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Better T-posed bind hierarchy
Fingers rotation limits Update README.md
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7 changed files with 36 additions and 7 deletions
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@ -129,7 +129,7 @@ namespace ml_bft
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OnAvatarSetup();
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}
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internal void OnIKSystemLateUpdate(HumanPoseHandler p_handler)
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internal void OnIKSystemLateUpdate(HumanPoseHandler p_handler, Transform p_hips)
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{
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if(m_ready && MetaPort.Instance.isUsingVr && (p_handler != null) && Settings.SkeletalInput)
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{
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@ -188,6 +188,15 @@ namespace ml_bft
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m_lastValues[37] = m_pose.muscles[(int)MuscleIndex.RightLittle2Stretched];
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m_lastValues[38] = m_pose.muscles[(int)MuscleIndex.RightLittle3Stretched];
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m_lastValues[39] = m_pose.muscles[(int)MuscleIndex.RightLittleSpread];
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if(Settings.MechanimFilter && (p_hips != null))
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{
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// Yoinked from IKSystem.OnPostSolverUpdateGeneral
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Vector3 l_pos = p_hips.position;
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Quaternion l_rot = p_hips.rotation;
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p_handler.SetHumanPose(ref m_pose);
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p_hips.SetPositionAndRotation(l_pos, l_rot);
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}
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}
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}
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}
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