diff --git a/ml_amt/README.md b/ml_amt/README.md index 0733e6f..d4c00c1 100644 --- a/ml_amt/README.md +++ b/ml_amt/README.md @@ -13,7 +13,7 @@ Available mod's settings in `Settings - Implementation - Avatar Motion Tweaker`: * **IK override while crouching:** disables legs locomotion/autostep upon HMD reaching `Crouch limit`; default value - `true`. * **Crouch limit:** defines crouch limit; default value - `65`. * 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]. -* **IK override while crouching:** disables legs locomotion/autostep upon HMD reaching height of `Prone limit`; default value - `true`. +* **IK override while crouching:** disables legs locomotion/autostep upon HMD reaching `Prone limit`; default value - `true`. * **Prone limit:** defines second limit; default value - `30`. * 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]. * **IK override while flying:** disables legs locomotion/autostep in fly mode; default value - `true`. @@ -31,6 +31,3 @@ Available additional parameters for AAS animator: Additional avatars tweaks: * If avatar has child object with name `LocomotionOffset` its local position will be used for offsetting VRIK locomotion mass center. - -# Notes -* 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.