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2.8 KiB
2.8 KiB
Avatar Motion Tweaker
This mod adds features for AAS animator and avatar locomotion behaviour.
Installation
- Install latest MelonLoader
- Get latest release DLL:
- Put
ml_amt.dll
inMods
folder of game
- Put
Usage
Available mod's settings in Settings - Implementation - Avatar Motion Tweaker
:
- IK locomotion override: disables legs locomotion/autostep upon HMD reaching height of
CrouchLimit
; default value -true
. - Crouch limit: defines first 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].
- Note: Can be overrided by avatar. For this avatar has to have child gameobject with name
- Detect pose (regular avatars): forces regular avatars' animations to transit to crouching/proning animation states; default value -
true
.- Note: Avatar is considered as regular if its animator doesn't have
Upright
parameter.
- Note: Avatar is considered as regular if its animator doesn't have
- Prone limit (regular avatars): 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]. - Note: Has no effect for mod compatible avatars.
- Note: Can be overrided by avatar. For this avatar has to have child gameobject with name
Available additional parameters for AAS animator:
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).- Note: Can be set as local-only (not synced) if starts with
#
character. - Note: Defining this parameter in AAS animator will consider avatar as compatible with mod.
- Note: Can be set as local-only (not synced) if starts with
Additional avatars tweaks:
- If avatar has child object with name
LocomotionOffset
its local position will be used for offsetting VRIK locomotion center.
Advanced usage in AAS animator for mixed desktop and VR
- To differentiate between desktop and VR players use
CVR Parameter Stream
component on avatar's root gameobject. As example,InVR
andInFBT
are boolean typed animator parameters:
- Add additional transitions between standing, crouching and proning blend trees:
- Add conditions for new VR transitions:
- Add condition check for all desktop transitions:
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 ofUpright
parameter, not the other way around. - Please, keep your avatar root object at identity scale. Thank you.