mirror of
https://github.com/hanetzer/sdraw_mods_cvr.git
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Pose detection and animator transitions for regular avatars
This commit is contained in:
parent
0cab0fb7db
commit
6b67471217
7 changed files with 152 additions and 38 deletions
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@ -4,7 +4,7 @@ Merged set of MelonLoader mods for ChilloutVR.
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| Full name | Short name | Latest version | Available in [CVRMA](https://github.com/knah/CVRMelonAssistant) | Current Status | Notes |
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|-----------|------------|----------------|-----------------------------------------------------------------|----------------|-------|
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| Avatar Change Info | ml_aci | 1.0.2 | Yes | Working |
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| Avatar Motion Tweaker | ml_amt | 1.0.7 | On review | Working |
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| Avatar Motion Tweaker | ml_amt | 1.0.8 | On review | Working |
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| Desktop Reticle Switch | ml_drs | 1.0.0 | Yes | Working |
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| Four Point Tracking | ml_fpt | 1.0.4 | Yes | Working |
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| Leap Motion Extension | ml_lme | 1.1.8 | Yes | Working |
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@ -15,6 +15,8 @@ namespace ml_amt
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Settings.Init();
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Settings.IKOverrideChange += this.OnIKOverrideChange;
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Settings.CrouchLimitChange += this.OnCrouchLimitChange;
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Settings.DetectPoseChange += this.OnDetectPoseChange;
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Settings.ProneLimitChange += this.OnProneLimitChange;
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HarmonyInstance.Patch(
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typeof(PlayerSetup).GetMethod(nameof(PlayerSetup.ClearAvatar)),
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@ -38,6 +40,8 @@ namespace ml_amt
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m_localTweaker = PlayerSetup.Instance.gameObject.AddComponent<MotionTweaker>();
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m_localTweaker.SetIKOverride(Settings.IKOverride);
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m_localTweaker.SetCrouchLimit(Settings.CrouchLimit);
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m_localTweaker.SetDetectPose(Settings.DetectPose);
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m_localTweaker.SetProneLimit(Settings.ProneLimit);
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}
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@ -51,6 +55,16 @@ namespace ml_amt
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if(m_localTweaker != null)
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m_localTweaker.SetCrouchLimit(p_value);
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}
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void OnDetectPoseChange(bool p_state)
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{
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if(m_localTweaker != null)
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m_localTweaker.SetDetectPose(p_state);
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}
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void OnProneLimitChange(float p_value)
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{
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if(m_localTweaker != null)
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m_localTweaker.SetProneLimit(p_value);
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}
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static void OnAvatarClear_Postfix() => ms_instance?.OnAvatarClear();
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void OnAvatarClear()
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@ -40,6 +40,7 @@ namespace ml_amt
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float m_locomotionWeight = 1f; // Original weight
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bool m_avatarReady = false;
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bool m_compatibleAvatar = false;
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bool m_ikOverride = true;
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float m_currentUpright = 1f;
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@ -47,7 +48,10 @@ namespace ml_amt
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float m_crouchLimit = 0.65f;
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bool m_customCrouchLimit = false;
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float m_proneLimit = 0.3f; // Unused
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bool m_detectPose = true;
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float m_proneLimit = 0.3f;
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bool m_customProneLimit = false;
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bool m_customLocomotionOffset = false;
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Vector3 m_locomotionOffset = Vector3.zero;
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@ -70,10 +74,39 @@ namespace ml_amt
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m_currentUpright = Mathf.Clamp((((l_currentHeight > 0f) && (l_avatarViewHeight > 0f)) ? (l_currentHeight / l_avatarViewHeight) : 0f), 0f, 1f);
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PoseState l_poseState = (m_currentUpright <= m_proneLimit) ? PoseState.Proning : ((m_currentUpright <= m_crouchLimit) ? PoseState.Crouching : PoseState.Standing);
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if(m_ikOverride && (m_vrIk != null) && m_vrIk.enabled)
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if((m_vrIk != null) && m_vrIk.enabled)
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{
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if((m_poseState != l_poseState) && (l_poseState == PoseState.Standing))
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if(m_ikOverride && (m_poseState != l_poseState) && (l_poseState == PoseState.Standing))
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ms_rootVelocity.SetValue(m_vrIk.solver, Vector3.zero);
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if(m_detectPose && !m_compatibleAvatar && !PlayerSetup.Instance.fullBodyActive)
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{
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switch(l_poseState)
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{
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case PoseState.Standing:
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{
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PlayerSetup.Instance._movementSystem.ChangeCrouch(false);
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PlayerSetup.Instance._movementSystem.ChangeProne(false);
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false); // Forced to stop transitioning to standing locomotion
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false); // Forced to stop transitioning to standing locomotion
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}
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break;
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case PoseState.Crouching:
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PlayerSetup.Instance._movementSystem.ChangeCrouch(true);
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", true);
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false);
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break;
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case PoseState.Proning:
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{
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PlayerSetup.Instance._movementSystem.ChangeProne(true);
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false);
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", true);
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}
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break;
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}
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}
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}
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m_poseState = l_poseState;
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@ -106,10 +139,12 @@ namespace ml_amt
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public void OnAvatarClear()
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{
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m_avatarReady = false;
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m_compatibleAvatar = false;
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m_vrIk = null;
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m_poseState = PoseState.Standing;
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m_parameters.Clear();
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m_customCrouchLimit = false;
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m_customProneLimit = false;
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m_customLocomotionOffset = false;
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m_locomotionOffset = Vector3.zero;
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}
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@ -143,10 +178,16 @@ namespace ml_amt
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}
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}
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m_compatibleAvatar = m_parameters.Exists(p => p.m_name.Contains("Upright"));
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Transform l_customTransform = PlayerSetup.Instance._avatar.transform.Find("CrouchLimit");
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m_customCrouchLimit = (l_customTransform != null);
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m_crouchLimit = m_customCrouchLimit ? Mathf.Clamp(l_customTransform.localPosition.y, 0f, 1f) : Settings.CrouchLimit;
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l_customTransform = PlayerSetup.Instance._avatar.transform.Find("ProneLimit");
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m_customProneLimit = (l_customTransform != null);
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m_proneLimit = m_customProneLimit ? Mathf.Clamp(l_customTransform.localPosition.y, 0f, 1f) : Settings.ProneLimit;
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l_customTransform = PlayerSetup.Instance._avatar.transform.Find("LocomotionOffset");
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m_customLocomotionOffset = (l_customTransform != null);
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m_locomotionOffset = m_customLocomotionOffset ? l_customTransform.localPosition : Vector3.zero;
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@ -164,23 +205,6 @@ namespace ml_amt
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m_avatarReady = true;
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}
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public void SetIKOverride(bool p_state)
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{
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m_ikOverride = p_state;
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}
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public void SetCrouchLimit(float p_value)
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{
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if(!m_customCrouchLimit)
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m_crouchLimit = Mathf.Clamp(p_value, 0f, 1f);
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}
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public void SetProneLimit(float p_value)
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{
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m_proneLimit = Mathf.Clamp(p_value, 0f, 1f);
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}
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void OnIKPreUpdate()
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{
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if(m_ikOverride)
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@ -196,5 +220,31 @@ namespace ml_amt
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if(m_ikOverride)
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m_vrIk.solver.locomotion.weight = m_locomotionWeight;
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}
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public void SetIKOverride(bool p_state)
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{
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m_ikOverride = p_state;
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}
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public void SetCrouchLimit(float p_value)
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{
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if(!m_customCrouchLimit)
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m_crouchLimit = Mathf.Clamp(p_value, 0f, 1f);
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}
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public void SetDetectPose(bool p_state)
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{
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m_detectPose = p_state;
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if(!m_detectPose && m_avatarReady && !m_compatibleAvatar && PlayerSetup.Instance._inVr)
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{
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PlayerSetup.Instance._movementSystem.ChangeCrouch(false);
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false);
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PlayerSetup.Instance._movementSystem.ChangeProne(false);
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false);
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}
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}
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public void SetProneLimit(float p_value)
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{
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m_proneLimit = Mathf.Clamp(p_value, 0f, 1f);
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}
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}
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}
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@ -1,10 +1,10 @@
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using System.Reflection;
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[assembly: AssemblyTitle("AvatarMotionTweaker")]
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[assembly: AssemblyVersion("1.0.7")]
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[assembly: AssemblyFileVersion("1.0.7")]
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[assembly: AssemblyVersion("1.0.8")]
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[assembly: AssemblyFileVersion("1.0.8")]
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[assembly: MelonLoader.MelonInfo(typeof(ml_amt.AvatarMotionTweaker), "AvatarMotionTweaker", "1.0.7", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
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[assembly: MelonLoader.MelonInfo(typeof(ml_amt.AvatarMotionTweaker), "AvatarMotionTweaker", "1.0.8", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
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[assembly: MelonLoader.MelonGame(null, "ChilloutVR")]
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[assembly: MelonLoader.MelonPlatform(MelonLoader.MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
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[assembly: MelonLoader.MelonPlatformDomain(MelonLoader.MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
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@ -1,5 +1,5 @@
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# Avatar Motion Tweaker
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This mod adds `Upright` parameter for usage in AAS animator and allows disabling legs autostep upon reaching specific `Upright` value.
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This mod adds features for AAS animator and avatar locomotion behaviour.
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# Usage
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Available mod's settings in `Settings - Implementation - Avatar Motion Tweaker`:
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* **Legs locomotion upright limit:** defines upright limit of legs autostep. If HMD tracking goes below set limit, legs autostep is disabled. Default value - 65.
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* Limit can be overrided by avatar. For this avatar has to have child gameobject with name `CrouchLimit` and its Y-axis location will be used as limit, should be in range [0.0, 1.0].
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* **IK locomotion override:** disables legs locomotion/autostep upon HMD reaching height of `CrouchLimit`; default value - `true`.
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* **Crouch limit:** defines first limit; default value - `65`.
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* Note: Can be overrided by avatar. For this avatar has to have child gameobject with name `CrouchLimit`, its Y-axis location will be used as limit, should be in range [0.0, 1.0].
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* **Detect pose (regular avatars):** forces regular avatars' animations to transit to crouching/proning animation states; default value - `true`.
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* Note: Avatar is considered as regular if its animator doesn't have `Upright` parameter.
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* **Prone limit (regular avatars):** defines second limit; default value - `30`.
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* Note: Can be overrided by avatar. For this avatar has to have child gameobject with name `ProneLimit`, its Y-axis location will be used as limit, should be in range [0.0, 1.0].
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* Note: Has no effect for mod compatible avatars.
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Available additional parameters for AAS animator:
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* **`Upright`:** defines linear coefficient between current viewpoint height and avatar's viewpoint height. Range - [0.0,1.0] (0.0 - floor, 1.0 - full standing).
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* Note: can be set as local-only (not synced) if starts with `#` character.
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* Note: Can be set as local-only (not synced) if starts with `#` character.
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* Note: Defining this parameter in AAS animator will consider avatar as compatible with mod.
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Additional avatars tweaks:
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* If avatar has child object with name `LocomotionOffset` its local position will be used for offsetting VRIK locomotion center.
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## Example of usage in AAS animator for mixed desktop and VR
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## Advanced usage in AAS animator for mixed desktop and VR
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* To differentiate between desktop and VR players use `CVR Parameter Stream` component on avatar's root gameobject. As example, `InVR` and `InFBT` are boolean typed animator parameters:
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* Add additional transitions between standing, crouching and proning blend trees:
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# Notes
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* Sometimes after restoring legs autostep avatar's torso shakes, currently investigating solution.
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* Usage of `Upright` parameter for transition between poses (standing/crouching/proning) in desktop mode is useless, because in this case your animations are updating value of `Upright` parameter, not the other way around.
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@ -10,17 +10,23 @@ namespace ml_amt
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enum ModSetting
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{
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IKOverride = 0,
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CrouchLimit
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CrouchLimit,
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DetectPose,
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ProneLimit
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};
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static bool ms_ikOverride = true;
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static float ms_crouchLimit = 0.65f;
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static bool ms_detectPose = true;
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static float ms_proneLimit = 0.3f;
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static MelonLoader.MelonPreferences_Category ms_category = null;
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static List<MelonLoader.MelonPreferences_Entry> ms_entries = null;
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static public event Action<bool> IKOverrideChange;
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static public event Action<float> CrouchLimitChange;
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static public event Action<bool> DetectPoseChange;
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static public event Action<float> ProneLimitChange;
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public static void Init()
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{
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ms_entries = new List<MelonLoader.MelonPreferences_Entry>();
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ms_entries.Add(ms_category.CreateEntry(ModSetting.IKOverride.ToString(), true));
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ms_entries.Add(ms_category.CreateEntry(ModSetting.CrouchLimit.ToString(), 65));
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ms_entries.Add(ms_category.CreateEntry(ModSetting.DetectPose.ToString(), true));
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ms_entries.Add(ms_category.CreateEntry(ModSetting.ProneLimit.ToString(), 30));
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Load();
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{
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ms_ikOverride = (bool)ms_entries[(int)ModSetting.IKOverride].BoxedValue;
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ms_crouchLimit = ((int)ms_entries[(int)ModSetting.CrouchLimit].BoxedValue) * 0.01f;
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ms_detectPose = (bool)ms_entries[(int)ModSetting.DetectPose].BoxedValue;
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ms_proneLimit = ((int)ms_entries[(int)ModSetting.ProneLimit].BoxedValue) * 0.01f;
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}
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static void OnSliderUpdate(string p_name, string p_value)
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{
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ms_crouchLimit = int.Parse(p_value) * 0.01f;
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CrouchLimitChange?.Invoke(ms_crouchLimit);
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}
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break;
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} break;
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case ModSetting.ProneLimit:
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{
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ms_proneLimit = int.Parse(p_value) * 0.01f;
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ProneLimitChange?.Invoke(ms_proneLimit);
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} break;
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}
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ms_entries[(int)l_setting].BoxedValue = int.Parse(p_value);
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{
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ms_ikOverride = bool.Parse(p_value);
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IKOverrideChange?.Invoke(ms_ikOverride);
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}
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break;
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} break;
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case ModSetting.DetectPose:
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{
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ms_detectPose = bool.Parse(p_value);
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DetectPoseChange?.Invoke(ms_detectPose);
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} break;
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}
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ms_entries[(int)l_setting].BoxedValue = bool.Parse(p_value);
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@ -108,5 +128,15 @@ namespace ml_amt
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{
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get => ms_ikOverride;
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}
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public static bool DetectPose
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{
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get => ms_detectPose;
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}
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public static float ProneLimit
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{
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get => ms_proneLimit;
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}
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}
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}
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@ -181,18 +181,32 @@ function inp_toggle_mod_amt(_obj, _callbackName) {
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</div>
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<div class ="row-wrapper">
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<div class ="option-caption">IK override: </div>
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<div class ="option-caption">IK locomotion override: </div>
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<div class ="option-input">
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<div id="IKOverride" class ="inp_toggle no-scroll" data-current="true"></div>
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</div>
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</div>
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<div class ="row-wrapper">
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<div class ="option-caption">Legs locomotion upright limit: </div>
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<div class ="option-caption">Crouch limit: </div>
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<div class ="option-input">
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<div id="CrouchLimit" class ="inp_slider no-scroll" data-min="0" data-max="100" data-current="65"></div>
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</div>
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</div>
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<div class ="row-wrapper">
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<div class ="option-caption">Detect pose (regular avatars): </div>
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<div class ="option-input">
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<div id="DetectPose" class ="inp_toggle no-scroll" data-current="true"></div>
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</div>
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</div>
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<div class ="row-wrapper">
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<div class ="option-caption">Prone limit (regular avatars): </div>
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<div class ="option-input">
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<div id="ProneLimit" class ="inp_slider no-scroll" data-min="0" data-max="100" data-current="30"></div>
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</div>
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</div>
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`;
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document.getElementById('settings-implementation').appendChild(l_block);
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