* When computing tipPosition, for the next iteration of the CCD,
use the leverArm before it's projected onto the lowerSpine twist axis.
* fix for acos() that was going outside of valid domain. (-1.0, 1.0)
Now there are two sets of of jump takeoff and in-air animations.
* Run - Used when the character jumps or falls with a small forward velocity.
* Standing - Used when the character jumps or falls in-place or backward.
CharacterController
* increased takeoff duration to 250 ms
* increased takeoff to fly duration to 1100 ms
* added standing jump and in-air animations
* added 250 milisecond delay between ground and hover, to prevent going into hover when walking over cracks.
* take-off to in-air transitions now use the new snapshotPrev interp type for a smoother tweening.
interpType defines how the interpolation between two states is performed.
* SnapshotBoth: Stores two snapshots, the previous animation before interpolation begins and the target state at the
interTarget frame. Then during the interpolation period the two snapshots are interpolated to produce smooth motion between them.
* SnapshotPrev: Stores a snapshot of the previous animation before interpolation begins. However the target state is
evaluated dynamically. During the interpolation period the previous snapshot is interpolated with the target pose
to produce smooth motion between them. This mode is useful for interping into a blended animation where the actual
blend factor is not known at the start of the interp or is might change dramatically during the interp.
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.