
||||
0.07971933f,
|
||||
-0.02682396f,
|
||||
0.007229362f,
|
||||
0f,
|
||||
-5.651802E-06f,
|
||||
-3.034899E-07f,
|
||||
0.4100508f,
|
||||
0.3610304f,
|
||||
-0.0838329f,
|
||||
0.9262537f,
|
||||
0.1353517f,
|
||||
-0.03578902f,
|
||||
0.06005657f,
|
||||
-4.95989E-06f,
|
||||
-1.43007E-06f,
|
||||
0.4096187f,
|
||||
0.363263f,
|
||||
-0.08205152f,
|
||||
0.9250782f,
|
||||
0.1345718f,
|
||||
-0.03572125f,
|
||||
0.06055461f,
|
||||
-1.079177f,
|
||||
0.2095419f,
|
||||
0.6140652f,
|
||||
0.6365265f,
|
||||
0.6683931f,
|
||||
-0.4764312f,
|
||||
0.8099416f,
|
||||
0.8099371f,
|
||||
0.6658203f,
|
||||
-0.7327053f,
|
||||
0.8113618f,
|
||||
0.8114051f,
|
||||
0.6643661f,
|
||||
-0.40341f,
|
||||
0.8111364f,
|
||||
0.8111367f,
|
||||
0.6170399f,
|
||||
-0.2524227f,
|
||||
0.8138723f,
|
||||
0.8110135f,
|
||||
-1.079171f,
|
||||
0.2095456f,
|
||||
0.6140658f,
|
||||
0.6365255f,
|
||||
0.6683878f,
|
||||
-0.4764301f,
|
||||
0.8099402f,
|
||||
0.8099376f,
|
||||
0.6658241f,
|
||||
-0.7327023f,
|
||||
0.8113653f,
|
||||
0.8113793f,
|
||||
0.664364f,
|
||||
-0.4034042f,
|
||||
0.811136f,
|
||||
0.8111364f,
|
||||
0.6170469f,
|
||||
-0.2524345f,
|
||||
0.8138595f,
|
||||
0.8110138f
|
||||
};
|
||||
}
|
||||
|
|
|
@ -14,35 +14,38 @@ public static class BTKUIAddon
|
|||
Page miscPage = QuickMenuAPI.MiscTabPage;
|
||||
Category miscCategory = miscPage.AddCategory(DesktopVRIKMod.SettingsCategory);
|
||||
|
||||
AddMelonToggle(ref miscCategory, DesktopVRIKMod.m_entryEnabled);
|
||||
AddMelonToggle(ref miscCategory, DesktopVRIKMod.EntryEnabled);
|
||||
|
||||
//Add my own page to not clog up Misc Menu
|
||||
|
||||
Page desktopVRIKPage = miscCategory.AddPage("DesktopVRIK Settings", "", "Configure the settings for DesktopVRIK.", "DesktopVRIK");
|
||||
desktopVRIKPage.MenuTitle = "DesktopVRIK Settings";
|
||||
desktopVRIKPage.MenuSubtitle = "Simplified settings for VRIK on Desktop.";
|
||||
|
||||
Category desktopVRIKCategory = desktopVRIKPage.AddCategory("DesktopVRIK");
|
||||
Category desktopVRIKCategory = desktopVRIKPage.AddCategory(DesktopVRIKMod.SettingsCategory);
|
||||
|
||||
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.m_entryEnabled);
|
||||
// General Settings
|
||||
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.EntryEnabled);
|
||||
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.EntryPlantFeet);
|
||||
|
||||
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.m_entryEnforceViewPosition);
|
||||
// Calibration Settings
|
||||
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.EntryUseVRIKToes);
|
||||
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.EntryFindUnmappedToes);
|
||||
|
||||
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.m_entryEmoteVRIK);
|
||||
// Body Leaning Weight
|
||||
AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.EntryBodyLeanWeight, 0, 1f, 1);
|
||||
|
||||
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.m_entryEmoteLookAtIK);
|
||||
|
||||
AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.m_entryBodyLeanWeight, 0, 1f);
|
||||
|
||||
AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.m_entryBodyAngleLimit, 0, 90f);
|
||||
// Max Root Heading Limit & Weights
|
||||
AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.EntryBodyHeadingLimit, 0, 90f, 0);
|
||||
AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.EntryPelvisHeadingWeight, 0, 1f, 1);
|
||||
AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.EntryChestHeadingWeight, 0, 1f, 1);
|
||||
}
|
||||
private static void AddMelonToggle(ref Category category, MelonLoader.MelonPreferences_Entry<bool> entry)
|
||||
{
|
||||
category.AddToggle(entry.DisplayName, entry.Description, entry.Value).OnValueUpdated += b => entry.Value = b;
|
||||
}
|
||||
|
||||
private static void AddMelonSlider(ref Page page, MelonLoader.MelonPreferences_Entry<float> entry, float min, float max)
|
||||
private static void AddMelonSlider(ref Page page, MelonLoader.MelonPreferences_Entry<float> entry, float min, float max, int decimalPlaces = 2)
|
||||
{
|
||||
page.AddSlider(entry.DisplayName, entry.Description, entry.Value, min, max).OnValueUpdated += f => entry.Value = f;
|
||||
page.AddSlider(entry.DisplayName, entry.Description, entry.Value, min, max, decimalPlaces).OnValueUpdated += f => entry.Value = f;
|
||||
}
|
||||
}
|
|
@ -1,76 +1,78 @@
|
|||
using ABI_RC.Core.Player;
|
||||
using MelonLoader;
|
||||
using MelonLoader;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.Melons.DesktopVRIK;
|
||||
|
||||
public class DesktopVRIKMod : MelonMod
|
||||
{
|
||||
internal const string SettingsCategory = "DesktopVRIK";
|
||||
internal static MelonPreferences_Category m_categoryDesktopVRIK;
|
||||
internal static MelonPreferences_Entry<bool> m_entryEnabled,
|
||||
m_entryEnforceViewPosition,
|
||||
m_entryEmoteVRIK,
|
||||
m_entryEmoteLookAtIK;
|
||||
internal static MelonPreferences_Entry<float>
|
||||
m_entryBodyLeanWeight,
|
||||
m_entryBodyAngleLimit;
|
||||
internal static MelonLogger.Instance Logger;
|
||||
public const string SettingsCategory = "DesktopVRIK";
|
||||
public static readonly MelonPreferences_Category CategoryDesktopVRIK = MelonPreferences.CreateCategory(SettingsCategory);
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryEnabled =
|
||||
CategoryDesktopVRIK.CreateEntry("Enabled", true, description: "Toggle DesktopVRIK entirely. Requires avatar reload.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryPlantFeet =
|
||||
CategoryDesktopVRIK.CreateEntry("Enforce Plant Feet", true, description: "Forces VRIK Plant Feet enabled to prevent hovering when stopping movement.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryUseVRIKToes =
|
||||
CategoryDesktopVRIK.CreateEntry("Use VRIK Toes", false, description: "Determines if VRIK uses humanoid toes for IK solving, which can cause feet to idle behind the avatar.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryFindUnmappedToes =
|
||||
CategoryDesktopVRIK.CreateEntry("Find Unmapped Toes", false, description: "Determines if DesktopVRIK should look for unmapped toe bones if the humanoid rig does not have any.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryBodyLeanWeight =
|
||||
CategoryDesktopVRIK.CreateEntry("Body Lean Weight", 0.5f, description: "Adds rotational influence to the body solver when looking up/down. Set to 0 to disable.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryBodyHeadingLimit =
|
||||
CategoryDesktopVRIK.CreateEntry("Body Heading Limit", 20f, description: "Specifies the maximum angle the lower body can have relative to the head when rotating. Set to 0 to disable.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryPelvisHeadingWeight =
|
||||
CategoryDesktopVRIK.CreateEntry("Pelvis Heading Weight", 0.25f, description: "Determines how much the pelvis will face the Body Heading Limit. Set to 0 to align with head.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryChestHeadingWeight =
|
||||
CategoryDesktopVRIK.CreateEntry("Chest Heading Weight", 0.75f, description: "Determines how much the chest will face the Body Heading Limit. Set to 0 to align with head.");
|
||||
|
||||
public override void OnInitializeMelon()
|
||||
{
|
||||
m_categoryDesktopVRIK = MelonPreferences.CreateCategory(SettingsCategory);
|
||||
m_entryEnabled = m_categoryDesktopVRIK.CreateEntry<bool>("Enabled", true, description: "Toggle DesktopVRIK entirely. Requires avatar reload.");
|
||||
m_entryEnforceViewPosition = m_categoryDesktopVRIK.CreateEntry<bool>("Enforce View Position", false, description: "Corrects view position to use VRIK offsets.");
|
||||
m_entryEmoteVRIK = m_categoryDesktopVRIK.CreateEntry<bool>("Disable Emote VRIK", true, description: "Disable VRIK while emoting. Only disable if you are ok with looking dumb.");
|
||||
m_entryEmoteLookAtIK = m_categoryDesktopVRIK.CreateEntry<bool>("Disable Emote LookAtIK", true, description: "Disable LookAtIK while emoting. This setting doesn't really matter, as LookAtIK isn't networked while doing an emote.");
|
||||
Logger = LoggerInstance;
|
||||
|
||||
m_entryBodyLeanWeight = m_categoryDesktopVRIK.CreateEntry<float>("Body Lean Weight", 0.5f, description: "Emulates old VRChat-like body leaning when looking up/down. Set to 0 to disable.");
|
||||
m_entryBodyAngleLimit = m_categoryDesktopVRIK.CreateEntry<float>("Body Angle Limit", 0f, description: "Emulates VRChat-like body and head offset when rotating left/right. Set to 0 to disable. (this setting only affects the feet due to chillout not setting up the player controller for VRIK)");
|
||||
CategoryDesktopVRIK.Entries.ForEach(e => e.OnEntryValueChangedUntyped.Subscribe(OnUpdateSettings));
|
||||
|
||||
foreach (var setting in m_categoryDesktopVRIK.Entries)
|
||||
{
|
||||
setting.OnEntryValueChangedUntyped.Subscribe(OnUpdateSettings);
|
||||
}
|
||||
|
||||
//BTKUILib Misc Support
|
||||
if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "BTKUILib"))
|
||||
{
|
||||
MelonLogger.Msg("Initializing BTKUILib support.");
|
||||
BTKUIAddon.Init();
|
||||
}
|
||||
|
||||
//Apply patches (i stole)
|
||||
ApplyPatches(typeof(HarmonyPatches.PlayerSetupPatches));
|
||||
ApplyPatches(typeof(HarmonyPatches.IKSystemPatches));
|
||||
|
||||
MelonLoader.MelonCoroutines.Start(WaitForLocalPlayer());
|
||||
InitializeIntegrations();
|
||||
}
|
||||
|
||||
System.Collections.IEnumerator WaitForLocalPlayer()
|
||||
{
|
||||
while (PlayerSetup.Instance == null)
|
||||
yield return null;
|
||||
|
||||
DesktopVRIK_Helper.CreateInstance();
|
||||
PlayerSetup.Instance.gameObject.AddComponent<DesktopVRIK>();
|
||||
|
||||
while (DesktopVRIK.Instance == null)
|
||||
yield return null;
|
||||
UpdateAllSettings();
|
||||
}
|
||||
|
||||
private void UpdateAllSettings()
|
||||
internal static void UpdateAllSettings()
|
||||
{
|
||||
if (!DesktopVRIK.Instance) return;
|
||||
DesktopVRIK.Setting_Enabled = m_entryEnabled.Value;
|
||||
DesktopVRIK.Setting_BodyLeanWeight = Mathf.Clamp01(m_entryBodyLeanWeight.Value);
|
||||
DesktopVRIK.Setting_BodyAngleLimit = Mathf.Clamp(m_entryBodyAngleLimit.Value, 0f, 90f);
|
||||
DesktopVRIK.Setting_EmoteVRIK = m_entryEmoteVRIK.Value;
|
||||
DesktopVRIK.Setting_EmoteLookAtIK = m_entryEmoteLookAtIK.Value;
|
||||
DesktopVRIK.Instance.ChangeViewpointHandling(m_entryEnforceViewPosition.Value);
|
||||
}
|
||||
// DesktopVRIK Settings
|
||||
DesktopVRIK.Instance.Setting_Enabled = EntryEnabled.Value;
|
||||
DesktopVRIK.Instance.Setting_PlantFeet = EntryPlantFeet.Value;
|
||||
|
||||
DesktopVRIK.Instance.Setting_BodyLeanWeight = Mathf.Clamp01(EntryBodyLeanWeight.Value);
|
||||
DesktopVRIK.Instance.Setting_BodyHeadingLimit = Mathf.Clamp(EntryBodyHeadingLimit.Value, 0f, 90f);
|
||||
DesktopVRIK.Instance.Setting_PelvisHeadingWeight = (1f - Mathf.Clamp01(EntryPelvisHeadingWeight.Value));
|
||||
DesktopVRIK.Instance.Setting_ChestHeadingWeight = (1f - Mathf.Clamp01(EntryChestHeadingWeight.Value));
|
||||
|
||||
// Calibration Settings
|
||||
DesktopVRIK.Instance.Calibrator.Setting_UseVRIKToes = EntryUseVRIKToes.Value;
|
||||
DesktopVRIK.Instance.Calibrator.Setting_FindUnmappedToes = EntryFindUnmappedToes.Value;
|
||||
}
|
||||
private void OnUpdateSettings(object arg1, object arg2) => UpdateAllSettings();
|
||||
|
||||
private static void InitializeIntegrations()
|
||||
{
|
||||
//BTKUILib Misc Tab
|
||||
if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "BTKUILib"))
|
||||
{
|
||||
Logger.Msg("Initializing BTKUILib support.");
|
||||
BTKUIAddon.Init();
|
||||
}
|
||||
}
|
||||
|
||||
private void ApplyPatches(Type type)
|
||||
{
|
||||
try
|
||||
|
@ -79,8 +81,8 @@ public class DesktopVRIKMod : MelonMod
|
|||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
LoggerInstance.Msg($"Failed while patching {type.Name}!");
|
||||
LoggerInstance.Error(e);
|
||||
Logger.Msg($"Failed while patching {type.Name}!");
|
||||
Logger.Error(e);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,8 +1,7 @@
|
|||
using DesktopVRIK.Properties;
|
||||
using MelonLoader;
|
||||
using MelonLoader;
|
||||
using NAK.Melons.DesktopVRIK.Properties;
|
||||
using System.Reflection;
|
||||
|
||||
|
||||
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
|
||||
|
@ -24,9 +23,9 @@ using System.Reflection;
|
|||
[assembly: MelonOptionalDependencies("BTKUILib")]
|
||||
[assembly: HarmonyDontPatchAll]
|
||||
|
||||
namespace DesktopVRIK.Properties;
|
||||
namespace NAK.Melons.DesktopVRIK.Properties;
|
||||
internal static class AssemblyInfoParams
|
||||
{
|
||||
public const string Version = "2.0.5";
|
||||
public const string Version = "4.0.1";
|
||||
public const string Author = "NotAKidoS";
|
||||
}
|
183
DesktopVRIK/VRIKUtils.cs
Normal file
183
DesktopVRIK/VRIKUtils.cs
Normal file
|
@ -0,0 +1,183 @@
|
|||
using HarmonyLib;
|
||||
using RootMotion.FinalIK;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.Melons.DesktopVRIK;
|
||||
|
||||
public static class VRIKUtils
|
||||
{
|
||||
public static void ConfigureVRIKReferences(VRIK vrik, bool useVRIKToes, bool findUnmappedToes, out bool foundUnmappedToes)
|
||||
{
|
||||
foundUnmappedToes = false;
|
||||
|
||||
//might not work over netik
|
||||
FixChestAndSpineReferences(vrik);
|
||||
|
||||
if (!useVRIKToes)
|
||||
{
|
||||
vrik.references.leftToes = null;
|
||||
vrik.references.rightToes = null;
|
||||
}
|
||||
else if (findUnmappedToes)
|
||||
{
|
||||
//doesnt work with netik, but its toes...
|
||||
FindAndSetUnmappedToes(vrik, out foundUnmappedToes);
|
||||
}
|
||||
|
||||
//bullshit fix to not cause death
|
||||
FixFingerBonesError(vrik);
|
||||
}
|
||||
|
||||
private static void FixChestAndSpineReferences(VRIK vrik)
|
||||
{
|
||||
Transform leftShoulderBone = vrik.references.leftShoulder;
|
||||
Transform rightShoulderBone = vrik.references.rightShoulder;
|
||||
Transform assumedChest = leftShoulderBone?.parent;
|
||||
|
||||
if (assumedChest != null && rightShoulderBone.parent == assumedChest &&
|
||||
vrik.references.chest != assumedChest)
|
||||
{
|
||||
vrik.references.chest = assumedChest;
|
||||
vrik.references.spine = assumedChest.parent;
|
||||
}
|
||||
}
|
||||
|
||||
private static void FindAndSetUnmappedToes(VRIK vrik, out bool foundUnmappedToes)
|
||||
{
|
||||
foundUnmappedToes = false;
|
||||
|
||||
Transform leftToes = vrik.references.leftToes;
|
||||
Transform rightToes = vrik.references.rightToes;
|
||||
|
||||
if (leftToes == null && rightToes == null)
|
||||
{
|
||||
leftToes = FindUnmappedToe(vrik.references.leftFoot);
|
||||
rightToes = FindUnmappedToe(vrik.references.rightFoot);
|
||||
|
||||
if (leftToes != null && rightToes != null)
|
||||
{
|
||||
vrik.references.leftToes = leftToes;
|
||||
vrik.references.rightToes = rightToes;
|
||||
foundUnmappedToes = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static Transform FindUnmappedToe(Transform foot)
|
||||
{
|
||||
foreach (Transform bone in foot)
|
||||
{
|
||||
if (bone.name.ToLowerInvariant().Contains("toe") ||
|
||||
bone.name.ToLowerInvariant().EndsWith("_end"))
|
||||
{
|
||||
return bone;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private static void FixFingerBonesError(VRIK vrik)
|
||||
{
|
||||
FixFingerBones(vrik, vrik.references.leftHand, vrik.solver.leftArm);
|
||||
FixFingerBones(vrik, vrik.references.rightHand, vrik.solver.rightArm);
|
||||
}
|
||||
|
||||
private static void FixFingerBones(VRIK vrik, Transform hand, IKSolverVR.Arm armSolver)
|
||||
{
|
||||
if (hand.childCount == 0)
|
||||
{
|
||||
armSolver.wristToPalmAxis = Vector3.up;
|
||||
armSolver.palmToThumbAxis = hand == vrik.references.leftHand ? -Vector3.forward : Vector3.forward;
|
||||
}
|
||||
}
|
||||
|
||||
public static void CalculateKneeBendNormals(VRIK vrik, out Vector3 leftKneeNormal, out Vector3 rightKneeNormal)
|
||||
{
|
||||
// Helper function to get position or default to Vector3.zero
|
||||
Vector3 GetPositionOrDefault(Transform transform) => transform?.position ?? Vector3.zero;
|
||||
|
||||
// Get assumed left knee normal
|
||||
Vector3[] leftVectors = {
|
||||
GetPositionOrDefault(vrik.references.leftThigh),
|
||||
GetPositionOrDefault(vrik.references.leftCalf),
|
||||
GetPositionOrDefault(vrik.references.leftFoot)
|
||||
};
|
||||
leftKneeNormal = Quaternion.Inverse(vrik.references.root.rotation) * GetNormalFromArray(leftVectors);
|
||||
|
||||
// Get assumed right knee normal
|
||||
Vector3[] rightVectors = {
|
||||
GetPositionOrDefault(vrik.references.rightThigh),
|
||||
GetPositionOrDefault(vrik.references.rightCalf),
|
||||
GetPositionOrDefault(vrik.references.rightFoot)
|
||||
};
|
||||
rightKneeNormal = Quaternion.Inverse(vrik.references.root.rotation) * GetNormalFromArray(rightVectors);
|
||||
}
|
||||
|
||||
public static void ApplyKneeBendNormals(VRIK vrik, Vector3 leftKneeNormal, Vector3 rightKneeNormal)
|
||||
{
|
||||
// 0 uses bendNormalRelToPelvis, 1 is bendNormalRelToTarget
|
||||
// modifying pelvis normal weight is better math
|
||||
vrik.solver.leftLeg.bendToTargetWeight = 0f;
|
||||
vrik.solver.rightLeg.bendToTargetWeight = 0f;
|
||||
|
||||
var leftLeg_bendNormalRelToPelvisTraverse = Traverse.Create(vrik.solver.leftLeg).Field("bendNormalRelToPelvis");
|
||||
var rightLeg_bendNormalRelToPelvisTraverse = Traverse.Create(vrik.solver.rightLeg).Field("bendNormalRelToPelvis");
|
||||
|
||||
var pelvis_localRotationInverse = Quaternion.Inverse(vrik.references.pelvis.localRotation);
|
||||
var leftLeg_bendNormalRelToPelvis = pelvis_localRotationInverse * leftKneeNormal;
|
||||
var rightLeg_bendNormalRelToPelvis = pelvis_localRotationInverse * rightKneeNormal;
|
||||
|
||||
leftLeg_bendNormalRelToPelvisTraverse.SetValue(leftLeg_bendNormalRelToPelvis);
|
||||
rightLeg_bendNormalRelToPelvisTraverse.SetValue(rightLeg_bendNormalRelToPelvis);
|
||||
}
|
||||
|
||||
private static Vector3 GetNormalFromArray(Vector3[] positions)
|
||||
{
|
||||
Vector3 centroid = Vector3.zero;
|
||||
for (int i = 0; i < positions.Length; i++)
|
||||
{
|
||||
centroid += positions[i];
|
||||
}
|
||||
centroid /= positions.Length;
|
||||
|
||||
Vector3 normal = Vector3.zero;
|
||||
for (int i = 0; i < positions.Length - 2; i++)
|
||||
{
|
||||
Vector3 side1 = positions[i] - centroid;
|
||||
Vector3 side2 = positions[i + 1] - centroid;
|
||||
normal += Vector3.Cross(side1, side2);
|
||||
}
|
||||
return normal.normalized;
|
||||
}
|
||||
|
||||
public static void CalculateInitialIKScaling(VRIK vrik, out float initialFootDistance, out float initialStepThreshold, out float initialStepHeight)
|
||||
{
|
||||
// Get distance between feet and thighs
|
||||
float scaleModifier = Mathf.Max(1f, vrik.references.pelvis.lossyScale.x);
|
||||
float footDistance = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.rightFoot.position);
|
||||
initialFootDistance = footDistance * 0.5f;
|
||||
initialStepThreshold = footDistance * scaleModifier;
|
||||
initialStepHeight = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.leftCalf.position) * 0.2f;
|
||||
}
|
||||
|
||||
public static void ApplyScaleToVRIK(VRIK vrik, float footDistance, float stepThreshold, float stepHeight, float modifier)
|
||||
{
|
||||
vrik.solver.locomotion.footDistance = footDistance * modifier;
|
||||
vrik.solver.locomotion.stepThreshold = stepThreshold * modifier;
|
||||
ScaleStepHeight(vrik.solver.locomotion.stepHeight, stepHeight * modifier);
|
||||
}
|
||||
|
||||
private static void ScaleStepHeight(AnimationCurve stepHeightCurve, float mag)
|
||||
{
|
||||
Keyframe[] keyframes = stepHeightCurve.keys;
|
||||
keyframes[1].value = mag;
|
||||
stepHeightCurve.keys = keyframes;
|
||||
}
|
||||
|
||||
public static void InitiateVRIKSolver(VRIK vrik)
|
||||
{
|
||||
vrik.solver.SetToReferences(vrik.references);
|
||||
vrik.solver.Initiate(vrik.transform);
|
||||
}
|
||||
}
|
|
@ -1,23 +1,25 @@
|
|||
{
|
||||
"_id": 117,
|
||||
"name": "DesktopVRIK",
|
||||
"modversion": "2.0.5",
|
||||
"modversion": "4.0.1",
|
||||
"gameversion": "2022r170",
|
||||
"loaderversion": "0.5.7",
|
||||
"modtype": "Mod",
|
||||
"author": "NotAKidoS",
|
||||
"description": "Adds VRIK to Desktop avatars. No longer will you be a liveless sliding statue~!\nAdds the small feet stepping when looking around on Desktop.\n\nAdditional option to emulate VRChat-like hip movement if you like being fish.",
|
||||
"description": "Adds VRIK to Desktop avatars. No longer will you be a liveless sliding statue~!\nAdds the small feet stepping when looking around on Desktop.\n\nIt is highly recommended to use AvatarMotionTweaker alongside this mod.",
|
||||
"searchtags": [
|
||||
"desktop",
|
||||
"vrik",
|
||||
"ik",
|
||||
"feet"
|
||||
"feet",
|
||||
"fish"
|
||||
],
|
||||
"requirements": [
|
||||
"BTKUILib"
|
||||
"BTKUILib",
|
||||
"AvatarMotionTweaker"
|
||||
],
|
||||
"downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v2.0.5/DesktopVRIK.dll",
|
||||
"downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v4.0.1/DesktopVRIK.dll",
|
||||
"sourcelink": "https://github.com/NotAKidOnSteam/DesktopVRIK/",
|
||||
"changelog": "- Tweaks to VRIK settings so BetterInteractDesktop & PickupArmMovement better behave alongside VRIK.\n- Tweaks to BTKUI integration.",
|
||||
"changelog": "- Implemented fixes for terrible armatures that had broken knee bending, initial hip rotation, and initial step calculations.\n- Added pelvis & chest weight sliders for heading angle limit option.\n- Implemented bandaid fixes for disabled animator and avatars without fingers.\n- Added options to use or remove toes from VRIK and find unmapped non-humanoid toe bones.\n- Contact me if you find an avatar that is still broken.",
|
||||
"embedcolor": "9b59b6"
|
||||
}
|
12
README.md
12
README.md
|
@ -3,9 +3,16 @@ Adds VRIK to Desktop ChilloutVR avatars. No longer will you be a liveless slidin
|
|||
|
||||
(adds the small feet stepping when looking around on Desktop)
|
||||
|
||||
Additional option to emulate VRChat-like hip movement if you like becoming a fish.
|
||||
https://user-images.githubusercontent.com/37721153/221870123-fbe4f5e8-8d6e-4a43-aa5e-f2188e6491a9.mp4
|
||||
|
||||
Control over disabling VRIK & LookAtIK during Emotes. (this can cause funky behavior)
|
||||
## Configuration:
|
||||
* Configurable body lean weight. Set to 0 to disable.
|
||||
|
||||
* Configurable max root heading angle with chest/pelvis weight settings. Set to 0 to disable.
|
||||
|
||||
* Options to disable VRIK from using mapped toes &/or find unmapped (non-human) toe bones.
|
||||
|
||||
* Autofixes for avatars without fingers & incorrect chest/spine bone mapping (might not play well with netik).
|
||||
|
||||
## Relevant Feedback Posts:
|
||||
https://feedback.abinteractive.net/p/desktop-feet-ik-for-avatars
|
||||
|
@ -22,4 +29,3 @@ https://documentation.abinteractive.net/official/legal/tos/#7-modding-our-games
|
|||
> Use of this mod is done so at the user's own risk and the creator cannot be held responsible for any issues arising from its use.
|
||||
|
||||
> To the best of my knowledge, I have adhered to the Modding Guidelines established by Alpha Blend Interactive.
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue