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48 lines
2.8 KiB
Markdown
48 lines
2.8 KiB
Markdown
# Avatar Motion Tweaker
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This mod adds features for AAS animator and avatar locomotion behaviour.
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# Installation
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* Install [latest MelonLoader](https://github.com/LavaGang/MelonLoader)
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* Get [latest release DLL](../../../releases/latest):
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* Put `ml_amt.dll` in `Mods` folder of game
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# Usage
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Available mod's settings in `Settings - Implementation - Avatar Motion Tweaker`:
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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: 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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## 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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* Add conditions for new VR transitions:
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* Standing -> Crouching:
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* Crouching -> Standing:
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* Crouching -> Proning:
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* Proning -> Crouching:
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* Add condition check for all desktop transitions:
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# Notes
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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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