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[DesktopVRIK] No toes & Testing
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4 changed files with 17 additions and 54 deletions
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@ -516,10 +516,10 @@ internal class DesktopVRIKSystem : MonoBehaviour
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avatarVRIK.AutoDetectReferences();
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avatarIKSolver = avatarVRIK.solver;
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VRIKUtils.ConfigureVRIKReferences(avatarVRIK, Setting_UseVRIKToes, Setting_FindUnmappedToes, out bool foundUnmappedToes);
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VRIKUtils.ConfigureVRIKReferences(avatarVRIK, Setting_UseVRIKToes);
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// Fix animator issue or non-human mapped toes
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avatarVRIK.fixTransforms = _vrikFixTransformsRequired || foundUnmappedToes;
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// Fix animator issue
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avatarVRIK.fixTransforms = _vrikFixTransformsRequired;
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// Default solver settings
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avatarIKSolver.locomotion.weight = 0f;
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@ -531,16 +531,21 @@ internal class DesktopVRIKSystem : MonoBehaviour
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avatarIKSolver.spine.maintainPelvisPosition = 0f;
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// Body leaning settings
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avatarIKSolver.spine.neckStiffness = 0.0001f;
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avatarIKSolver.spine.bodyPosStiffness = 1f;
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avatarIKSolver.spine.bodyRotStiffness = 0.2f;
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// this is a hack, allows chest to rotate slightly
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// independent from hip rotation. Funny Spine.Solve()->Bend()
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avatarIKSolver.spine.neckStiffness = 0.0001f;
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// Disable locomotion
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// Setting velocity to 0 aleviated nameplate jitter issue on remote
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avatarIKSolver.locomotion.velocityFactor = 0f;
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avatarIKSolver.locomotion.maxVelocity = 0f;
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avatarIKSolver.locomotion.rootSpeed = 1000f;
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// Disable chest rotation by hands
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// this fixed Effector, Player Arm Movement, BetterInteractDesktop, ect
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// from making entire body shake, as well as while running
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avatarIKSolver.spine.rotateChestByHands = 0f;
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// Prioritize LookAtIK
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@ -552,6 +557,8 @@ internal class DesktopVRIKSystem : MonoBehaviour
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// Set so emotes play properly
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avatarIKSolver.spine.maxRootAngle = 180f;
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// this is different in VR, as CVR player controller is not set up optimally for VRIK.
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// Desktop avatar rotates 1:1 with _PlayerLocal. VR has a disconnect because you can turn IRL.
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// We disable these ourselves now, as we no longer use BodySystem
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avatarIKSolver.spine.maintainPelvisPosition = 1f;
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