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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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useAnimatedBendNormal
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2 changed files with 10 additions and 1 deletions
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@ -200,7 +200,7 @@ internal class DesktopVRIKSystem : MonoBehaviour
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DesktopVRIKMod.UpdateAllSettings();
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}
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void Update()
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{
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if (avatarVRIK == null) return;
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@ -283,6 +283,9 @@ internal class DesktopVRIKSystem : MonoBehaviour
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avatarIKSolver.IKPositionWeight = BodySystem.TrackingPositionWeight;
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avatarIKSolver.locomotion.weight = _locomotionWeight;
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bool useAnimatedBendNormal = _locomotionWeight <= 0f;
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avatarIKSolver.leftLeg.useAnimatedBendNormal = useAnimatedBendNormal;
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avatarIKSolver.rightLeg.useAnimatedBendNormal = useAnimatedBendNormal;
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SetArmWeight(avatarIKSolver.leftArm, BodySystem.TrackingLeftArmEnabled && avatarIKSolver.leftArm.target != null);
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SetArmWeight(avatarIKSolver.rightArm, BodySystem.TrackingRightArmEnabled && avatarIKSolver.rightArm.target != null);
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SetLegWeight(avatarIKSolver.leftLeg, BodySystem.TrackingLeftLegEnabled && avatarIKSolver.leftLeg.target != null);
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@ -294,6 +297,8 @@ internal class DesktopVRIKSystem : MonoBehaviour
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avatarIKSolver.IKPositionWeight = 0f;
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avatarIKSolver.locomotion.weight = 0f;
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avatarIKSolver.leftLeg.useAnimatedBendNormal = false;
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avatarIKSolver.rightLeg.useAnimatedBendNormal = false;
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SetArmWeight(avatarIKSolver.leftArm, false);
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SetArmWeight(avatarIKSolver.rightArm, false);
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SetLegWeight(avatarIKSolver.leftLeg, false);
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@ -15,6 +15,10 @@ using UnityEngine;
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Freddy (gmod)- Doesn't have any fingers, wristToPalmAxis & palmToThumbAxis needed to be set manually.
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Small Cheese- Emotes are angled wrong due to maxRootAngle..???
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Custom knee bend normal is needed for avatars that scale incredibly small. Using animated knee bend will cause
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knees to bend in completely wrong directions. We turn it off though when in crouch/prone, as it can bleed
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into animations.
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Most other avatars play just fine.
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**/
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