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adding the shoulder rotation back in
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1 changed files with 8 additions and 8 deletions
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@ -125,8 +125,8 @@ const AnimPoseVec& AnimSplineIK::evaluate(const AnimVariantMap& animVars, const
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AnimPose afterSolveSecondaryTarget = _skeleton->getAbsolutePose(_secondaryTargetIndex, _poses);
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glm::quat secondaryTargetRotation = animVars.lookupRigToGeometry(_secondaryTargetRotationVar, afterSolveSecondaryTarget.rot());
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// updatedSecondaryTarget = AnimPose(secondaryTargetRotation, afterSolveSpine2.trans());
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updatedSecondaryTarget = AnimPose(afterSolveSecondaryTarget.rot(), afterSolveSecondaryTarget.trans());
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updatedSecondaryTarget = AnimPose(secondaryTargetRotation, afterSolveSecondaryTarget.trans());
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//updatedSecondaryTarget = AnimPose(afterSolveSecondaryTarget.rot(), afterSolveSecondaryTarget.trans());
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}
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@ -141,10 +141,10 @@ const AnimPoseVec& AnimSplineIK::evaluate(const AnimVariantMap& animVars, const
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secondaryTarget.setPose(updatedSecondaryTarget.rot(), updatedSecondaryTarget.trans());
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secondaryTarget.setWeight(weight2);
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const float* flexCoefficients2 = new float[3]{ 1.0f, 1.0f, 1.0f };
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const float* flexCoefficients2 = new float[3]{ 1.0f, 0.5f, 0.25f };
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secondaryTarget.setFlexCoefficients(3, flexCoefficients2);
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}
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/*
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AnimChain secondaryJointChain;
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AnimPose beforeSolveChestNeck;
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if (_poses.size() > 0) {
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@ -157,7 +157,7 @@ const AnimPoseVec& AnimSplineIK::evaluate(const AnimVariantMap& animVars, const
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secondaryJointChain.outputRelativePoses(_poses);
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}
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*/
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const float FRAMES_PER_SECOND = 30.0f;
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_interpAlphaVel = FRAMES_PER_SECOND / _interpDuration;
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@ -183,9 +183,9 @@ const AnimPoseVec& AnimSplineIK::evaluate(const AnimVariantMap& animVars, const
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AnimPose finalNeckAbsolute = AnimPose(safeLerp(target2.getRotation(), target.getRotation(), 1.0f),neckAbsolute.trans());
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_poses[headParent] = spine2Target.inverse() * beforeSolveChestNeck;
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*/
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//AnimPose tipTarget(target.getRotation(),target.getTranslation());
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//AnimPose tipRelativePose = _skeleton->getAbsolutePose(tipParent,_poses).inverse() * headTarget;
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//_poses[_tipJointIndex] = tipHeadRelativePose;
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AnimPose tipTarget(target.getRotation(),target.getTranslation());
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AnimPose tipRelativePose = _skeleton->getAbsolutePose(tipParent,_poses).inverse() * tipTarget;
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_poses[_tipJointIndex] = tipRelativePose;
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}
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// debug render ik targets
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