mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
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testing
This commit is contained in:
parent
da42d3da57
commit
8f4d146ba0
2 changed files with 104 additions and 101 deletions
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@ -83,7 +83,7 @@ public class DesktopVRIK : MonoBehaviour
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IKSystem.vrik.fixTransforms = false;
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IKSystem.vrik.fixTransforms = false;
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IKSystem.vrik.solver.plantFeet = false;
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IKSystem.vrik.solver.plantFeet = false;
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IKSystem.vrik.solver.locomotion.weight = 0f;
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IKSystem.vrik.solver.locomotion.weight = 1f;
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IKSystem.vrik.solver.locomotion.angleThreshold = 30f;
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IKSystem.vrik.solver.locomotion.angleThreshold = 30f;
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IKSystem.vrik.solver.locomotion.maxLegStretch = 0.75f;
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IKSystem.vrik.solver.locomotion.maxLegStretch = 0.75f;
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//nuke weights
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//nuke weights
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@ -141,6 +141,7 @@ public class DesktopVRIK : MonoBehaviour
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avatar.transform.rotation = originalRotation;
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avatar.transform.rotation = originalRotation;
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IKSystem.Instance.ResetIK();
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IKSystem.Instance.ResetIK();
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IKSystem.Instance.animator.enabled = true;
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}
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}
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//This is built because original build placed IK Targets on all joints.
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//This is built because original build placed IK Targets on all joints.
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@ -105,6 +105,8 @@ class IKSystemPatches
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{
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{
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if (IKSystem.Instance.animator != null && IKSystem.Instance.animator.avatar != null && IKSystem.Instance.animator.avatar.isHuman)
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if (IKSystem.Instance.animator != null && IKSystem.Instance.animator.avatar != null && IKSystem.Instance.animator.avatar.isHuman)
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{
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{
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IKSystem.Instance.animator.enabled = false;
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//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)
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//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)
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if (____poseHandler == null)
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if (____poseHandler == null)
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{
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{
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@ -112,10 +114,10 @@ class IKSystemPatches
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}
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}
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____poseHandler.GetHumanPose(ref ___humanPose);
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____poseHandler.GetHumanPose(ref ___humanPose);
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//for (int i = 0; i < TPoseMuscles.Length; i++)
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for (int i = 0; i < IKPoseMuscles.Length; i++)
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//{
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{
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// IKSystem.Instance.ApplyMuscleValue((MuscleIndex)i, TPoseMuscles[i], ref ___humanPose.muscles);
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IKSystem.Instance.ApplyMuscleValue((MuscleIndex)i, IKPoseMuscles[i], ref ___humanPose.muscles);
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//}
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}
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____poseHandler.SetHumanPose(ref ___humanPose);
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____poseHandler.SetHumanPose(ref ___humanPose);
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//need IKSystem to see VRIK component for setup
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//need IKSystem to see VRIK component for setup
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@ -130,102 +132,102 @@ class IKSystemPatches
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}
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}
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}
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}
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private static readonly float[] TPoseMuscles = new float[]
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private static readonly float[] IKPoseMuscles = new float[]
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{
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{
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0f,
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0.00133321f,
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0f,
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8.195831E-06f,
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0f,
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8.537738E-07f,
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0f,
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-0.002669832f,
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0f,
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-7.651234E-06f,
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0f,
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-0.001659694f,
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0f,
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0f,
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0f,
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0f,
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0f,
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0f,
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0f,
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0.04213953f,
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0f,
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0.0003007996f,
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0f,
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-0.008032114f,
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0f,
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-0.03059979f,
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0f,
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-0.0003182998f,
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0f,
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0.009640567f,
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0f,
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0f,
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0f,
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0f,
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0f,
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0f,
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0f,
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0f,
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0f,
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0f,
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0f,
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0f,
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0.6001086f,
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0.5768794f,
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8.6213E-05f,
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0.01061097f,
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-0.0003308152f,
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-0.1127839f,
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0.9999163f,
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0.9705755f,
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-9.559652E-06f,
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0.07972051f,
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3.41413E-08f,
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-0.0268422f,
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-3.415095E-06f,
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0.007237188f,
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-1.024528E-07f,
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0f,
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0.6001086f,
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0.5768792f,
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8.602679E-05f,
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0.01056608f,
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-0.0003311098f,
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-0.1127519f,
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0.9999163f,
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0.9705756f,
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-9.510122E-06f,
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0.07971933f,
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1.707468E-07f,
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-0.02682396f,
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-2.732077E-06f,
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0.007229362f,
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2.035554E-15f,
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0f,
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-2.748694E-07f,
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-5.651802E-06f,
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2.619475E-07f,
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-3.034899E-07f,
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0.401967f,
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0.4100508f,
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0.3005583f,
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0.3610304f,
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0.04102772f,
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-0.0838329f,
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0.9998822f,
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0.9262537f,
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-0.04634236f,
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0.1353517f,
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0.002522987f,
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-0.03578902f,
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0.0003842837f,
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0.06005657f,
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-2.369134E-07f,
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-4.95989E-06f,
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-2.232262E-07f,
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-1.43007E-06f,
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0.4019674f,
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0.4096187f,
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0.3005582f,
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0.363263f,
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0.04103433f,
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-0.08205152f,
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0.9998825f,
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0.9250782f,
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-0.04634996f,
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0.1345718f,
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0.00252335f,
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-0.03572125f,
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0.000383302f,
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0.06055461f,
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-1.52127f,
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-1.079177f,
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0.2634507f,
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0.2095419f,
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0.4322457f,
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0.6140652f,
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0.6443988f,
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0.8116842f,
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0.8116842f,
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0.8138595f,
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0.811684f
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0.8110138f
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};
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};
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}
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}
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