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Notice:

This will not be receiving any updates until ChilloutVR's IKSystem is fixed.

I do not want to release a locomotion prefab that has to mitigate animation bleeding into FBT IK.

CCK.BaseAnimatorPatch

image

features

  • Less use of anystate.
  • Better jump/fall animations.
  • Emotes don't get stuck first time for desktop keybind press.
  • FBT disable locomotion toggle, forces TPose if enabled.
  • Split logic for Desktop, VR, and FBT.
  • Emotes can be changed mid-emote, allowing dance spam.
  • Support for AvatarMotionTweaker using Upright parameter.
  • Improved crawl animation from mixamo.
  • Improved crouch idle to prevent feet clipping.
  • Parameter to easily change Motion speed.
  • Desktop smooth stand, crouch, and prone transitions.

note

this animator makes heavy use of transition interupts and transition order, so messing with any built-in transitions may break functionality or make the animator feel more clunky

This is pretty much a from-scratch animator based on what I use personally for my models for CVR and VRC. Feel free to use this as a base for your avatars.

preview

jumpin

Unity_k124iU4BAI.mp4

crawlin

Unity_9tJFqQdLB0.mp4

emotin

Unity_3xtIZXXRhi.mp4

sources

Mixamo - low crawl animations (link)

ABI.CCK - original crouch animation (link)

Xiexie - jump/fall animations (link)

Blender - constraints and bake action features that both drove me mad and made my shit actually not shit


Here is the block of text where I tell you it's not my fault if you're bad at Unity.

Use of this Unity Script is done so at the user's own risk and the creator cannot be held responsible for any issues arising from its use.