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avoid unecessary computation of last absolutePose
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@ -263,7 +263,7 @@ const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVar
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// only update the absolutePoses that need it: those between lowestMovedIndex and _maxTargetIndex
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if (lowestMovedIndex < _maxTargetIndex) {
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for (int i = lowestMovedIndex; i <= _maxTargetIndex; ++i) {
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for (int i = lowestMovedIndex; i < _maxTargetIndex; ++i) {
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int parentIndex = _skeleton->getParentIndex(i);
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if (parentIndex != -1) {
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absolutePoses[i] = absolutePoses[parentIndex] * _relativePoses[i];
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