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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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quick cleanin
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4 changed files with 32 additions and 96 deletions
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@ -52,96 +52,6 @@ public class DesktopVRIK : MonoBehaviour
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PlayerSetup.Instance.desktopCamera.transform.localPosition = initialCamPos;
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PlayerSetup.Instance.desktopCamera.transform.localPosition = initialCamPos;
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}
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}
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public void OnPreSolverUpdate()
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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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//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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//VRChat hip movement emulation
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if (Setting_EmulateVRChatHipMovementWeight != 0)
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{
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float angle = PlayerSetup.Instance.desktopCamera.transform.localEulerAngles.x;
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if (angle > 180) angle -= 360;
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float leanAmount = angle * (1 - MovementSystem.Instance.movementVector.magnitude) * Setting_EmulateVRChatHipMovementWeight;
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Quaternion rotation = Quaternion.AngleAxis(leanAmount, IKSystem.Instance.avatar.transform.right);
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IKSystem.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation);
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}
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IKSystem.vrik.solver.plantFeet = true;
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}
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public void CalibrateDesktopVRIK(CVRAvatar avatar)
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{
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//ikpose layer (specified by avatar author)
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int? ikposeLayerIndex = PlayerSetup.Instance.animatorManager.GetAnimatorLayerIndex("IKPose");
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int? locoLayerIndex = PlayerSetup.Instance.animatorManager.GetAnimatorLayerIndex("Locomotion/Emotes");
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if (ikposeLayerIndex != -1)
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{
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PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("IKPose", 1f);
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if (locoLayerIndex != -1)
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{
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PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("Locomotion/Emotes", 0f);
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}
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IKSystem.Instance.animator.Update(0f);
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}
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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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Quaternion originalRotation = avatar.transform.rotation;
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avatar.transform.rotation = Quaternion.identity;
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//Generic VRIK calibration shit
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IKSystem.vrik.fixTransforms = false;
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IKSystem.vrik.solver.plantFeet = false;
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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.maxLegStretch = 0.75f;
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//nuke weights
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IKSystem.vrik.AutoDetectReferences();
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IKSystem.vrik.solver.spine.headClampWeight = 0f;
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IKSystem.vrik.solver.spine.minHeadHeight = 0f;
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IKSystem.vrik.solver.leftArm.positionWeight = 0f;
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IKSystem.vrik.solver.leftArm.rotationWeight = 0f;
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IKSystem.vrik.solver.rightArm.positionWeight = 0f;
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IKSystem.vrik.solver.rightArm.rotationWeight = 0f;
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IKSystem.vrik.solver.leftLeg.positionWeight = 0f;
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IKSystem.vrik.solver.leftLeg.rotationWeight = 0f;
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IKSystem.vrik.solver.rightLeg.positionWeight = 0f;
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IKSystem.vrik.solver.rightLeg.rotationWeight = 0f;
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//ChilloutVR specific stuff
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IKSystem.vrik.enabled = false;
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//Calibrate HeadIKOffset *(this is fucked on some avatars, (Fuck you Default Robot Kyle) but setting headAnchorRotationOffset to head rotation fixes (Fuck you Default Robot Kyle))*
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IKSystem.vrik.enabled = true;
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IKSystem.vrik.solver.IKPositionWeight = 1f;
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IKSystem.vrik.solver.spine.maintainPelvisPosition = 0f;
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if (IKSystem.vrik != null)
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{
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IKSystem.vrik.onPreSolverUpdate.AddListener(new UnityAction(this.OnPreSolverUpdate));
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}
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if (ikposeLayerIndex != -1)
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{
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PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("IKPose", 0f);
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if (locoLayerIndex != -1)
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{
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PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("Locomotion/Emotes", 1f);
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}
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}
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avatar.transform.rotation = originalRotation;
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IKSystem.Instance.ResetIK();
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IKSystem.Instance.animator.enabled = true;
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}
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public void AlternativeOnPreSolverUpdate()
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public void AlternativeOnPreSolverUpdate()
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{
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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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//this order matters, rotation offset will be choppy if avatar is not cenetered first
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@ -185,6 +95,20 @@ public class DesktopVRIK : MonoBehaviour
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//originalRotation = avatar.transform.rotation;
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//originalRotation = avatar.transform.rotation;
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//avatar.transform.rotation = Quaternion.identity;
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//avatar.transform.rotation = Quaternion.identity;
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//ikpose layer (specified by avatar author)
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int? ikposeLayerIndex = PlayerSetup.Instance.animatorManager.GetAnimatorLayerIndex("IKPose");
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int? locoLayerIndex = PlayerSetup.Instance.animatorManager.GetAnimatorLayerIndex("Locomotion/Emotes");
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if (ikposeLayerIndex != -1)
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{
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PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("IKPose", 1f);
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if (locoLayerIndex != -1)
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{
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PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("Locomotion/Emotes", 0f);
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}
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IKSystem.Instance.animator.Update(0f);
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}
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//Generic VRIK calibration shit
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//Generic VRIK calibration shit
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VRIK vrik = avatar.gameObject.AddComponent<VRIK>();
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VRIK vrik = avatar.gameObject.AddComponent<VRIK>();
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vrik.AutoDetectReferences();
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vrik.AutoDetectReferences();
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@ -197,7 +121,7 @@ public class DesktopVRIK : MonoBehaviour
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//nuke weights
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//nuke weights
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vrik.solver.spine.headClampWeight = 0f;
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vrik.solver.spine.headClampWeight = 0f;
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vrik.solver.spine.minHeadHeight = 0f;
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vrik.solver.spine.minHeadHeight = 0f;
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vrik.solver.spine.pelvisPositionWeight = 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.positionWeight = 0f;
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vrik.solver.leftArm.rotationWeight = 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.positionWeight = 0f;
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@ -233,6 +157,15 @@ public class DesktopVRIK : MonoBehaviour
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vrik.solver.SetToReferences(vrik.references);
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vrik.solver.SetToReferences(vrik.references);
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vrik.solver.Initiate(vrik.transform);
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vrik.solver.Initiate(vrik.transform);
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if (ikposeLayerIndex != -1)
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{
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PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("IKPose", 0f);
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if (locoLayerIndex != -1)
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{
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PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("Locomotion/Emotes", 1f);
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}
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}
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if (Setting_TestIKPoseController)
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if (Setting_TestIKPoseController)
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{
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{
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animator.enabled = false;
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animator.enabled = false;
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@ -11,7 +11,8 @@ public class DesktopVRIKMod : MelonMod
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internal static MelonPreferences_Entry<bool> m_entryEnabled,
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internal static MelonPreferences_Entry<bool> m_entryEnabled,
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m_entryEnforceViewPosition,
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m_entryEnforceViewPosition,
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m_entryEmoteVRIK,
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m_entryEmoteVRIK,
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m_entryEmoteLookAtIK;
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m_entryEmoteLookAtIK,
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m_entryAllowRootSlipping;
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internal static MelonPreferences_Entry<float> m_entryEmulateVRChatHipMovementWeight;
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internal static MelonPreferences_Entry<float> m_entryEmulateVRChatHipMovementWeight;
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public override void OnInitializeMelon()
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public override void OnInitializeMelon()
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{
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{
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@ -21,6 +22,7 @@ public class DesktopVRIKMod : MelonMod
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m_entryEnforceViewPosition = m_categoryDesktopVRIK.CreateEntry<bool>("Enforce View Position", false, description: "Corrects view position to use VRIK offsets.");
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m_entryEnforceViewPosition = m_categoryDesktopVRIK.CreateEntry<bool>("Enforce View Position", false, description: "Corrects view position to use VRIK offsets.");
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m_entryEmoteVRIK = m_categoryDesktopVRIK.CreateEntry<bool>("Disable Emote VRIK", true, description: "Disable VRIK while emoting. Only disable if you are ok with looking dumb.");
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m_entryEmoteVRIK = m_categoryDesktopVRIK.CreateEntry<bool>("Disable Emote VRIK", true, description: "Disable VRIK while emoting. Only disable if you are ok with looking dumb.");
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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.");
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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.");
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m_entryAllowRootSlipping = m_categoryDesktopVRIK.CreateEntry<bool>("Allow Root Slipping", false, description: "Allows avatar root to slip out from under itself, to emulate more wacky VRChat behavior.");
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foreach (var setting in m_categoryDesktopVRIK.Entries)
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foreach (var setting in m_categoryDesktopVRIK.Entries)
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{
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{
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@ -59,6 +61,7 @@ public class DesktopVRIKMod : MelonMod
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DesktopVRIK.Setting_EmulateVRChatHipMovementWeight = Mathf.Clamp01(m_entryEmulateVRChatHipMovementWeight.Value);
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DesktopVRIK.Setting_EmulateVRChatHipMovementWeight = Mathf.Clamp01(m_entryEmulateVRChatHipMovementWeight.Value);
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DesktopVRIK.Setting_EmoteVRIK = m_entryEmoteVRIK.Value;
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DesktopVRIK.Setting_EmoteVRIK = m_entryEmoteVRIK.Value;
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DesktopVRIK.Setting_EmoteLookAtIK = m_entryEmoteLookAtIK.Value;
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DesktopVRIK.Setting_EmoteLookAtIK = m_entryEmoteLookAtIK.Value;
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DesktopVRIK.Setting_AllowRootSlipping = m_entryAllowRootSlipping.Value;
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DesktopVRIK.Instance.ChangeViewpointHandling(m_entryEnforceViewPosition.Value);
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DesktopVRIK.Instance.ChangeViewpointHandling(m_entryEnforceViewPosition.Value);
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}
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}
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@ -26,6 +26,6 @@ using System.Reflection;
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namespace DesktopVRIK.Properties;
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namespace DesktopVRIK.Properties;
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internal static class AssemblyInfoParams
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internal static class AssemblyInfoParams
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{
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{
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public const string Version = "1.0.5";
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public const string Version = "2.0.0";
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public const string Author = "NotAKidoS";
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public const string Author = "NotAKidoS";
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}
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}
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@ -1,7 +1,7 @@
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{
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{
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"_id": 117,
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"_id": 117,
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"name": "DesktopVRIK",
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"name": "DesktopVRIK",
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"modversion": "1.0.4",
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"modversion": "2.0.0",
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"gameversion": "2022r170",
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"gameversion": "2022r170",
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"loaderversion": "0.5.7",
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"loaderversion": "0.5.7",
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"modtype": "Mod",
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"modtype": "Mod",
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@ -16,8 +16,8 @@
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"requirements": [
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"requirements": [
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"None"
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"None"
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],
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],
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"downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v1.0.3/DesktopVRIK.dll",
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"downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v2.0.0/DesktopVRIK.dll",
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"sourcelink": "https://github.com/NotAKidOnSteam/DesktopVRIK/",
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"sourcelink": "https://github.com/NotAKidOnSteam/DesktopVRIK/",
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"changelog": "- Simplified VRIK calibration to avoid low heel issue.\n- Removed rushed compatibility mode.\n- Added checks for valid Humanoid rigs.\n- Added PlantFeet & EnforceViewPosition Settings.\n- Added Weight option for the VRChat-like hip movement.",
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"changelog": "- Simplified VRIK calibration to avoid low heel issue.\n- Removed rushed compatibility mode.\n- Added checks for valid Humanoid rigs.\n- Added PlantFeet & EnforceViewPosition Settings.\n- Added Weight option for the VRChat-like hip movement.\n- Simplified config, added BTKUILib support.\n- Reworked calibration to support almost every avatar.\n- Added custom avatar-defined IKPose support.",
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"embedcolor": "9b59b6"
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"embedcolor": "9b59b6"
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}
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}
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