From 98af853aa06854d38d3f45e51ae7da6eb5e98a08 Mon Sep 17 00:00:00 2001 From: SDraw Date: Sat, 18 Feb 2023 08:59:47 +0300 Subject: [PATCH] Ignoring FBT for IK tweaking --- ml_amt/MotionTweaker.cs | 41 ++++++++++++++++++++++------------------- ml_amt/ml_amt.csproj | 4 ++++ 2 files changed, 26 insertions(+), 19 deletions(-) diff --git a/ml_amt/MotionTweaker.cs b/ml_amt/MotionTweaker.cs index 52e70d0..3debec3 100644 --- a/ml_amt/MotionTweaker.cs +++ b/ml_amt/MotionTweaker.cs @@ -293,29 +293,32 @@ namespace ml_amt if(m_detectEmotes && m_emoteActive) m_vrIk.solver.IKPositionWeight = 0f; - if((m_ikOverrideCrouch && (m_poseState != PoseState.Standing)) || (m_ikOverrideProne && (m_poseState == PoseState.Proning))) + if(!BodySystem.isCalibratedAsFullBody) { - m_vrIk.solver.locomotion.weight = 0f; - l_legsOverride = true; - } - if(m_ikOverrideFly && MovementSystem.Instance.flying) - { - m_vrIk.solver.locomotion.weight = 0f; - m_vrIk.solver.leftLeg.useAnimatedBendNormal = true; - m_vrIk.solver.rightLeg.useAnimatedBendNormal = true; - l_legsOverride = true; - } - - if(m_ikOverrideJump && !m_grounded && !MovementSystem.Instance.flying) - { - m_vrIk.solver.locomotion.weight = 0f; - m_vrIk.solver.leftLeg.useAnimatedBendNormal = true; - m_vrIk.solver.rightLeg.useAnimatedBendNormal = true; - l_legsOverride = true; + if((m_ikOverrideCrouch && (m_poseState != PoseState.Standing)) || (m_ikOverrideProne && (m_poseState == PoseState.Proning))) + { + m_vrIk.solver.locomotion.weight = 0f; + m_vrIk.solver.leftLeg.useAnimatedBendNormal = true; + m_vrIk.solver.rightLeg.useAnimatedBendNormal = true; + l_legsOverride = true; + } + if(m_ikOverrideFly && MovementSystem.Instance.flying) + { + m_vrIk.solver.locomotion.weight = 0f; + m_vrIk.solver.leftLeg.useAnimatedBendNormal = true; + m_vrIk.solver.rightLeg.useAnimatedBendNormal = true; + l_legsOverride = true; + } + if(m_ikOverrideJump && !m_grounded && !MovementSystem.Instance.flying) + { + m_vrIk.solver.locomotion.weight = 0f; + m_vrIk.solver.leftLeg.useAnimatedBendNormal = true; + m_vrIk.solver.rightLeg.useAnimatedBendNormal = true; + l_legsOverride = true; + } } bool l_solverActive = !Mathf.Approximately(m_vrIk.solver.IKPositionWeight, 0f); - if(l_legsOverride && l_solverActive && m_followHips && (!m_moving || (m_poseState == PoseState.Proning)) && m_inVR && !BodySystem.isCalibratedAsFullBody) { m_vrIk.solver.plantFeet = false; diff --git a/ml_amt/ml_amt.csproj b/ml_amt/ml_amt.csproj index 488cd77..50899c6 100644 --- a/ml_amt/ml_amt.csproj +++ b/ml_amt/ml_amt.csproj @@ -18,6 +18,10 @@ false + + + +