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re-enabled ik off by default on Desktop
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commit
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1 changed files with 23 additions and 21 deletions
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@ -1064,28 +1064,30 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
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t += deltaTime;
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if (_enableInverseKinematics) {
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_animVars.set("ikOverlayAlpha", 1.0f);
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_animVars.set("splineIKEnabled", true);
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_animVars.set("leftHandIKEnabled", true);
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_animVars.set("rightHandIKEnabled", true);
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_animVars.set("leftFootIKEnabled", true);
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_animVars.set("rightFootIKEnabled", true);
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_animVars.set("leftFootPoleVectorEnabled", true);
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_animVars.set("rightFootPoleVectorEnabled", true);
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} else {
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_animVars.set("ikOverlayAlpha", 0.0f);
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_animVars.set("splineIKEnabled", false);
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_animVars.set("leftHandIKEnabled", false);
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_animVars.set("rightHandIKEnabled", false);
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_animVars.set("leftFootIKEnabled", false);
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_animVars.set("rightFootIKEnabled", false);
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_animVars.set("leftHandPoleVectorEnabled", false);
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_animVars.set("rightHandPoleVectorEnabled", false);
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_animVars.set("leftFootPoleVectorEnabled", false);
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_animVars.set("rightFootPoleVectorEnabled", false);
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if (_enableInverseKinematics != _lastEnableInverseKinematics) {
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if (_enableInverseKinematics) {
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_animVars.set("ikOverlayAlpha", 1.0f);
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_animVars.set("splineIKEnabled", true);
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_animVars.set("leftHandIKEnabled", true);
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_animVars.set("rightHandIKEnabled", true);
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_animVars.set("leftFootIKEnabled", true);
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_animVars.set("rightFootIKEnabled", true);
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_animVars.set("leftFootPoleVectorEnabled", true);
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_animVars.set("rightFootPoleVectorEnabled", true);
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} else {
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_animVars.set("ikOverlayAlpha", 0.0f);
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_animVars.set("splineIKEnabled", false);
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_animVars.set("leftHandIKEnabled", false);
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_animVars.set("rightHandIKEnabled", false);
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_animVars.set("leftFootIKEnabled", false);
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_animVars.set("rightFootIKEnabled", false);
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_animVars.set("leftHandPoleVectorEnabled", false);
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_animVars.set("rightHandPoleVectorEnabled", false);
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_animVars.set("leftFootPoleVectorEnabled", false);
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_animVars.set("rightFootPoleVectorEnabled", false);
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}
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_lastEnableInverseKinematics = _enableInverseKinematics;
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}
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_lastEnableInverseKinematics = _enableInverseKinematics;
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}
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_lastForward = forward;
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_lastPosition = worldPosition;
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