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wrist action works in rig now
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5c26bbec5c
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2 changed files with 4 additions and 4 deletions
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@ -285,7 +285,7 @@ const AnimPoseVec& AnimPoleVectorConstraint::evaluate(const AnimVariantMap& anim
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qCDebug(animation) << " anim pole vector theta from rig right" << thetaFromRig;
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fred = thetaFromRig;
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}
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/*
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glm::quat relativeHandRotation = (midPose.inverse() * tipPose).rot();
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relativeHandRotation = glm::normalize(relativeHandRotation);
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@ -466,7 +466,7 @@ const AnimPoseVec& AnimPoleVectorConstraint::evaluate(const AnimVariantMap& anim
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} else {
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fred += twistCorrection;
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}
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*/
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_lastTheta = 0.5f * _lastTheta + 0.5f * fred;
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//qCDebug(animation) << "twist correction: " << twistCorrection << " flex correction: " << flexCorrection << " ulnar correction " << ulnarCorrection;
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@ -2028,9 +2028,9 @@ bool Rig::calculateElbowPoleVectorOptimized(int handIndex, int elbowIndex, int s
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//qCDebug(animation) << "theta in rig " << left << " isLeft " << theta;
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//return theta;
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if (left) {
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_animVars.set("thetaLeft", halfTheta);
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_animVars.set("thetaLeft", theta);
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} else {
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_animVars.set("thetaRight", halfTheta);
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_animVars.set("thetaRight", theta);
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}
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// convert theta back to pole vector
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float lastDot = cosf(((180.0f - theta) / 180.0f)*PI);
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