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[AlternateIKSystem] Remove hacky useAnimatedBendNormal fix, as new calibration method fixes root issue.
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1 changed files with 4 additions and 8 deletions
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@ -136,11 +136,6 @@ internal class IKHandlerDesktop : IKHandler
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_solver.locomotion.weight = _locomotionWeight;
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_solver.spine.maxRootAngle = BodyControl.TrackingMaxRootAngle;
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// Hack to make knees bend properly when in custom pose animations
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bool useAnimatedBendNormal = _locomotionWeight <= 0.5f;
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_solver.leftLeg.useAnimatedBendNormal = useAnimatedBendNormal;
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_solver.rightLeg.useAnimatedBendNormal = useAnimatedBendNormal;
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BodyControl.SetHeadWeight(_solver.spine, IKManager.lookAtIk, BodyControl.TrackingHead ? 1f : 0f);
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BodyControl.SetArmWeight(_solver.leftArm, BodyControl.TrackingLeftArm && _solver.leftArm.target != null ? 1f : 0f);
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@ -158,9 +153,6 @@ internal class IKHandlerDesktop : IKHandler
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_solver.locomotion.weight = 0f;
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_solver.spine.maxRootAngle = 0f;
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_solver.leftLeg.useAnimatedBendNormal = true;
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_solver.rightLeg.useAnimatedBendNormal = true;
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BodyControl.SetHeadWeight(_solver.spine, IKManager.lookAtIk, 0f);
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BodyControl.SetArmWeight(_solver.leftArm, 0f);
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BodyControl.SetArmWeight(_solver.rightArm, 0f);
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@ -171,6 +163,10 @@ internal class IKHandlerDesktop : IKHandler
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// Desktop should never have head position weight
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_solver.spine.positionWeight = 0f;
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// Avatar Motion Tweaker uses this hack, so we must reset it
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_solver.leftLeg.useAnimatedBendNormal = false;
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_solver.rightLeg.useAnimatedBendNormal = false;
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}
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#endregion
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