[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()