Andrew Meadows
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d7a28e1441
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enable shape collisions for MyAvatar skeleton
also some stubbery for main simulation loop
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2014-06-15 18:07:47 -07:00 |
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Andrew Meadows
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158c7de76e
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Ragdoll not an Entity. SkeletonModel is a Ragdoll
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2014-06-13 12:27:58 -07:00 |
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Andrew Meadows
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5bd37acdb8
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Changed RagDoll to Ragdoll
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2014-06-13 11:55:39 -07:00 |
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Andrew Meadows
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718b98f70a
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Only build shapes for models that need them
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2014-06-12 18:15:44 -07:00 |
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Andrew Meadows
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e0ebc61b25
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merge upstream/master into andrew/ragdoll
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2014-06-10 15:26:16 -07:00 |
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Andrew Meadows
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589b2e8fb7
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recover some code for one less magic vec3
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2014-06-09 16:12:54 -07:00 |
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Andrew Meadows
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e8b6338de9
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Fix IK for hydra hands.
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2014-06-09 15:40:29 -07:00 |
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Andrew Meadows
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5a76a9b4b1
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RagDoll keeps a pointer to list of shapes
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2014-06-09 11:04:20 -07:00 |
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Andrew Meadows
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8e536ebd9a
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Use NULL Shape* for non-colliding joints in Models
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2014-06-09 09:35:27 -07:00 |
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Andrew Meadows
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131a2c27b8
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move RagDoll to libraries/shared
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2014-06-06 15:51:50 -07:00 |
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Andrew Meadows
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551029c2f5
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slave SkeletonModel's collision shapes to RagDoll
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2014-06-06 08:51:22 -07:00 |
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Andrew Meadows
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1b2cd2e144
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adding RagDoll scaffold
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2014-06-05 11:07:35 -07:00 |
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Andrew Meadows
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212ac13802
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setRotation -> setJointRotationFromBindFrame
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2014-06-04 14:10:28 -07:00 |
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Andrew Meadows
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323fa70cf3
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remove last of "InModelFrame" qualifiers
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2014-06-04 14:03:29 -07:00 |
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Andrew Meadows
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ccfd620c84
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setJointPositionInModelFrame -> setJointPosition
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2014-06-04 13:56:37 -07:00 |
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Andrew Meadows
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3af4b1b333
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getJointPositionInModelFrame -> getJointPosition
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2014-06-04 13:51:43 -07:00 |
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Andrew Meadows
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971268d4f2
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setRotationInModelFrame -> setRotation
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2014-06-04 13:46:08 -07:00 |
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Andrew Meadows
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b3cabb8156
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applyRotationDeltaInModelFrame -> applyRotationDelta
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2014-06-04 13:43:15 -07:00 |
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Andrew Meadows
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d8f5e10947
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getPositionInModelFrame -> getPosition
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2014-06-04 13:36:54 -07:00 |
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Andrew Meadows
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4a3fbfcdee
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getRotationInModelFrame -> getRotation
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2014-06-04 13:34:58 -07:00 |
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Andrew Meadows
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4ae58153e0
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computeTransformInModelFrame -> computeTransform
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2014-06-04 13:31:31 -07:00 |
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Andrew Meadows
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d32e14ca04
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renames of JointState data members
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2014-06-04 13:27:28 -07:00 |
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Andrew Meadows
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19f0f453a5
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remove JointState::setRotation()
instead use JointState::setRotationInModelFrame()
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2014-06-04 11:52:07 -07:00 |
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Andrew Meadows
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30d936c15b
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getJointPosition -> getJointPositionInWorldFrame
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2014-06-04 10:52:10 -07:00 |
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Andrew Meadows
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14e782e439
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remove some JointState::getHybridTransform() calls
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2014-06-04 10:42:04 -07:00 |
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Andrew Meadows
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7f46e9d514
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remove JointState::getJointRotation()
(use getRotationModelFrame() instead)
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2014-06-03 15:42:38 -07:00 |
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Andrew Meadows
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e7f32c211b
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remove world-frame hand/palm set methods
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2014-06-03 14:48:57 -07:00 |
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Andrew Meadows
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05af993262
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Add more model-frame methods
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2014-06-03 14:24:04 -07:00 |
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Andrew Meadows
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03bf1fe69d
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Add joint manipulations in model-frame
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2014-06-03 14:04:09 -07:00 |
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Andrew Meadows
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f99489c157
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rolling back previous change for IK instability
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2014-06-03 10:40:30 -07:00 |
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Andrew Meadows
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d7be5faa9d
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unravel rotation code by giving proper names
The goal is: eliminate dependency on JointState::_combinedRotation
(which is joint-to-world) and store joint-to-model transforms instead
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2014-06-02 14:43:25 -07:00 |
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Andrew Meadows
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9b3773fa3b
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remove 'fromBind' argument to getJointRotation()
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2014-06-02 14:20:13 -07:00 |
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Andrew Meadows
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a62a270004
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merge andrew/inertia into andrew/ragdoll
Conflicts:
interface/src/avatar/Avatar.cpp
interface/src/renderer/Model.h
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2014-06-02 11:56:27 -07:00 |
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Andrew Meadows
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9e60b758df
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Made JointState transforms private.
Also changed some function names to be more descriptive.
Using "Hybrid" to describe frame with world-rotation + model-local-origin.
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2014-06-02 11:34:59 -07:00 |
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Andrew Meadows
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8e7daed2b3
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Merge upsrtream/master into andrew/inertia
Conflicts:
interface/src/renderer/Model.cpp
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2014-06-02 11:32:23 -07:00 |
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Andrzej Kapolka
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164192fb50
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If the skeleton doesn't have eye joints (as with the Fuse models), make up
some positions based on the head and neck joints.
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2014-05-30 11:03:46 -07:00 |
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Andrew Meadows
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4eb4334ed8
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replace Model::setJointRotation() with JointState::setRotation()
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2014-05-30 09:57:32 -07:00 |
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Andrew Meadows
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6efa851104
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minor cleanup + use 'fraction' instead of 'percent'
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2014-05-29 15:44:27 -07:00 |
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Andrew Meadows
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2e99d316ac
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remove JointState::_translation
(use corresponding data in FBXJoint instead)
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2014-05-29 12:52:05 -07:00 |
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Andrew Meadows
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a898fcbf75
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move details of getJointRotation() into JointState
also: remove unused getLeft/RightHandRotation() methods
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2014-05-29 11:43:25 -07:00 |
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Andrew Meadows
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4cf5628783
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move applyRotationDelta() from Model to JointState
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2014-05-29 10:00:55 -07:00 |
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Andrew Meadows
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9f2a4ae626
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Make JointState a proper class
JointState gets a pointer to its corresponding FBXJoint
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2014-05-28 16:49:39 -07:00 |
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Andrew Meadows
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13f11e1056
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Remove "fromBind" arg in Model::setJointRotation
It was always set 'true'.
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2014-05-28 14:53:32 -07:00 |
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Andrew Meadows
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9f72d6ca3f
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fix bug -- negate logic around invalid joint index
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2014-05-27 15:53:20 -07:00 |
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Andrew Meadows
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ae3b792a35
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move face/head code from Model into SkeletonModel
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2014-05-27 15:28:41 -07:00 |
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Andrew Meadows
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6efa417742
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move hand/arm stuff from Model to SkeletonModel
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2014-05-27 15:06:50 -07:00 |
|
Andrzej Kapolka
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d4af39a9f5
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Working on handling animation priorities to prevent Hydra move/restore from
interfering with scripted animations.
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2014-05-22 14:41:46 -07:00 |
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Andrzej Kapolka
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4a23c0cfd9
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Fix for arms' getting twisted up with new IK.
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2014-05-16 16:25:24 -07:00 |
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Andrzej Kapolka
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301234a397
|
Tabs -> spaces.
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2014-05-15 15:34:01 -07:00 |
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Andrzej Kapolka
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3eefb6a93e
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Rotation bits for alternate IK.
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2014-05-15 15:32:32 -07:00 |
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