[DesktopVRIK] Remove test calibration stuff.

I didn't like how it made things look. Much more overcomplicated compared to what I had before.

Goal was to test DesktopVRIKs calibrator with HalfbodyVRIK but im very lazy.
This commit is contained in:
NotAKidoS 2023-06-12 20:57:25 -05:00
parent 76a677e3e4
commit a98b9e32d7
4 changed files with 65 additions and 148 deletions

View file

@ -123,10 +123,10 @@ internal class DesktopVRIKCalibrator
Animator _animator;
// Calibration Objects
public HumanPoseHandler _humanPoseHandler;
public HumanPose _humanPose;
public HumanPose _humanPoseInitial;
HumanPoseHandler _humanPoseHandler;
HumanPose _humanPose;
HumanPose _humanPoseInitial;
// Animator Info
int _animLocomotionLayer = -1;
int _animIKPoseLayer = -1;
@ -198,14 +198,72 @@ internal class DesktopVRIKCalibrator
// Add and configure VRIK
ikSystem.avatarVRIK = ikSystem.avatarTransform.AddComponentIfMissing<VRIK>();
ikSystem.avatarVRIK.AutoDetectReferences();
ikSystem.cachedSolver = new CachedSolver(ikSystem.avatarVRIK.solver);
// Why do I love to overcomplicate things?
VRIKUtils.ConfigureVRIKReferences(ikSystem.avatarVRIK, DesktopVRIK.EntryUseVRIKToes.Value);
VRIKConfigurator.ApplyVRIKConfiguration(ikSystem.cachedSolver, VRIKConfigurations.DesktopVRIKConfiguration());
// Fix potential animator issue
// Fix animator issue
ikSystem.avatarVRIK.fixTransforms = ikSystem.calibrationData.FixTransformsRequired;
CachedSolver solver = new CachedSolver(ikSystem.avatarVRIK.solver);
// Default solver settings
solver.Locomotion.weight = 0f;
solver.Locomotion.angleThreshold = 30f;
solver.Locomotion.maxLegStretch = 1f;
solver.Spine.minHeadHeight = 0f;
solver.Spine.chestClampWeight = 0f;
solver.Spine.maintainPelvisPosition = 0f;
solver.Solver.IKPositionWeight = 1f;
// Body leaning settings
solver.Spine.bodyPosStiffness = 1f;
solver.Spine.bodyRotStiffness = 0.2f;
// this is a hack, allows chest to rotate slightly
// independent from hip rotation. Funny Spine.Solve()->Bend()
solver.Spine.neckStiffness = 0.0001f;
// Disable locomotion
// Setting velocity to 0 aleviated nameplate jitter issue on remote
solver.Locomotion.velocityFactor = 0f;
solver.Locomotion.maxVelocity = 0f;
solver.Locomotion.rootSpeed = 1000f;
// Disable chest rotation by hands
// this fixed Effector, Player Arm Movement, BetterInteractDesktop, ect
// from making entire body shake, as well as while running
solver.Spine.rotateChestByHands = 0f;
// Prioritize LookAtIK
solver.Spine.headClampWeight = 0.2f;
// Disable going on tippytoes
solver.Spine.positionWeight = 0f;
solver.Spine.rotationWeight = 1f;
// Set so emotes play properly
solver.Spine.maxRootAngle = 180f;
// this is different in VR, as CVR player controller is not set up optimally for VRIK.
// Desktop avatar rotates 1:1 with _PlayerLocal. VR has a disconnect because you can turn IRL.
// We disable these ourselves now, as we no longer use BodySystem
solver.Spine.maintainPelvisPosition = 1f;
solver.Spine.positionWeight = 0f;
solver.Spine.pelvisPositionWeight = 0f;
solver.LeftArm.positionWeight = 0f;
solver.LeftArm.rotationWeight = 0f;
solver.RightArm.positionWeight = 0f;
solver.RightArm.rotationWeight = 0f;
solver.LeftLeg.positionWeight = 0f;
solver.LeftLeg.rotationWeight = 0f;
solver.RightLeg.positionWeight = 0f;
solver.RightLeg.rotationWeight = 0f;
// This is now our master Locomotion weight
solver.Locomotion.weight = 1f;
solver.Solver.IKPositionWeight = 1f;
ikSystem.cachedSolver = solver;
}
void CalibrateVRIK()

View file

@ -42,7 +42,6 @@ internal class DesktopVRIKSystem : MonoBehaviour
void Start()
{
Instance = this;
Calibrator = new DesktopVRIKCalibrator();
playerSetup = GetComponent<PlayerSetup>();

View file

@ -1,87 +0,0 @@
namespace NAK.DesktopVRIK.VRIKHelper;
public class VRIKConfiguration
{
// Solver settings
public float LocomotionWeight { get; set; }
public float LocomotionAngleThreshold { get; set; }
public float LocomotionMaxLegStretch { get; set; }
public float SpineMinHeadHeight { get; set; }
public float SolverIKPositionWeight { get; set; }
public float SpineChestClampWeight { get; set; }
public float SpineMaintainPelvisPosition { get; set; }
// Body leaning settings
public float SpineBodyPosStiffness { get; set; }
public float SpineBodyRotStiffness { get; set; }
public float SpineNeckStiffness { get; set; }
// Locomotion settings
public float LocomotionVelocityFactor { get; set; }
public float LocomotionMaxVelocity { get; set; }
public float LocomotionRootSpeed { get; set; }
// Chest rotation
public float SpineRotateChestByHands { get; set; }
public float SpineHeadClampWeight { get; set; }
public float SpinePositionWeight { get; set; }
public float SpineRotationWeight { get; set; }
public float SpineMaxRootAngle { get; set; }
// BodySystem
public float SpinePelvisPositionWeight { get; set; }
public float LeftArmPositionWeight { get; set; }
public float LeftArmRotationWeight { get; set; }
public float RightArmPositionWeight { get; set; }
public float RightArmRotationWeight { get; set; }
public float LeftLegPositionWeight { get; set; }
public float LeftLegRotationWeight { get; set; }
public float RightLegPositionWeight { get; set; }
public float RightLegRotationWeight { get; set; }
}
public static class VRIKConfigurator
{
public static void ApplyVRIKConfiguration(CachedSolver cachedSolver, VRIKConfiguration config)
{
cachedSolver.Solver.IKPositionWeight = config.SolverIKPositionWeight;
cachedSolver.Locomotion.weight = config.LocomotionWeight;
cachedSolver.Locomotion.angleThreshold = config.LocomotionAngleThreshold;
cachedSolver.Locomotion.maxLegStretch = config.LocomotionMaxLegStretch;
cachedSolver.Spine.chestClampWeight = config.SpineChestClampWeight;
cachedSolver.Spine.maintainPelvisPosition = config.SpineMaintainPelvisPosition;
cachedSolver.Spine.minHeadHeight = config.SpineMinHeadHeight;
cachedSolver.Spine.bodyPosStiffness = config.SpineBodyPosStiffness;
cachedSolver.Spine.bodyRotStiffness = config.SpineBodyRotStiffness;
cachedSolver.Spine.neckStiffness = config.SpineNeckStiffness;
cachedSolver.Locomotion.velocityFactor = config.LocomotionVelocityFactor;
cachedSolver.Locomotion.maxVelocity = config.LocomotionMaxVelocity;
cachedSolver.Locomotion.rootSpeed = config.LocomotionRootSpeed;
cachedSolver.Spine.rotateChestByHands = config.SpineRotateChestByHands;
cachedSolver.Spine.headClampWeight = config.SpineHeadClampWeight;
cachedSolver.Spine.positionWeight = config.SpinePositionWeight;
cachedSolver.Spine.rotationWeight = config.SpineRotationWeight;
cachedSolver.Spine.maxRootAngle = config.SpineMaxRootAngle;
cachedSolver.Spine.maintainPelvisPosition = config.SpineMaintainPelvisPosition;
cachedSolver.Spine.pelvisPositionWeight = config.SpinePelvisPositionWeight;
cachedSolver.LeftArm.positionWeight = config.LeftArmPositionWeight;
cachedSolver.LeftArm.rotationWeight = config.LeftArmRotationWeight;
cachedSolver.RightArm.positionWeight = config.RightArmPositionWeight;
cachedSolver.RightArm.rotationWeight = config.RightArmRotationWeight;
cachedSolver.LeftLeg.positionWeight = config.LeftLegPositionWeight;
cachedSolver.LeftLeg.rotationWeight = config.LeftLegRotationWeight;
cachedSolver.RightLeg.positionWeight = config.RightLegPositionWeight;
cachedSolver.RightLeg.rotationWeight = config.RightLegRotationWeight;
}
}

View file

@ -1,53 +0,0 @@
namespace NAK.DesktopVRIK.VRIKHelper;
public static class VRIKConfigurations
{
public static VRIKConfiguration DesktopVRIKConfiguration()
{
return new VRIKConfiguration
{
// Solver settings
LocomotionWeight = 0f,
LocomotionAngleThreshold = 30f,
LocomotionMaxLegStretch = 1f,
SpineMinHeadHeight = 0f,
SolverIKPositionWeight = 1f,
SpineChestClampWeight = 0f,
SpineMaintainPelvisPosition = 1f,
// Body leaning settings
SpineBodyPosStiffness = 1f,
SpineBodyRotStiffness = 0.2f,
SpineNeckStiffness = 0.0001f, //hack
// Locomotion settings
LocomotionVelocityFactor = 0f,
LocomotionMaxVelocity = 0f,
LocomotionRootSpeed = 1000f,
// Chest rotation
SpineRotateChestByHands = 0f, //pam, bid, leap motion change
// LookAtIK priority
SpineHeadClampWeight = 0.2f,
// Tippytoes
SpinePositionWeight = 0f,
SpineRotationWeight = 1f,
// Emotes
SpineMaxRootAngle = 180f,
// BodySystem
SpinePelvisPositionWeight = 0f,
LeftArmPositionWeight = 0f,
LeftArmRotationWeight = 0f,
RightArmPositionWeight = 0f,
RightArmRotationWeight = 0f,
LeftLegPositionWeight = 0f,
LeftLegRotationWeight = 0f,
RightLegPositionWeight = 0f,
RightLegRotationWeight = 0f,
};
}
}