[AlternateIKSystem] Remove hacky useAnimatedBendNormal fix, as new calibration method fixes root issue.

This commit is contained in:
NotAKidoS 2023-07-11 23:40:42 -05:00
parent 80d172b9bd
commit f1ec83faef

View file

@ -136,11 +136,6 @@ internal class IKHandlerDesktop : IKHandler
_solver.locomotion.weight = _locomotionWeight;
_solver.spine.maxRootAngle = BodyControl.TrackingMaxRootAngle;
// Hack to make knees bend properly when in custom pose animations
bool useAnimatedBendNormal = _locomotionWeight <= 0.5f;
_solver.leftLeg.useAnimatedBendNormal = useAnimatedBendNormal;
_solver.rightLeg.useAnimatedBendNormal = useAnimatedBendNormal;
BodyControl.SetHeadWeight(_solver.spine, IKManager.lookAtIk, BodyControl.TrackingHead ? 1f : 0f);
BodyControl.SetArmWeight(_solver.leftArm, BodyControl.TrackingLeftArm && _solver.leftArm.target != null ? 1f : 0f);
@ -158,9 +153,6 @@ internal class IKHandlerDesktop : IKHandler
_solver.locomotion.weight = 0f;
_solver.spine.maxRootAngle = 0f;
_solver.leftLeg.useAnimatedBendNormal = true;
_solver.rightLeg.useAnimatedBendNormal = true;
BodyControl.SetHeadWeight(_solver.spine, IKManager.lookAtIk, 0f);
BodyControl.SetArmWeight(_solver.leftArm, 0f);
BodyControl.SetArmWeight(_solver.rightArm, 0f);
@ -171,6 +163,10 @@ internal class IKHandlerDesktop : IKHandler
// Desktop should never have head position weight
_solver.spine.positionWeight = 0f;
// Avatar Motion Tweaker uses this hack, so we must reset it
_solver.leftLeg.useAnimatedBendNormal = false;
_solver.rightLeg.useAnimatedBendNormal = false;
}
#endregion