Revert IK pose consideration

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SDraw 2023-04-18 13:50:08 +03:00
parent 823a76d95a
commit 9839169cc1
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@ -145,20 +145,14 @@ namespace ml_prm
void LateUpdate() void LateUpdate()
{ {
if(m_avatarReady && m_enabled) if(m_avatarReady && m_enabled && !BodySystem.isCalibrating)
{ {
if(BodySystem.isCalibratedAsFullBody && !BodySystem.isCalibrating) if(BodySystem.isCalibratedAsFullBody)
BodySystem.TrackingPositionWeight = 0f; BodySystem.TrackingPositionWeight = 0f;
foreach(var l_link in m_boneLinks) foreach(var l_link in m_boneLinks)
l_link.Item1.CopyGlobal(l_link.Item2); l_link.Item1.CopyGlobal(l_link.Item2);
} }
if(m_avatarReady && !m_enabled && (m_vrIK != null))
{
foreach(var l_link in m_boneLinks)
l_link.Item2.CopyGlobal(l_link.Item1);
}
} }
// Game events // Game events
@ -426,11 +420,8 @@ namespace ml_prm
m_reachedGround = false; // Force player to unragdoll and reach ground first m_reachedGround = false; // Force player to unragdoll and reach ground first
// Copy before set to non-kinematic to reduce stacked forces // Copy before set to non-kinematic to reduce stacked forces
if(m_vrIK == null) foreach(var l_link in m_boneLinks)
{ l_link.Item2.CopyGlobal(l_link.Item1);
foreach(var l_link in m_boneLinks)
l_link.Item2.CopyGlobal(l_link.Item1);
}
foreach(Rigidbody l_body in m_rigidBodies) foreach(Rigidbody l_body in m_rigidBodies)
l_body.isKinematic = false; l_body.isKinematic = false;