Ignoring FBT for IK tweaking

This commit is contained in:
SDraw 2023-02-18 08:59:47 +03:00
parent 268fec558f
commit 98af853aa0
2 changed files with 26 additions and 19 deletions

View file

@ -293,29 +293,32 @@ namespace ml_amt
if(m_detectEmotes && m_emoteActive) if(m_detectEmotes && m_emoteActive)
m_vrIk.solver.IKPositionWeight = 0f; 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; if((m_ikOverrideCrouch && (m_poseState != PoseState.Standing)) || (m_ikOverrideProne && (m_poseState == PoseState.Proning)))
l_legsOverride = true; {
} m_vrIk.solver.locomotion.weight = 0f;
if(m_ikOverrideFly && MovementSystem.Instance.flying) m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
{ m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
m_vrIk.solver.locomotion.weight = 0f; l_legsOverride = true;
m_vrIk.solver.leftLeg.useAnimatedBendNormal = true; }
m_vrIk.solver.rightLeg.useAnimatedBendNormal = true; if(m_ikOverrideFly && MovementSystem.Instance.flying)
l_legsOverride = true; {
} m_vrIk.solver.locomotion.weight = 0f;
m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
if(m_ikOverrideJump && !m_grounded && !MovementSystem.Instance.flying) m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
{ l_legsOverride = true;
m_vrIk.solver.locomotion.weight = 0f; }
m_vrIk.solver.leftLeg.useAnimatedBendNormal = true; if(m_ikOverrideJump && !m_grounded && !MovementSystem.Instance.flying)
m_vrIk.solver.rightLeg.useAnimatedBendNormal = true; {
l_legsOverride = true; 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); 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) if(l_legsOverride && l_solverActive && m_followHips && (!m_moving || (m_poseState == PoseState.Proning)) && m_inVR && !BodySystem.isCalibratedAsFullBody)
{ {
m_vrIk.solver.plantFeet = false; m_vrIk.solver.plantFeet = false;

View file

@ -18,6 +18,10 @@
<DebugSymbols>false</DebugSymbols> <DebugSymbols>false</DebugSymbols>
</PropertyGroup> </PropertyGroup>
<ItemGroup>
<Compile Remove="Test.cs" />
</ItemGroup>
<ItemGroup> <ItemGroup>
<None Remove="AvatarMotionTweaker.json" /> <None Remove="AvatarMotionTweaker.json" />
<None Remove="resources\menu.js" /> <None Remove="resources\menu.js" />