mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 14:29:25 +00:00
[IKFixes] Updates for 2023r171
Removed unneeded settings. Fixed halfbody fake root angle option. Added Reset Settings UIExpansionKit button.
This commit is contained in:
parent
3c52f8c60c
commit
e31bf87609
7 changed files with 141 additions and 202 deletions
21
IKFixes/ChatBoxExtensions.csproj
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21
IKFixes/ChatBoxExtensions.csproj
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@ -0,0 +1,21 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<!-- Mute SDraw's funny warning, because he only compilled for x64 while most people compile for both -->
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<NoWarn>$(NoWarn);MSB3270</NoWarn>
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</PropertyGroup>
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<!-- Didn't put in the Directory.Build.props because it spams funny warnings... -->
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<ItemGroup>
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<Reference Include="ml_prm">
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<HintPath>$(MsBuildThisFileDirectory)\..\.ManagedLibs\ml_prm.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="ChatBox">
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<HintPath>$(MsBuildThisFileDirectory)\..\.ManagedLibs\ChatBox.dll</HintPath>
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<Private>False</Private>
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</Reference>
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</ItemGroup>
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</Project>
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@ -2,11 +2,11 @@
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using ABI_RC.Core.Player;
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using ABI_RC.Systems.IK;
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using ABI_RC.Systems.IK.SubSystems;
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using ABI_RC.Systems.InputManagement;
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using ABI_RC.Systems.MovementSystem;
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using HarmonyLib;
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using RootMotion.FinalIK;
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using UnityEngine;
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using UnityEngine.Events;
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namespace NAK.IKFixes.HarmonyPatches;
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@ -22,7 +22,7 @@ internal static class BodySystemPatches
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{
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Transform parent = null;
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float offsetDistance = 0f;
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switch (trackingPoint.assignedRole)
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{
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case TrackingPoint.TrackingRole.LeftKnee:
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@ -42,27 +42,27 @@ internal static class BodySystemPatches
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offsetDistance = -0.15f;
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break;
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}
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if (parent != null)
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{
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// Set the offset transform's parent and reset its local position and rotation
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trackingPoint.offsetTransform.parent = parent;
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trackingPoint.offsetTransform.localPosition = Vector3.zero;
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trackingPoint.offsetTransform.localRotation = Quaternion.identity;
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trackingPoint.offsetTransform.parent = trackingPoint.referenceTransform;
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// Apply additional offset based on the assigned role
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Vector3 additionalOffset = IKSystem.vrik.references.root.forward * offsetDistance;
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trackingPoint.offsetTransform.position += additionalOffset;
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// Game originally sets them to about half a meter out, which fucks with slime tracker users and
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// makes the bendGoals less responsive/less accurate.
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//Funny thing is that IKTweaks specifically made this an option, which should be added to both CVR & Standable for the same reason.
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/// Elbow / knee / chest bend goal offset - controls how far bend goal targets will be away from the actual joint.
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/// Lower values should produce better precision with bent joint, higher values - better stability with straight joint.
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/// Sensible range of values is between 0 and 1.
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}
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if (parent == null)
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continue;
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// Set the offset transform's parent and reset its local position and rotation
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trackingPoint.offsetTransform.parent = parent;
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trackingPoint.offsetTransform.localPosition = Vector3.zero;
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trackingPoint.offsetTransform.localRotation = Quaternion.identity;
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trackingPoint.offsetTransform.parent = trackingPoint.referenceTransform;
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// Apply additional offset based on the assigned role
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Vector3 additionalOffset = IKSystem.vrik.references.root.forward * offsetDistance;
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trackingPoint.offsetTransform.position += additionalOffset;
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// Game originally sets them to about half a meter out, which fucks with slime tracker users and
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// makes the bendGoals less responsive/less accurate.
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//Funny thing is that IKTweaks specifically made this an option, which should be added to both CVR & Standable for the same reason.
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/// Elbow / knee / chest bend goal offset - controls how far bend goal targets will be away from the actual joint.
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/// Lower values should produce better precision with bent joint, higher values - better stability with straight joint.
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/// Sensible range of values is between 0 and 1.
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}
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}
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@ -73,7 +73,6 @@ internal static class BodySystemPatches
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arm.shoulderRotationWeight = weight;
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arm.shoulderTwistWeight = weight;
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// assumed fix of bend goal weight if arms disabled with elbows (havent tested)
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// why is there no "usingElbowTracker" flag like knees? where is the consistancy???
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arm.bendGoalWeight = arm.bendGoal != null ? weight : 0f;
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}
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@ -130,25 +129,33 @@ internal static class BodySystemPatches
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float maxRootAngle = 25f;
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float rootHeadingOffset = 0f;
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if (BodySystem.isCalibratedAsFullBody || IKFixes.EntryUseFakeRootAngle.Value)
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if (BodySystem.isCalibratedAsFullBody
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|| IKFixes.EntryUseFakeRootAngle.Value
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|| CVRInputManager.Instance.movementVector.sqrMagnitude > 0f)
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maxRootAngle = 0f;
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// fixes body being wrong direction while playing emotes (root rotation)
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if (PlayerSetup.Instance._emotePlaying)
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maxRootAngle = 180f;
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// fixes feet always pointing toward head direction
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if (IKFixes.EntryUseFakeRootAngle.Value && !BodySystem.isCalibratedAsFullBody)
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{
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float weightedAngleLimit = IKFixes.EntryFakeRootAngleLimit.Value * solver.locomotion.weight;
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float pivotAngle = MovementSystem.Instance.rotationPivot.eulerAngles.y;
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float deltaAngleRoot = Mathf.DeltaAngle(pivotAngle, _ikSimulatedRootAngle);
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float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
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deltaAngleRoot = Mathf.Clamp(deltaAngleRoot, -weightedAngleLimit, weightedAngleLimit);
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_ikSimulatedRootAngle = Mathf.MoveTowardsAngle(_ikSimulatedRootAngle, pivotAngle, absDeltaAngleRoot - weightedAngleLimit);
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float playerDirection = MovementSystem.Instance.rotationPivot.eulerAngles.y;
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float deltaAngleRoot = Mathf.DeltaAngle(playerDirection, _ikSimulatedRootAngle);
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float angleOverLimit = Mathf.Abs(deltaAngleRoot) - weightedAngleLimit;
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if (angleOverLimit > 0)
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{
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deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit;
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_ikSimulatedRootAngle = Mathf.MoveTowardsAngle(_ikSimulatedRootAngle, playerDirection, angleOverLimit);
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}
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rootHeadingOffset = deltaAngleRoot;
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}
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solver.spine.maxRootAngle = maxRootAngle;
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solver.spine.rootHeadingOffset = rootHeadingOffset;
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@ -207,7 +214,7 @@ internal static class BodySystemPatches
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if (BodySystem.isCalibratedAsFullBody && BodySystem.TrackingPositionWeight > 0f)
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{
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bool isRunning = MovementSystem.Instance.movementVector.magnitude > 0f;
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bool isRunning = MovementSystem.Instance.movementVector.sqrMagnitude > 0f;
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bool isGrounded = MovementSystem.Instance._isGrounded;
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bool isFlying = MovementSystem.Instance.flying;
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bool playRunningAnimation = BodySystem.PlayRunningAnimationInFullBody;
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@ -257,128 +264,6 @@ internal static class IKSystemPatches
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__instance.applyOriginalHipPosition = true;
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__instance.applyOriginalHipRotation = true;
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(IKSystem), nameof(IKSystem.InitializeHalfBodyIK))]
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private static void Postfix_IKSystem_InitializeHalfBodyIK(ref IKSystem __instance)
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{
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if (!IKFixes.EntryUseIKPose.Value) return;
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__instance._poseHandler.GetHumanPose(ref __instance.humanPose);
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for (int i = 0; i < IKPoseMuscles.Length; i++)
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{
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__instance.ApplyMuscleValue((MuscleIndex)i, IKPoseMuscles[i], ref __instance.humanPose.muscles);
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}
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__instance.humanPose.bodyPosition = Vector3.up;
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__instance.humanPose.bodyRotation = Quaternion.identity;
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__instance._poseHandler.SetHumanPose(ref __instance.humanPose);
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// recentering avatar so it doesnt need to step from random place on switch
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IKSystem.vrik.transform.localPosition = Vector3.zero;
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IKSystem.vrik.transform.localRotation = Quaternion.identity;
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// janky fix, initializing early with correct pose
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IKSystem.vrik.solver.Initiate(IKSystem.vrik.transform);
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}
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private static readonly float[] IKPoseMuscles = new float[]
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{
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0.00133321f,
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8.195831E-06f,
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8.537738E-07f,
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-0.002669832f,
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-7.651234E-06f,
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-0.001659694f,
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0f,
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0f,
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0f,
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0.04213953f,
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0.0003007996f,
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-0.008032114f,
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-0.03059979f,
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-0.0003182998f,
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0.009640567f,
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0f,
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0f,
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0f,
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0f,
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0f,
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0f,
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0.5768794f,
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0.01061097f,
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-0.1127839f,
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0.9705755f,
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0.07972051f,
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-0.0268422f,
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0.007237188f,
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0f,
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0.5768792f,
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0.01056608f,
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-0.1127519f,
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0.9705756f,
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0.07971933f,
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-0.02682396f,
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0.007229362f,
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0f,
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-5.651802E-06f,
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-3.034899E-07f,
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0.4100508f,
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0.3610304f,
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-0.0838329f,
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0.9262537f,
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0.1353517f,
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-0.03578902f,
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0.06005657f,
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-4.95989E-06f,
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-1.43007E-06f,
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0.4096187f,
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0.363263f,
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-0.08205152f,
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0.9250782f,
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0.1345718f,
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-0.03572125f,
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0.06055461f,
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-1.079177f,
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0.2095419f,
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0.6140652f,
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0.6365265f,
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0.6683931f,
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-0.4764312f,
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0.8099416f,
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0.8099371f,
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0.6658203f,
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-0.7327053f,
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0.8113618f,
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0.8114051f,
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0.6643661f,
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-0.40341f,
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0.8111364f,
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0.8111367f,
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0.6170399f,
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-0.2524227f,
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0.8138723f,
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0.8110135f,
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-1.079171f,
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0.2095456f,
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0.6140658f,
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0.6365255f,
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0.6683878f,
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-0.4764301f,
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0.8099402f,
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0.8099376f,
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0.6658241f,
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-0.7327023f,
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0.8113653f,
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0.8113793f,
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0.664364f,
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-0.4034042f,
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0.811136f,
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0.8111364f,
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0.6170469f,
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-0.2524345f,
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0.8138595f,
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0.8110138f
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};
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}
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internal static class PlayerSetupPatches
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[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.ResetIk))]
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private static bool Prefix_PlayerSetup_ResetIk()
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{
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if (IKSystem.vrik == null) return false;
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if (IKSystem.vrik == null)
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return false;
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CVRMovementParent currentParent = MovementSystem.Instance._currentParent;
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if (currentParent != null && currentParent._referencePoint != null)
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{
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// Get current position, VR pivots around VR camera
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Vector3 currentPosition = MovementSystem.Instance.rotationPivot.transform.position;
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currentPosition.y = IKSystem.vrik.transform.position.y; // set pivot to floor
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Quaternion currentRotation = Quaternion.Euler(0f, currentParent.transform.rotation.eulerAngles.y, 0f);
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if (currentParent == null || currentParent._referencePoint == null)
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return true;
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// Get current position, VR pivots around VR camera
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Vector3 currentPosition = MovementSystem.Instance.rotationPivot.transform.position;
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currentPosition.y = IKSystem.vrik.transform.position.y; // set pivot to floor
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Quaternion currentRotation = Quaternion.Euler(0f, currentParent.transform.rotation.eulerAngles.y, 0f);
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// Convert to delta position (how much changed since last frame)
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Vector3 deltaPosition = currentPosition - lastMovementPosition;
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Quaternion deltaRotation = Quaternion.Inverse(lastMovementRotation) * currentRotation;
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// Convert to delta position (how much changed since last frame)
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Vector3 deltaPosition = currentPosition - lastMovementPosition;
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Quaternion deltaRotation = Quaternion.Inverse(lastMovementRotation) * currentRotation;
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// Prevent targeting other parent position
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if (lastMovementParent == currentParent || lastMovementParent == null)
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{
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// Add platform motion to IK solver
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IKSystem.vrik.solver.AddPlatformMotion(deltaPosition, deltaRotation, currentPosition);
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}
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// Store for next frame
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lastMovementParent = currentParent;
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lastMovementPosition = currentPosition;
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lastMovementRotation = currentRotation;
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return false;
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}
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return true;
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// Prevent targeting previous movement parent
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if (lastMovementParent == currentParent || lastMovementParent == null)
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IKSystem.vrik.solver.AddPlatformMotion(deltaPosition, deltaRotation, currentPosition);
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lastMovementParent = currentParent;
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lastMovementPosition = currentPosition;
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lastMovementRotation = currentRotation;
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return false;
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}
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}
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@ -1,2 +1,11 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project Sdk="Microsoft.NET.Sdk"/>
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<Project Sdk="Microsoft.NET.Sdk">
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<ItemGroup>
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<Reference Include="UIExpansionKit">
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<HintPath>$(MsBuildThisFileDirectory)\..\.ManagedLibs\UIExpansionKit.dll</HintPath>
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<Private>False</Private>
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</Reference>
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</ItemGroup>
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</Project>
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21
IKFixes/Integrations/UIExKitAddon.cs
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21
IKFixes/Integrations/UIExKitAddon.cs
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using System.Runtime.CompilerServices;
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using MelonLoader;
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using UIExpansionKit.API;
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namespace NAK.IKFixes.Integrations;
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public static class UIExKitAddon
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{
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[MethodImpl(MethodImplOptions.NoInlining)]
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public static void Initialize()
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{
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var settings = ExpansionKitApi.GetSettingsCategory(IKFixes.SettingsCategory);
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settings.AddSimpleButton("Reset Settings (Only visually updates bool values, UIExpansionKit bug!)", ResetSettings);
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}
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private static void ResetSettings()
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{
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foreach (MelonPreferences_Entry setting in IKFixes.Category.Entries)
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setting.ResetToDefault();
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}
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}
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@ -4,41 +4,47 @@ namespace NAK.IKFixes;
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public class IKFixes : MelonMod
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{
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internal const string SettingsCategory = nameof(IKFixes);
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public static readonly MelonPreferences_Category Category =
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MelonPreferences.CreateCategory(nameof(IKFixes));
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MelonPreferences.CreateCategory(SettingsCategory);
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public static readonly MelonPreferences_Entry<bool> EntryUseFakeRootAngle =
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Category.CreateEntry("Use Fake Root Angle", true, description: "Emulates maxRootAngle. This fixes feet pointing in direction of head when looking around.");
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public static readonly MelonPreferences_Entry<float> EntryFakeRootAngleLimit =
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Category.CreateEntry("Fake Root Angle Limit", 25f, description: "Specifies the maximum angle the lower body can have relative to the head when rotating.");
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Category.CreateEntry("Fake Root Angle Limit (25f)", 25f, description: "Specifies the maximum angle the lower body can have relative to the head when rotating.");
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public static readonly MelonPreferences_Entry<float> EntryNeckStiffness =
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Category.CreateEntry("Neck Stiffness", 0.2f, description: "Neck stiffness.");
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Category.CreateEntry("Neck Stiffness (0.2f)", 0.2f, description: "Neck stiffness.");
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public static readonly MelonPreferences_Entry<float> EntryBodyRotStiffness =
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Category.CreateEntry("Body Rot Stiffness", 0.1f, description: "Body rotation stiffness.");
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Category.CreateEntry("Body Rot Stiffness (0.1f)", 0.1f, description: "Body rotation stiffness.");
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public static readonly MelonPreferences_Entry<float> EntryRotateChestByHands =
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Category.CreateEntry("Rot Chest By Hands", 1f, description: "Rotate chest by hands.");
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Category.CreateEntry("Rot Chest By Hands (1f)", 1f, description: "Rotate chest by hands.");
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public static readonly MelonPreferences_Entry<float> EntryBendToTargetWeight =
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Category.CreateEntry("Leg Bend To Target", 1f, description: "Leg bend to target weight");
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Category.CreateEntry("Leg Bend To Target (1f)", 1f, description: "Leg bend to target weight");
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public static readonly MelonPreferences_Entry<bool> EntryAssignRemainingTrackers =
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Category.CreateEntry("Assign Remaining Trackers", true, description: "Should the game calibrate any additional trackers as secondary trackers for already-tracked points?");
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public static readonly MelonPreferences_Entry<bool> EntryUseIKPose =
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Category.CreateEntry("Use IK Pose", true, description: "Should an IKPose be used after VRIK initialization? This can fix some issues with feet targeting.");
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public static readonly MelonPreferences_Entry<bool> EntryNetIKPass =
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Category.CreateEntry("Network IK Pass", true, description: "Should NetIK pass be applied? This fixes a bunch of small rotation errors after VRIK is run.");
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Category.CreateEntry("Assign Remaining Trackers (true)", true, description: "Should the game calibrate any additional trackers as secondary trackers for already-tracked points?");
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public override void OnInitializeMelon()
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{
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ApplyPatches(typeof(HarmonyPatches.BodySystemPatches));
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ApplyPatches(typeof(HarmonyPatches.PlayerSetupPatches));
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ApplyPatches(typeof(HarmonyPatches.IKSystemPatches));
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InitializeIntegration("UI Expansion Kit", Integrations.UIExKitAddon.Initialize);
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}
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private void InitializeIntegration(string modName, Action integrationAction)
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{
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if (RegisteredMelons.All(it => it.Info.Name != modName))
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return;
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LoggerInstance.Msg($"Initializing {modName} integration.");
|
||||
integrationAction.Invoke();
|
||||
}
|
||||
|
||||
private void ApplyPatches(Type type)
|
||||
|
|
|
@ -25,6 +25,6 @@ using System.Reflection;
|
|||
namespace NAK.IKFixes.Properties;
|
||||
internal static class AssemblyInfoParams
|
||||
{
|
||||
public const string Version = "1.0.6";
|
||||
public const string Version = "1.0.7";
|
||||
public const string Author = "NotAKidoS";
|
||||
}
|
|
@ -1,23 +1,24 @@
|
|||
{
|
||||
"_id": 142,
|
||||
"name": "IKFixes",
|
||||
"modversion": "1.0.6",
|
||||
"gameversion": "2022r170p1",
|
||||
"modversion": "1.0.7",
|
||||
"gameversion": "2023r171",
|
||||
"loaderversion": "0.6.1",
|
||||
"modtype": "Mod",
|
||||
"author": "NotAKidoS",
|
||||
"description": "A few small fixes and configuration options to IK. Major ones are listed below:\n\n**FBT** - Fixes knee tracking, running animation direction, and animation bleeding into IK while calibrating/running. (no more chest tracker wiggle)\n\n**Halfbody** - Fixes footsteps while on a MovementParent, uses root angle offset to prevent feet from only pointing in head direction, and uses an IKPose to fix feet pointing upward.",
|
||||
"description": "A few small fixes and configuration options to IK. Major ones are listed below:\n\n**FBT** - Fixes root rotation animation bleeding, chest tracking, locomotion animations, and bend goal offsets.\n\n**Halfbody** - Fixes footsteps while on a Movement Parent & feet always pointing in head direction.",
|
||||
"searchtags": [
|
||||
"knee",
|
||||
"ik",
|
||||
"tracking",
|
||||
"fix"
|
||||
"fix",
|
||||
"chest"
|
||||
],
|
||||
"requirements": [
|
||||
"None"
|
||||
],
|
||||
"downloadlink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/releases/download/r8/IKFixes.dll",
|
||||
"sourcelink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/IKFixes/",
|
||||
"changelog": "- Added fix for animations affecting root to bleed into IK.\n- Use an IKPose after HalfbodyIK Initialization.\n- Fixed patch to leg solver that prevented lower leg rotation while using knee trackers.\n- Adjusted elbow target offsets for a balance between accuracy and stability. Makes StandableFBE-tracked elbows feel much better to use.\n- Added option to disable AssignRemainingTrackers feature.\n- Exposed a couple VRIK solver settings for more fine-tuning.",
|
||||
"changelog": "- Updates for 2023r171\n- Removed unneeded settings (IKPose & NetIKPass).\n- Fixed halfbody fake root angle option.\n- Added Reset Settings UIExpansionKit button.",
|
||||
"embedcolor": "f46e49"
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue