HeelAdjust2

Plugins HeelAdjust2

This version also looks for packaged presets in the var. If you already have a local preset for a given item, the packaged one will be ignored though.
So far I included presets for VL13-BootsMS, prestigitis-210105 and MrGiggly-GPumpsHeelHigh, which I did myself.

If you send me your preset files I'll include them in the var!
Various rotation options fixed
The option "Lock Toe Joint" now also parents the toe collider to the foot. This drastically improves collision and eliminates penetration with other objects.
You have to keep this "off" while editing presets though. The "Foot Slope" slider is not interactable while it's "on".
  • Fixed wrong delta calculation when no heels were equipped (or their slope was 0)
  • improved delta algorithm and logic when it's triggered
  • option to disable the auto calculation
There are a lot of scenes where the foot is already bent down. This lead to overly bent ankles if you loaded up this plugin. To counter that I implemented the following:
  • The plugin analyses the original pose and calculates "Deltas" to counteract the rotation that would normally come with the heels.
  • The Deltas are calculated based on the value of "Max Foot Slope" that you can set. If the original rotation + heel rotation would overshoot this value, the resulting rotation is capped. So no overbending anymore.
  • You can further refine the Deltas to your liking or recalculate them for the given pose
  • The best part is, that the recalculation is triggered whenever a pose preset is loaded, be it manually or through the pose system of timeline.
    The algorithm isn't perfect, because it uses bone data stored in the preset and the actual rotation slightly differs because of the physics. But I think it yields good enough results so that you can scrub through the poses in scenes without having to andjust anything.
  • You can disable the collision of the heels if it gets in the way (-> only pose adjustments). The collision with clothing is still present.
  • You can toggle the last heel item in the plugin UI.
I changed the way the height offset works to make it more intuitive:
  • The default mode is "None", so you won't get any offset on scene or plugin load (messing things up)
  • If you switch the dropdown to "Feet" or "Root" you'll get instant feedback. The height changes when you
    • equip or unequip an item with a preset
    • change the height of the heel collider
    • disable or enable the plugin
    • remove or reload the plugin
    • change the mode, of course
The default heights (flat foot) are stored on plugin load. If you want to change these, you have to remove the plugin, then reposition the controllers as needed, and load up the plugin again. Reloading does not work, as the positions get restored to the baseline OnDestroy, reverting your manual changes. This is a bit odd, I know, but I did not find a good solution for this.
you have to set the mode to "None", make adjustments and reload the plugin.
  • Fixed an error on scene load introduced in v3
  • Fixed some other quirks that could happen in some rare occasions
  • UI: The "Reload" button now indicates if you're currently using data found in the scene.json, a local preset or none at all.
Print statement removed
Thanks again @Stopper for the GPUColliders (and @Acid Bubbles, who was quoted by Stopper).
  • The heel and toe colliders now interact with cloth (and hair, not tested) thanks to the GPU colliders I have added.
  • offset.y is gone, since it's redundant. Use scale.y instead. Presets using it will still load propperly though.
  • Fixed the y-rotation of the heel collider. The order of rotations was wrong. You have to redo presets using it.
A huge thank you goes to @Stopper, who put me on the right track to get this working.

  • The foot pose now is independent of the controllers x-rotation and will be exactly as it should, without affecting the knees or anything else. You should keep the toe controllers position and rotation states 'off' though. But that shouldn't be a problem if you lock them via the toggles.
    This should play very well with flat-footed animations.
  • The option to rotate the controllers is gone.
  • Height adjustment: Fixed a wrong calculation (it was to high) and it now disables collision on the model for 0.5s to get the heels out of the floor.
  • Fix: Fixed a bug that appeared on preset load and made the heel collider a bit lager than the saved value.
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