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reduced gravity effect in IK
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@ -670,7 +670,7 @@ void Rig::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::q
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glm::cross(worldAlignment, leverArm));
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float gravityAngle = glm::angle(gravityDelta);
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const float MIN_GRAVITY_ANGLE = 0.5f;
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const float MIN_GRAVITY_ANGLE = 0.1f;
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float mixFactor = 0.1f;
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if (gravityAngle < MIN_GRAVITY_ANGLE) {
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// the final rotation is a mix of the two
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