A AnimContext class was introduced. This context is passed into every node during evaluation/overlay.
It holds non-animVar "global" data passed from the application.
(cherry picked from commit a028d3ba58)
A AnimContext class was introduced. This context is passed into every node during evaluation/overlay.
It holds non-animVar "global" data passed from the application.
This options are for for developers only and might help debug animation related issues.
* Enable Inverse Kinematics: this can be toggled to disable IK for the avatar.
* Enable Anim Pre and Post Rotations: this option can be used to use FBX pre-rotations from source avatar animations, instead of the current default, which is to use them from the source model.
This only effects FBX files loaded by the animation system, it does not affect changing model orientations via JavaScript.
This will recurse the tree and call setCurrentFrameInternal on each node.
This method can be overriden, currently the only meaningful implementation is AnimClip.
* added AnimPose::copyFromNetworkAnim() which
should, re-map bone ids to match the current
skeleton, and fill in missing bones with bind
pose frames.
* added ability to set a skeleton on a node.
I might need to add a recursive version of this.
* it compiles!
* tests run!