Merge remote-tracking branch 'DesktopVRIK/main'

Merged DesktopVRIK
This commit is contained in:
NotAKidoS 2023-04-16 06:47:13 -05:00
commit d8ae68d34c
10 changed files with 1288 additions and 1 deletions

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using ABI.CCK.Components;
using ABI_RC.Core.Base;
using ABI_RC.Core.Player;
using ABI_RC.Systems.IK;
using ABI_RC.Systems.IK.SubSystems;
using ABI_RC.Systems.MovementSystem;
using RootMotion.FinalIK;
using UnityEngine;
using UnityEngine.Events;
namespace NAK.Melons.DesktopVRIK;
internal class DesktopVRIKSystem : MonoBehaviour
{
public static DesktopVRIKSystem Instance;
public static Dictionary<HumanBodyBones, bool> BoneExists;
public static readonly float[] IKPoseMuscles = new float[]
{
0.00133321f,
8.195831E-06f,
8.537738E-07f,
-0.002669832f,
-7.651234E-06f,
-0.001659694f,
0f,
0f,
0f,
0.04213953f,
0.0003007996f,
-0.008032114f,
-0.03059979f,
-0.0003182998f,
0.009640567f,
0f,
0f,
0f,
0f,
0f,
0f,
0.5768794f,
0.01061097f,
-0.1127839f,
0.9705755f,
0.07972051f,
-0.0268422f,
0.007237188f,
0f,
0.5768792f,
0.01056608f,
-0.1127519f,
0.9705756f,
0.07971933f,
-0.02682396f,
0.007229362f,
0f,
-5.651802E-06f,
-3.034899E-07f,
0.4100508f,
0.3610304f,
-0.0838329f,
0.9262537f,
0.1353517f,
-0.03578902f,
0.06005657f,
-4.95989E-06f,
-1.43007E-06f,
0.4096187f,
0.363263f,
-0.08205152f,
0.9250782f,
0.1345718f,
-0.03572125f,
0.06055461f,
-1.079177f,
0.2095419f,
0.6140652f,
0.6365265f,
0.6683931f,
-0.4764312f,
0.8099416f,
0.8099371f,
0.6658203f,
-0.7327053f,
0.8113618f,
0.8114051f,
0.6643661f,
-0.40341f,
0.8111364f,
0.8111367f,
0.6170399f,
-0.2524227f,
0.8138723f,
0.8110135f,
-1.079171f,
0.2095456f,
0.6140658f,
0.6365255f,
0.6683878f,
-0.4764301f,
0.8099402f,
0.8099376f,
0.6658241f,
-0.7327023f,
0.8113653f,
0.8113793f,
0.664364f,
-0.4034042f,
0.811136f,
0.8111364f,
0.6170469f,
-0.2524345f,
0.8138595f,
0.8110138f
};
enum AvatarPose
{
Default = 0,
Initial = 1,
IKPose = 2,
TPose = 3
}
// DesktopVRIK Settings
public bool Setting_Enabled = true;
public bool Setting_PlantFeet;
public bool Setting_ResetFootsteps;
public bool Setting_ProneThrusting;
public float Setting_BodyLeanWeight;
public float Setting_BodyHeadingLimit;
public float Setting_PelvisHeadingWeight;
public float Setting_ChestHeadingWeight;
public float Setting_IKLerpSpeed;
// Calibration Settings
public bool Setting_UseVRIKToes;
public bool Setting_FindUnmappedToes;
// Integration Settings
public bool Setting_IntegrationAMT;
// Avatar Components
public CVRAvatar avatarDescriptor = null;
public Animator avatarAnimator = null;
public Transform avatarTransform = null;
public LookAtIK avatarLookAtIK = null;
public VRIK avatarVRIK = null;
public IKSolverVR avatarIKSolver = null;
// ChilloutVR Player Components
PlayerSetup playerSetup;
MovementSystem movementSystem;
// Calibration Objects
HumanPose _humanPose;
HumanPose _humanPoseInitial;
HumanPoseHandler _humanPoseHandler;
// Animator Info
int _animLocomotionLayer = -1;
int _animIKPoseLayer = -1;
// VRIK Calibration Info
Vector3 _vrikKneeNormalLeft;
Vector3 _vrikKneeNormalRight;
Vector3 _vrikInitialFootPosLeft;
Vector3 _vrikInitialFootPosRight;
Quaternion _vrikInitialFootRotLeft;
Quaternion _vrikInitialFootRotRight;
float _vrikInitialFootDistance;
float _vrikInitialStepThreshold;
float _vrikInitialStepHeight;
bool _vrikFixTransformsRequired;
// Player Info
Transform _cameraTransform;
bool _ikEmotePlaying;
float _ikWeightLerp = 1f;
float _ikSimulatedRootAngle = 0f;
float _locomotionWeight = 1f;
float _scaleDifference = 1f;
// Last Movement Parent Info
Vector3 _movementPosition;
Quaternion _movementRotation;
DesktopVRIKSystem()
{
BoneExists = new Dictionary<HumanBodyBones, bool>();
}
void Start()
{
Instance = this;
playerSetup = GetComponent<PlayerSetup>();
movementSystem = GetComponent<MovementSystem>();
_cameraTransform = playerSetup.desktopCamera.transform;
DesktopVRIKMod.UpdateAllSettings();
}
void Update()
{
if (avatarVRIK == null) return;
HandleLocomotionTracking();
UpdateLocomotionWeight();
ApplyBodySystemWeights();
}
void HandleLocomotionTracking()
{
bool shouldTrackLocomotion = ShouldTrackLocomotion();
if (shouldTrackLocomotion != BodySystem.TrackingLocomotionEnabled)
{
BodySystem.TrackingLocomotionEnabled = shouldTrackLocomotion;
avatarIKSolver.Reset();
ResetDesktopVRIK();
if (shouldTrackLocomotion) IKResetFootsteps();
}
}
bool ShouldTrackLocomotion()
{
bool isMoving = movementSystem.movementVector.magnitude > 0f;
bool isGrounded = movementSystem._isGrounded;
bool isCrouching = movementSystem.crouching;
bool isProne = movementSystem.prone;
bool isFlying = movementSystem.flying;
bool isStanding = IsStanding();
return !(isMoving || isCrouching || isProne || isFlying || !isGrounded || !isStanding);
}
bool IsStanding()
{
// Let AMT handle it if available
if (Setting_IntegrationAMT) return true;
// Get Upright value
Vector3 delta = avatarIKSolver.spine.headPosition - avatarTransform.position;
Vector3 deltaRotated = Quaternion.Euler(0, avatarTransform.rotation.eulerAngles.y, 0) * delta;
float upright = Mathf.InverseLerp(0f, avatarIKSolver.spine.headHeight * _scaleDifference, deltaRotated.y);
return upright > 0.85f;
}
void UpdateLocomotionWeight()
{
float targetWeight = BodySystem.TrackingEnabled && BodySystem.TrackingLocomotionEnabled ? 1.0f : 0.0f;
if (Setting_IKLerpSpeed > 0)
{
_ikWeightLerp = Mathf.Lerp(_ikWeightLerp, targetWeight, Time.deltaTime * Setting_IKLerpSpeed);
_locomotionWeight = Mathf.Lerp(_locomotionWeight, targetWeight, Time.deltaTime * Setting_IKLerpSpeed * 2f);
}
else
{
_ikWeightLerp = targetWeight;
_locomotionWeight = targetWeight;
}
}
void ApplyBodySystemWeights()
{
void SetArmWeight(IKSolverVR.Arm arm, bool isTracked)
{
arm.positionWeight = isTracked ? 1f : 0f;
arm.rotationWeight = isTracked ? 1f : 0f;
arm.shoulderRotationWeight = isTracked ? 1f : 0f;
arm.shoulderTwistWeight = isTracked ? 1f : 0f;
}
void SetLegWeight(IKSolverVR.Leg leg, bool isTracked)
{
leg.positionWeight = isTracked ? 1f : 0f;
leg.rotationWeight = isTracked ? 1f : 0f;
}
if (BodySystem.TrackingEnabled)
{
avatarVRIK.enabled = true;
avatarIKSolver.IKPositionWeight = BodySystem.TrackingPositionWeight;
avatarIKSolver.locomotion.weight = _locomotionWeight;
SetArmWeight(avatarIKSolver.leftArm, BodySystem.TrackingLeftArmEnabled && avatarIKSolver.leftArm.target != null);
SetArmWeight(avatarIKSolver.rightArm, BodySystem.TrackingRightArmEnabled && avatarIKSolver.rightArm.target != null);
SetLegWeight(avatarIKSolver.leftLeg, BodySystem.TrackingLeftLegEnabled && avatarIKSolver.leftLeg.target != null);
SetLegWeight(avatarIKSolver.rightLeg, BodySystem.TrackingRightLegEnabled && avatarIKSolver.rightLeg.target != null);
}
else
{
avatarVRIK.enabled = false;
avatarIKSolver.IKPositionWeight = 0f;
avatarIKSolver.locomotion.weight = 0f;
SetArmWeight(avatarIKSolver.leftArm, false);
SetArmWeight(avatarIKSolver.rightArm, false);
SetLegWeight(avatarIKSolver.leftLeg, false);
SetLegWeight(avatarIKSolver.rightLeg, false);
}
}
public void OnSetupAvatarDesktop()
{
if (!Setting_Enabled) return;
CalibrateDesktopVRIK();
ResetDesktopVRIK();
}
public bool OnSetupIKScaling(float scaleDifference)
{
if (avatarVRIK == null) return false;
VRIKUtils.ApplyScaleToVRIK
(
avatarVRIK,
_vrikInitialFootDistance,
_vrikInitialStepThreshold,
_vrikInitialStepHeight,
scaleDifference
);
_scaleDifference = scaleDifference;
avatarIKSolver.Reset();
ResetDesktopVRIK();
return true;
}
public void OnPlayerSetupUpdate(bool isEmotePlaying)
{
if (avatarVRIK == null) return;
if (isEmotePlaying == _ikEmotePlaying) return;
_ikEmotePlaying = isEmotePlaying;
if (avatarLookAtIK != null)
avatarLookAtIK.enabled = !isEmotePlaying;
// Disable tracking completely while emoting
BodySystem.TrackingEnabled = !isEmotePlaying;
avatarIKSolver.Reset();
ResetDesktopVRIK();
}
public bool OnPlayerSetupResetIk()
{
if (avatarVRIK == null) return false;
// Check if PlayerSetup.ResetIk() was called for movement parent
CVRMovementParent currentParent = movementSystem._currentParent;
if (currentParent == null || currentParent._referencePoint == null) return false;
// Get current position
var currentPosition = currentParent._referencePoint.position;
var currentRotation = Quaternion.Euler(0f, currentParent.transform.rotation.eulerAngles.y, 0f);
// Convert to delta position (how much changed since last frame)
var deltaPosition = currentPosition - _movementPosition;
var deltaRotation = Quaternion.Inverse(_movementRotation) * currentRotation;
// desktop pivots from playerlocal transform
var platformPivot = transform.position;
// Add platform motion to IK solver
avatarIKSolver.AddPlatformMotion(deltaPosition, deltaRotation, platformPivot);
// Store for next frame
_movementPosition = currentPosition;
_movementRotation = currentRotation;
ResetDesktopVRIK();
return true;
}
public void OnPreSolverUpdate()
{
// Reset avatar offset
avatarTransform.localPosition = Vector3.zero;
avatarTransform.localRotation = Quaternion.identity;
// Don't run during emotes
if (_ikEmotePlaying) return;
// Set plant feet
avatarIKSolver.plantFeet = Setting_PlantFeet;
// Apply custom VRIK solving effects
IKBodyLeaningOffset(_ikWeightLerp);
IKBodyHeadingOffset(_ikWeightLerp);
}
void IKBodyLeaningOffset(float weight)
{
// Emulate old VRChat hip movement
if (Setting_BodyLeanWeight <= 0) return;
if (Setting_ProneThrusting) weight = 1f;
float weightedAngle = Setting_BodyLeanWeight * weight;
float angle = _cameraTransform.localEulerAngles.x;
angle = angle > 180 ? angle - 360 : angle;
Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, avatarTransform.right);
avatarIKSolver.spine.headRotationOffset *= rotation;
}
void IKBodyHeadingOffset(float weight)
{
// Make root heading follow within a set limit
if (Setting_BodyHeadingLimit <= 0) return;
float weightedAngleLimit = Setting_BodyHeadingLimit * weight;
float deltaAngleRoot = Mathf.DeltaAngle(transform.eulerAngles.y, _ikSimulatedRootAngle);
float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
if (absDeltaAngleRoot > weightedAngleLimit)
{
deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit;
_ikSimulatedRootAngle = Mathf.MoveTowardsAngle(_ikSimulatedRootAngle, transform.eulerAngles.y, absDeltaAngleRoot - weightedAngleLimit);
}
avatarIKSolver.spine.rootHeadingOffset = deltaAngleRoot;
if (Setting_PelvisHeadingWeight > 0)
{
avatarIKSolver.spine.pelvisRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * Setting_PelvisHeadingWeight, 0f);
avatarIKSolver.spine.chestRotationOffset *= Quaternion.Euler(0f, -deltaAngleRoot * Setting_PelvisHeadingWeight, 0f);
}
if (Setting_ChestHeadingWeight > 0)
{
avatarIKSolver.spine.chestRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * Setting_ChestHeadingWeight, 0f);
}
}
void IKResetFootsteps()
{
// Reset footsteps immediatly to initial
if (!Setting_ResetFootsteps) return;
VRIKUtils.SetFootsteps
(
avatarVRIK,
_vrikInitialFootPosLeft,
_vrikInitialFootPosRight,
_vrikInitialFootRotLeft,
_vrikInitialFootRotRight
);
}
void ResetDesktopVRIK()
{
_ikSimulatedRootAngle = transform.eulerAngles.y;
}
void CalibrateDesktopVRIK()
{
ScanAvatar();
SetupVRIK();
CalibrateVRIK();
ConfigureVRIK();
}
void ScanAvatar()
{
// Find required avatar components
avatarDescriptor = playerSetup._avatarDescriptor;
avatarAnimator = playerSetup._animator;
avatarTransform = playerSetup._avatar.transform;
avatarLookAtIK = playerSetup.lookIK;
// Get animator layer inticies
_animIKPoseLayer = avatarAnimator.GetLayerIndex("IKPose");
_animLocomotionLayer = avatarAnimator.GetLayerIndex("Locomotion/Emotes");
// Dispose and create new _humanPoseHandler
_humanPoseHandler?.Dispose();
_humanPoseHandler = new HumanPoseHandler(avatarAnimator.avatar, avatarTransform);
// Get initial human poses
_humanPoseHandler.GetHumanPose(ref _humanPose);
_humanPoseHandler.GetHumanPose(ref _humanPoseInitial);
// Dumb fix for rare upload issue
_vrikFixTransformsRequired = !avatarAnimator.enabled;
// Find available HumanoidBodyBones
BoneExists.Clear();
foreach (HumanBodyBones bone in Enum.GetValues(typeof(HumanBodyBones)))
{
if (bone != HumanBodyBones.LastBone)
{
BoneExists.Add(bone, avatarAnimator.GetBoneTransform(bone) != null);
}
}
}
void SetupVRIK()
{
// Add and configure VRIK
avatarVRIK = avatarTransform.AddComponentIfMissing<VRIK>();
avatarVRIK.AutoDetectReferences();
avatarIKSolver = avatarVRIK.solver;
VRIKUtils.ConfigureVRIKReferences(avatarVRIK, Setting_UseVRIKToes, Setting_FindUnmappedToes, out bool foundUnmappedToes);
// Fix animator issue or non-human mapped toes
avatarVRIK.fixTransforms = _vrikFixTransformsRequired || foundUnmappedToes;
// Default solver settings
avatarIKSolver.locomotion.weight = 0f;
avatarIKSolver.locomotion.angleThreshold = 30f;
avatarIKSolver.locomotion.maxLegStretch = 1f;
avatarIKSolver.spine.minHeadHeight = 0f;
avatarIKSolver.IKPositionWeight = 1f;
avatarIKSolver.spine.chestClampWeight = 0f;
avatarIKSolver.spine.maintainPelvisPosition = 0f;
// Body leaning settings
avatarIKSolver.spine.neckStiffness = 0.0001f;
avatarIKSolver.spine.bodyPosStiffness = 1f;
avatarIKSolver.spine.bodyRotStiffness = 0.2f;
// Disable locomotion
avatarIKSolver.locomotion.velocityFactor = 0f;
avatarIKSolver.locomotion.maxVelocity = 0f;
avatarIKSolver.locomotion.rootSpeed = 1000f;
// Disable chest rotation by hands
avatarIKSolver.spine.rotateChestByHands = 0f;
// Prioritize LookAtIK
avatarIKSolver.spine.headClampWeight = 0.2f;
// Disable going on tippytoes
avatarIKSolver.spine.positionWeight = 0f;
avatarIKSolver.spine.rotationWeight = 1f;
// Set so emotes play properly
avatarIKSolver.spine.maxRootAngle = 180f;
// We disable these ourselves now, as we no longer use BodySystem
avatarIKSolver.spine.maintainPelvisPosition = 1f;
avatarIKSolver.spine.positionWeight = 0f;
avatarIKSolver.spine.pelvisPositionWeight = 0f;
avatarIKSolver.leftArm.positionWeight = 0f;
avatarIKSolver.leftArm.rotationWeight = 0f;
avatarIKSolver.rightArm.positionWeight = 0f;
avatarIKSolver.rightArm.rotationWeight = 0f;
avatarIKSolver.leftLeg.positionWeight = 0f;
avatarIKSolver.leftLeg.rotationWeight = 0f;
avatarIKSolver.rightLeg.positionWeight = 0f;
avatarIKSolver.rightLeg.rotationWeight = 0f;
// This is now our master Locomotion weight
avatarIKSolver.locomotion.weight = 1f;
avatarIKSolver.IKPositionWeight = 1f;
}
void CalibrateVRIK()
{
SetAvatarPose(AvatarPose.Default);
// Calculate bend normals with motorcycle pose
VRIKUtils.CalculateKneeBendNormals(avatarVRIK, out _vrikKneeNormalLeft, out _vrikKneeNormalRight);
SetAvatarPose(AvatarPose.IKPose);
// Calculate initial IK scaling values with IKPose
VRIKUtils.CalculateInitialIKScaling(avatarVRIK, out _vrikInitialFootDistance, out _vrikInitialStepThreshold, out _vrikInitialStepHeight);
// Calculate initial Footstep positions
VRIKUtils.CalculateInitialFootsteps(avatarVRIK, out _vrikInitialFootPosLeft, out _vrikInitialFootPosRight, out _vrikInitialFootRotLeft, out _vrikInitialFootRotRight);
// Setup HeadIKTarget
VRIKUtils.SetupHeadIKTarget(avatarVRIK);
// Initiate VRIK manually
VRIKUtils.InitiateVRIKSolver(avatarVRIK);
SetAvatarPose(AvatarPose.Initial);
}
void ConfigureVRIK()
{
// Reset scale diffrence
_scaleDifference = 1f;
VRIKUtils.ApplyScaleToVRIK
(
avatarVRIK,
_vrikInitialFootDistance,
_vrikInitialStepThreshold,
_vrikInitialStepHeight,
1f
);
VRIKUtils.ApplyKneeBendNormals(avatarVRIK, _vrikKneeNormalLeft, _vrikKneeNormalRight);
avatarVRIK.onPreSolverUpdate.AddListener(new UnityAction(DesktopVRIKSystem.Instance.OnPreSolverUpdate));
}
void SetAvatarPose(AvatarPose pose)
{
switch (pose)
{
case AvatarPose.Default:
SetMusclesToValue(0f);
break;
case AvatarPose.Initial:
if (HasCustomIKPose())
{
SetCustomLayersWeights(0f, 1f);
return;
}
_humanPoseHandler.SetHumanPose(ref _humanPoseInitial);
break;
case AvatarPose.IKPose:
if (HasCustomIKPose())
{
SetCustomLayersWeights(1f, 0f);
return;
}
SetMusclesToPose(IKPoseMuscles);
break;
case AvatarPose.TPose:
SetMusclesToPose(BodySystem.TPoseMuscles);
break;
default:
break;
}
}
bool HasCustomIKPose()
{
return _animLocomotionLayer != -1 && _animIKPoseLayer != -1;
}
void SetCustomLayersWeights(float customIKPoseLayerWeight, float locomotionLayerWeight)
{
avatarAnimator.SetLayerWeight(_animIKPoseLayer, customIKPoseLayerWeight);
avatarAnimator.SetLayerWeight(_animLocomotionLayer, locomotionLayerWeight);
avatarAnimator.Update(0f);
}
void SetMusclesToValue(float value)
{
_humanPoseHandler.GetHumanPose(ref _humanPose);
for (int i = 0; i < _humanPose.muscles.Length; i++)
{
ApplyMuscleValue((MuscleIndex)i, value, ref _humanPose.muscles);
}
_humanPose.bodyRotation = Quaternion.identity;
_humanPoseHandler.SetHumanPose(ref _humanPose);
}
void SetMusclesToPose(float[] muscles)
{
_humanPoseHandler.GetHumanPose(ref _humanPose);
for (int i = 0; i < _humanPose.muscles.Length; i++)
{
ApplyMuscleValue((MuscleIndex)i, muscles[i], ref _humanPose.muscles);
}
_humanPose.bodyRotation = Quaternion.identity;
_humanPoseHandler.SetHumanPose(ref _humanPose);
}
void ApplyMuscleValue(MuscleIndex index, float value, ref float[] muscles)
{
if (BoneExists.ContainsKey(IKSystem.MusclesToHumanBodyBones[(int)index]) && BoneExists[IKSystem.MusclesToHumanBodyBones[(int)index]])
{
muscles[(int)index] = value;
}
}
}

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using ABI_RC.Core.Player;
using HarmonyLib;
using UnityEngine;
/**
The process of calibrating VRIK is fucking painful.
Avatars of Note:
TurtleNeck Ferret- close feet, far shoulders, nonideal rig.
Space Robot Kyle- the worst bone rolls on the planet, tpose/headikcalibration fixed it mostly... ish.
Exteratta- knees bend backwards without proper tpose.
Chito- left foot is far back without proper tpose & foot ik distance, was uploaded in falling anim state.
Atlas (portal2)- Wide stance, proper feet distance needed to be calculated.
Freddy (gmod)- Doesn't have any fingers, wristToPalmAxis & palmToThumbAxis needed to be set manually.
Small Cheese- Emotes are angled wrong due to maxRootAngle..???
Most other avatars play just fine.
**/
namespace NAK.Melons.DesktopVRIK.HarmonyPatches;
class PlayerSetupPatches
{
[HarmonyPostfix]
[HarmonyPatch(typeof(PlayerSetup), "Start")]
static void Postfix_PlayerSetup_Start(ref PlayerSetup __instance)
{
__instance.gameObject.AddComponent<DesktopVRIKSystem>();
}
[HarmonyPostfix]
[HarmonyPatch(typeof(PlayerSetup), "SetupAvatarDesktop")]
static void Postfix_PlayerSetup_SetupAvatarDesktop(ref Animator ____animator)
{
if (____animator != null && ____animator.avatar != null && ____animator.avatar.isHuman)
{
DesktopVRIKSystem.Instance?.OnSetupAvatarDesktop();
}
}
[HarmonyPostfix]
[HarmonyPatch(typeof(PlayerSetup), "Update")]
static void Postfix_PlayerSetup_Update(ref bool ____emotePlaying)
{
DesktopVRIKSystem.Instance?.OnPlayerSetupUpdate(____emotePlaying);
}
[HarmonyPrefix]
[HarmonyPatch(typeof(PlayerSetup), "SetupIKScaling")]
private static bool Prefix_PlayerSetup_SetupIKScaling(float height, ref Vector3 ___scaleDifference)
{
return !(bool)DesktopVRIKSystem.Instance?.OnSetupIKScaling(1f + ___scaleDifference.y);
}
[HarmonyPrefix]
[HarmonyPatch(typeof(PlayerSetup), "ResetIk")]
static bool Prefix_PlayerSetup_ResetIk()
{
return !(bool)DesktopVRIKSystem.Instance?.OnPlayerSetupResetIk();
}
}

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using BTKUILib;
using BTKUILib.UIObjects;
using System.Runtime.CompilerServices;
namespace NAK.Melons.DesktopVRIK;
public static class BTKUIAddon
{
[MethodImpl(MethodImplOptions.NoInlining)]
public static void Init()
{
//Add myself to the Misc Menu
Page miscPage = QuickMenuAPI.MiscTabPage;
Category miscCategory = miscPage.AddCategory(DesktopVRIKMod.SettingsCategory);
AddMelonToggle(ref miscCategory, DesktopVRIKMod.EntryEnabled);
//Add my own page to not clog up Misc Menu
Page desktopVRIKPage = miscCategory.AddPage("DesktopVRIK Settings", "", "Configure the settings for DesktopVRIK.", "DesktopVRIK");
desktopVRIKPage.MenuTitle = "DesktopVRIK Settings";
Category desktopVRIKCategory = desktopVRIKPage.AddCategory(DesktopVRIKMod.SettingsCategory);
// General Settings
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.EntryPlantFeet);
// Calibration Settings
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.EntryUseVRIKToes);
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.EntryFindUnmappedToes);
// Fine-tuning Settings
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.EntryResetFootstepsOnIdle);
// Body Leaning Weight
AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.EntryBodyLeanWeight, 0, 1f, 1);
// Max Root Heading Limit & Weights
AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.EntryBodyHeadingLimit, 0, 90f, 0);
AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.EntryPelvisHeadingWeight, 0, 1f, 1);
AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.EntryChestHeadingWeight, 0, 1f, 1);
// Lerp Speed
AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.EntryIKLerpSpeed, 0, 20f, 0);
}
private static void AddMelonToggle(ref Category category, MelonLoader.MelonPreferences_Entry<bool> entry)
{
category.AddToggle(entry.DisplayName, entry.Description, entry.Value).OnValueUpdated += b => entry.Value = b;
}
private static void AddMelonSlider(ref Page page, MelonLoader.MelonPreferences_Entry<float> entry, float min, float max, int decimalPlaces = 2)
{
page.AddSlider(entry.DisplayName, entry.Description, entry.Value, min, max, decimalPlaces).OnValueUpdated += f => entry.Value = f;
}
}

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DesktopVRIK/Main.cs Normal file
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using MelonLoader;
using UnityEngine;
namespace NAK.Melons.DesktopVRIK;
public class DesktopVRIKMod : MelonMod
{
internal static MelonLogger.Instance Logger;
public const string SettingsCategory = "DesktopVRIK";
public static readonly MelonPreferences_Category CategoryDesktopVRIK = MelonPreferences.CreateCategory(SettingsCategory);
public static readonly MelonPreferences_Entry<bool> EntryEnabled =
CategoryDesktopVRIK.CreateEntry("Enabled", true, description: "Toggle DesktopVRIK entirely. Requires avatar reload.");
public static readonly MelonPreferences_Entry<bool> EntryPlantFeet =
CategoryDesktopVRIK.CreateEntry("Enforce Plant Feet", true, description: "Forces VRIK Plant Feet enabled to prevent hovering when stopping movement.");
public static readonly MelonPreferences_Entry<bool> EntryResetFootstepsOnIdle =
CategoryDesktopVRIK.CreateEntry("Reset Footsteps on Idle", true, description: "Determins if the Locomotion Footsteps will be reset to their calibration position when entering idle.");
public static readonly MelonPreferences_Entry<bool> EntryUseVRIKToes =
CategoryDesktopVRIK.CreateEntry("Use VRIK Toes", false, description: "Determines if VRIK uses humanoid toes for IK solving, which can cause feet to idle behind the avatar.");
public static readonly MelonPreferences_Entry<bool> EntryFindUnmappedToes =
CategoryDesktopVRIK.CreateEntry("Find Unmapped Toes", false, description: "Determines if DesktopVRIK should look for unmapped toe bones if the humanoid rig does not have any.");
public static readonly MelonPreferences_Entry<float> EntryBodyLeanWeight =
CategoryDesktopVRIK.CreateEntry("Body Lean Weight", 0.5f, description: "Adds rotational influence to the body solver when looking up/down. Set to 0 to disable.");
public static readonly MelonPreferences_Entry<float> EntryBodyHeadingLimit =
CategoryDesktopVRIK.CreateEntry("Body Heading Limit", 20f, description: "Specifies the maximum angle the lower body can have relative to the head when rotating. Set to 0 to disable.");
public static readonly MelonPreferences_Entry<float> EntryPelvisHeadingWeight =
CategoryDesktopVRIK.CreateEntry("Pelvis Heading Weight", 0.25f, description: "Determines how much the pelvis will face the Body Heading Limit. Set to 0 to align with head.");
public static readonly MelonPreferences_Entry<float> EntryChestHeadingWeight =
CategoryDesktopVRIK.CreateEntry("Chest Heading Weight", 0.75f, description: "Determines how much the chest will face the Body Heading Limit. Set to 0 to align with head.");
public static readonly MelonPreferences_Entry<float> EntryIKLerpSpeed =
CategoryDesktopVRIK.CreateEntry("IK Lerp Speed", 10f, description: "Determines fast the IK & Locomotion weights blend after entering idle. Set to 0 to disable.");
public static readonly MelonPreferences_Entry<bool> EntryProneThrusting =
CategoryDesktopVRIK.CreateEntry("Prone Thrusting", false, description: "Allows Body Lean Weight to take affect while crouched or prone.");
public static readonly MelonPreferences_Entry<bool> EntryIntegrationAMT =
CategoryDesktopVRIK.CreateEntry("AMT Integration", true, description: "Relies on AvatarMotionTweaker to handle VRIK Locomotion weights if available.");
public static bool integration_AMT = false;
public override void OnInitializeMelon()
{
Logger = LoggerInstance;
CategoryDesktopVRIK.Entries.ForEach(e => e.OnEntryValueChangedUntyped.Subscribe(OnUpdateSettings));
ApplyPatches(typeof(HarmonyPatches.PlayerSetupPatches));
//BTKUILib Misc Tab
if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "BTKUILib"))
{
Logger.Msg("Initializing BTKUILib support.");
BTKUIAddon.Init();
}
//AvatarMotionTweaker Handling
if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "AvatarMotionTweaker"))
{
Logger.Msg("AvatarMotionTweaker was found. Relying on it to handle VRIK locomotion.");
integration_AMT = true;
}
else
{
Logger.Msg("AvatarMotionTweaker was not found. Using built-in VRIK locomotion handling.");
}
}
internal static void UpdateAllSettings()
{
if (!DesktopVRIKSystem.Instance) return;
// DesktopVRIK Settings
DesktopVRIKSystem.Instance.Setting_Enabled = EntryEnabled.Value;
DesktopVRIKSystem.Instance.Setting_PlantFeet = EntryPlantFeet.Value;
DesktopVRIKSystem.Instance.Setting_ResetFootsteps = EntryResetFootstepsOnIdle.Value;
DesktopVRIKSystem.Instance.Setting_BodyLeanWeight = Mathf.Clamp01(EntryBodyLeanWeight.Value);
DesktopVRIKSystem.Instance.Setting_BodyHeadingLimit = Mathf.Clamp(EntryBodyHeadingLimit.Value, 0f, 90f);
DesktopVRIKSystem.Instance.Setting_PelvisHeadingWeight = (1f - Mathf.Clamp01(EntryPelvisHeadingWeight.Value));
DesktopVRIKSystem.Instance.Setting_ChestHeadingWeight = (1f - Mathf.Clamp01(EntryChestHeadingWeight.Value));
DesktopVRIKSystem.Instance.Setting_ChestHeadingWeight = (1f - Mathf.Clamp01(EntryChestHeadingWeight.Value));
DesktopVRIKSystem.Instance.Setting_IKLerpSpeed = Mathf.Clamp(EntryIKLerpSpeed.Value, 0f, 20f);
// Calibration Settings
DesktopVRIKSystem.Instance.Setting_UseVRIKToes = EntryUseVRIKToes.Value;
DesktopVRIKSystem.Instance.Setting_FindUnmappedToes = EntryFindUnmappedToes.Value;
// Fine-tuning Settings
DesktopVRIKSystem.Instance.Setting_ResetFootsteps = EntryResetFootstepsOnIdle.Value;
// Integration Settings
DesktopVRIKSystem.Instance.Setting_IntegrationAMT = EntryIntegrationAMT.Value && integration_AMT;
// Funny Settings
DesktopVRIKSystem.Instance.Setting_ProneThrusting = EntryProneThrusting.Value;
}
void OnUpdateSettings(object arg1, object arg2) => UpdateAllSettings();
void ApplyPatches(Type type)
{
try
{
HarmonyInstance.PatchAll(type);
}
catch (Exception e)
{
Logger.Msg($"Failed while patching {type.Name}!");
Logger.Error(e);
}
}
}

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using MelonLoader;
using NAK.Melons.DesktopVRIK.Properties;
using System.Reflection;
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyTitle(nameof(NAK.Melons.DesktopVRIK))]
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
[assembly: AssemblyProduct(nameof(NAK.Melons.DesktopVRIK))]
[assembly: MelonInfo(
typeof(NAK.Melons.DesktopVRIK.DesktopVRIKMod),
nameof(NAK.Melons.DesktopVRIK),
AssemblyInfoParams.Version,
AssemblyInfoParams.Author,
downloadLink: "https://github.com/NotAKidOnSteam/DesktopVRIK"
)]
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
[assembly: MelonOptionalDependencies("BTKUILib")]
[assembly: HarmonyDontPatchAll]
namespace NAK.Melons.DesktopVRIK.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "4.1.5";
public const string Author = "NotAKidoS";
}

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DesktopVRIK/VRIKUtils.cs Normal file
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using RootMotion.FinalIK;
using UnityEngine;
namespace NAK.Melons.DesktopVRIK;
public static class VRIKUtils
{
public static void ConfigureVRIKReferences(VRIK vrik, bool useVRIKToes, bool findUnmappedToes, out bool foundUnmappedToes)
{
foundUnmappedToes = false;
//might not work over netik
FixChestAndSpineReferences(vrik);
if (!useVRIKToes)
{
vrik.references.leftToes = null;
vrik.references.rightToes = null;
}
else if (findUnmappedToes)
{
//doesnt work with netik, but its toes...
FindAndSetUnmappedToes(vrik, out foundUnmappedToes);
}
//bullshit fix to not cause death
FixFingerBonesError(vrik);
}
private static void FixChestAndSpineReferences(VRIK vrik)
{
Transform leftShoulderBone = vrik.references.leftShoulder;
Transform rightShoulderBone = vrik.references.rightShoulder;
Transform assumedChest = leftShoulderBone?.parent;
if (assumedChest != null && rightShoulderBone.parent == assumedChest &&
vrik.references.chest != assumedChest)
{
vrik.references.chest = assumedChest;
vrik.references.spine = assumedChest.parent;
}
}
private static void FindAndSetUnmappedToes(VRIK vrik, out bool foundUnmappedToes)
{
foundUnmappedToes = false;
Transform leftToes = vrik.references.leftToes;
Transform rightToes = vrik.references.rightToes;
if (leftToes == null && rightToes == null)
{
leftToes = FindUnmappedToe(vrik.references.leftFoot);
rightToes = FindUnmappedToe(vrik.references.rightFoot);
if (leftToes != null && rightToes != null)
{
vrik.references.leftToes = leftToes;
vrik.references.rightToes = rightToes;
foundUnmappedToes = true;
}
}
}
private static Transform FindUnmappedToe(Transform foot)
{
foreach (Transform bone in foot)
{
if (bone.name.ToLowerInvariant().Contains("toe") ||
bone.name.ToLowerInvariant().EndsWith("_end"))
{
return bone;
}
}
return null;
}
private static void FixFingerBonesError(VRIK vrik)
{
FixFingerBones(vrik, vrik.references.leftHand, vrik.solver.leftArm);
FixFingerBones(vrik, vrik.references.rightHand, vrik.solver.rightArm);
}
private static void FixFingerBones(VRIK vrik, Transform hand, IKSolverVR.Arm armSolver)
{
if (hand.childCount == 0)
{
armSolver.wristToPalmAxis = Vector3.up;
armSolver.palmToThumbAxis = hand == vrik.references.leftHand ? -Vector3.forward : Vector3.forward;
}
}
public static void CalculateKneeBendNormals(VRIK vrik, out Vector3 leftKneeNormal, out Vector3 rightKneeNormal)
{
// Helper function to get position or default to Vector3.zero
Vector3 GetPositionOrDefault(Transform transform) => transform?.position ?? Vector3.zero;
// Get assumed left knee normal
Vector3[] leftVectors = {
GetPositionOrDefault(vrik.references.leftThigh),
GetPositionOrDefault(vrik.references.leftCalf),
GetPositionOrDefault(vrik.references.leftFoot)
};
leftKneeNormal = Quaternion.Inverse(vrik.references.root.rotation) * GetNormalFromArray(leftVectors);
// Get assumed right knee normal
Vector3[] rightVectors = {
GetPositionOrDefault(vrik.references.rightThigh),
GetPositionOrDefault(vrik.references.rightCalf),
GetPositionOrDefault(vrik.references.rightFoot)
};
rightKneeNormal = Quaternion.Inverse(vrik.references.root.rotation) * GetNormalFromArray(rightVectors);
}
public static void ApplyKneeBendNormals(VRIK vrik, Vector3 leftKneeNormal, Vector3 rightKneeNormal)
{
// 0 uses bendNormalRelToPelvis, 1 is bendNormalRelToTarget
// modifying pelvis normal weight is easier math
vrik.solver.leftLeg.bendToTargetWeight = 0f;
vrik.solver.rightLeg.bendToTargetWeight = 0f;
var pelvis_localRotationInverse = Quaternion.Inverse(vrik.references.pelvis.localRotation);
vrik.solver.leftLeg.bendNormalRelToPelvis = pelvis_localRotationInverse * leftKneeNormal;
vrik.solver.rightLeg.bendNormalRelToPelvis = pelvis_localRotationInverse * rightKneeNormal;
}
private static Vector3 GetNormalFromArray(Vector3[] positions)
{
Vector3 centroid = Vector3.zero;
for (int i = 0; i < positions.Length; i++)
{
centroid += positions[i];
}
centroid /= positions.Length;
Vector3 normal = Vector3.zero;
for (int i = 0; i < positions.Length - 2; i++)
{
Vector3 side1 = positions[i] - centroid;
Vector3 side2 = positions[i + 1] - centroid;
normal += Vector3.Cross(side1, side2);
}
return normal.normalized;
}
public static void CalculateInitialIKScaling(VRIK vrik, out float initialFootDistance, out float initialStepThreshold, out float initialStepHeight)
{
// Get distance between feet and thighs
float scaleModifier = Mathf.Max(1f, vrik.references.pelvis.lossyScale.x);
float footDistance = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.rightFoot.position);
initialFootDistance = footDistance * 0.5f;
initialStepThreshold = footDistance * scaleModifier;
initialStepHeight = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.leftCalf.position) * 0.2f;
}
public static void CalculateInitialFootsteps(VRIK vrik, out Vector3 initialFootPosLeft, out Vector3 initialFootPosRight, out Quaternion initialFootRotLeft, out Quaternion initialFootRotRight)
{
Transform root = vrik.references.root;
Transform leftFoot = vrik.references.leftFoot;
Transform rightFoot = vrik.references.rightFoot;
// Calculate the world rotation of the root bone at the current frame
Quaternion rootWorldRot = root.rotation;
// Calculate the world rotation of the left and right feet relative to the root bone
initialFootPosLeft = root.InverseTransformPoint(leftFoot.position);
initialFootPosRight = root.InverseTransformPoint(rightFoot.position);
initialFootRotLeft = Quaternion.Inverse(rootWorldRot) * leftFoot.rotation;
initialFootRotRight = Quaternion.Inverse(rootWorldRot) * rightFoot.rotation;
}
public static void SetFootsteps(VRIK vrik, Vector3 footPosLeft, Vector3 footPosRight, Quaternion footRotLeft, Quaternion footRotRight)
{
var locomotionSolver = vrik.solver.locomotion;
var footsteps = locomotionSolver.footsteps;
var footstepLeft = footsteps[0];
var footstepRight = footsteps[1];
var rootWorldRot = vrik.references.root.rotation;
footstepLeft.Reset(rootWorldRot, vrik.transform.TransformPoint(footPosLeft), rootWorldRot * footRotLeft);
footstepRight.Reset(rootWorldRot, vrik.transform.TransformPoint(footPosRight), rootWorldRot * footRotRight);
}
public static void SetupHeadIKTarget(VRIK vrik)
{
// Lazy HeadIKTarget calibration
if (vrik.solver.spine.headTarget == null)
{
vrik.solver.spine.headTarget = new GameObject("Head IK Target").transform;
}
vrik.solver.spine.headTarget.parent = vrik.references.head;
vrik.solver.spine.headTarget.localPosition = Vector3.zero;
vrik.solver.spine.headTarget.localRotation = Quaternion.identity;
}
public static void ApplyScaleToVRIK(VRIK vrik, float footDistance, float stepThreshold, float stepHeight, float modifier)
{
vrik.solver.locomotion.footDistance = footDistance * modifier;
vrik.solver.locomotion.stepThreshold = stepThreshold * modifier;
ScaleStepHeight(vrik.solver.locomotion.stepHeight, stepHeight * modifier);
}
private static void ScaleStepHeight(AnimationCurve stepHeightCurve, float mag)
{
Keyframe[] keyframes = stepHeightCurve.keys;
keyframes[1].value = mag;
stepHeightCurve.keys = keyframes;
}
public static void InitiateVRIKSolver(VRIK vrik)
{
vrik.solver.SetToReferences(vrik.references);
vrik.solver.Initiate(vrik.transform);
}
}

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DesktopVRIK/format.json Normal file
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{
"_id": 117,
"name": "DesktopVRIK",
"modversion": "4.1.5",
"gameversion": "2022r170",
"loaderversion": "0.5.7",
"modtype": "Mod",
"author": "NotAKidoS",
"description": "Adds VRIK to Desktop avatars. No longer will you be a liveless sliding statue~!\nAdds the small feet stepping when looking around on Desktop.\n\nOptional BTKUILib integration.",
"searchtags": [
"desktop",
"vrik",
"ik",
"feet",
"fish"
],
"requirements": [
"BTKUILib"
],
"downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v4.1.5/DesktopVRIK.dll",
"sourcelink": "https://github.com/NotAKidOnSteam/DesktopVRIK/",
"changelog": "- No longer requires AvatarMotionTweaker.\n- No longer piggybacks on IKSystem/PlayerSetup.\n- Tweaks to Locomotion & IKSolver weight blending.\n\n DesktopVRIK will now handle VRIK Locomotion weight instead of relying on CVR & AMT to handle it. This means LeapMotionExtension, PickupArmMovement, and CVRLimbGrabber will now work while in crouch/prone.",
"embedcolor": "9b59b6"
}

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@ -65,6 +65,27 @@ There is no native method to clear notifications, so I force an immediate notifi
* Enter Drowsy Time - How many minutes without movement until enter drowsy mode.
* Enter Sleep Time - How many seconds without movement until enter sleep mode.
# DesktopVRIK
Adds VRIK to Desktop ChilloutVR avatars. No longer will you be a liveless sliding statue~!
(adds the small feet stepping when looking around on Desktop)
https://user-images.githubusercontent.com/37721153/221870123-fbe4f5e8-8d6e-4a43-aa5e-f2188e6491a9.mp4
## Configuration:
* Configurable body lean weight. Set to 0 to disable.
* Configurable max root heading angle with chest/pelvis weight settings. Set to 0 to disable.
* Options to disable VRIK from using mapped toes &/or find unmapped (non-human) toe bones.
* Autofixes for avatars without fingers & incorrect chest/spine bone mapping (might not play well with netik).
## Relevant Feedback Posts:
https://feedback.abinteractive.net/p/desktop-feet-ik-for-avatars
https://feedback.abinteractive.net/p/pivot-desktop-camera-with-head
---
Here is the block of text where I tell you this mod is not affiliated or endorsed by ABI.
@ -75,4 +96,3 @@ https://documentation.abinteractive.net/official/legal/tos/#7-modding-our-games
> Use of this mod is done so at the user's own risk and the creator cannot be held responsible for any issues arising from its use.
> To the best of my knowledge, I have adhered to the Modding Guidelines established by Alpha Blend Interactive.