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Speed up acceleration and blends slightly per Joshua, add kicks to turn anim.
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d9065affad
commit
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4 changed files with 11 additions and 11 deletions
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@ -824,7 +824,7 @@
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"children": [
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"children": [
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],
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],
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"data": {
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"data": {
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"endFrame": 400,
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"endFrame": 200,
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"loopFlag": true,
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"loopFlag": true,
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"startFrame": 1,
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"startFrame": 1,
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"timeScale": 1,
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"timeScale": 1,
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@ -837,7 +837,7 @@
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"children": [
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"children": [
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],
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],
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"data": {
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"data": {
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"endFrame": 400,
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"endFrame": 200,
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"loopFlag": true,
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"loopFlag": true,
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"startFrame": 1,
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"startFrame": 1,
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"timeScale": 1,
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"timeScale": 1,
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@ -896,8 +896,8 @@
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{
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{
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"easingType": "easeInOutQuad",
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"easingType": "easeInOutQuad",
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"id": "seatedTurnLeft",
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"id": "seatedTurnLeft",
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"interpDuration": 25,
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"interpDuration": 22,
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"interpTarget": 25,
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"interpTarget": 22,
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"interpType": "evaluateBoth",
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"interpType": "evaluateBoth",
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"transitions": [
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"transitions": [
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{
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{
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@ -913,8 +913,8 @@
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{
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{
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"easingType": "easeInOutQuad",
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"easingType": "easeInOutQuad",
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"id": "seatedTurnRight",
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"id": "seatedTurnRight",
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"interpDuration": 25,
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"interpDuration": 22,
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"interpTarget": 25,
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"interpTarget": 22,
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"interpType": "evaluateBoth",
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"interpType": "evaluateBoth",
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"transitions": [
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"transitions": [
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{
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{
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@ -930,8 +930,8 @@
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{
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{
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"easingType": "easeInOutQuad",
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"easingType": "easeInOutQuad",
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"id": "seatedTurnRight_to_Idle",
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"id": "seatedTurnRight_to_Idle",
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"interpDuration": 25,
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"interpDuration": 22,
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"interpTarget": 25,
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"interpTarget": 22,
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"interpType": "evaluateBoth",
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"interpType": "evaluateBoth",
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"transitions": [
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"transitions": [
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{
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{
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@ -951,8 +951,8 @@
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{
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{
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"easingType": "easeInOutQuad",
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"easingType": "easeInOutQuad",
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"id": "seatedTurnLeft_to_Idle",
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"id": "seatedTurnLeft_to_Idle",
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"interpDuration": 25,
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"interpDuration": 22,
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"interpTarget": 25,
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"interpTarget": 22,
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"interpType": "evaluateBoth",
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"interpType": "evaluateBoth",
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"transitions": [
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"transitions": [
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{
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{
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@ -3516,7 +3516,7 @@ void MyAvatar::updateOrientation(float deltaTime) {
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float direction = -getDriveKey(TRANSLATE_X);
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float direction = -getDriveKey(TRANSLATE_X);
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float seatedTargetSpeed = direction * _yawSpeed * deltaTime; //deg/renderframe
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float seatedTargetSpeed = direction * _yawSpeed * deltaTime; //deg/renderframe
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const float SEATED_ROTATION_ACCEL_SCALE = 3.0;
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const float SEATED_ROTATION_ACCEL_SCALE = 3.5;
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float blend = deltaTime * SEATED_ROTATION_ACCEL_SCALE;
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float blend = deltaTime * SEATED_ROTATION_ACCEL_SCALE;
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if (blend > 1.0f) {
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if (blend > 1.0f) {
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