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Hips should no longer waggle when feet are active
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8602d57a57
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1 changed files with 6 additions and 2 deletions
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@ -870,9 +870,9 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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float scaleFactor = ((offsetLength - MIN_HIPS_OFFSET_LENGTH) / offsetLength);
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glm::vec3 hipsOffset = scaleFactor * _hipsOffset;
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if (_hipsParentIndex == -1) {
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_relativePoses[_hipsIndex].trans() = underPoses[_hipsIndex].trans() + hipsOffset;
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_relativePoses[_hipsIndex].trans() = _relativePoses[_hipsIndex].trans() + hipsOffset;
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} else {
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auto absHipsPose = _skeleton->getAbsolutePose(_hipsIndex, underPoses);
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auto absHipsPose = _skeleton->getAbsolutePose(_hipsIndex, _relativePoses);
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absHipsPose.trans() += hipsOffset;
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_relativePoses[_hipsIndex] = _skeleton->getAbsolutePose(_hipsParentIndex, _relativePoses).inverse() * absHipsPose;
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}
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@ -1732,6 +1732,10 @@ void AnimInverseKinematics::initRelativePosesFromSolutionSource(SolutionSource s
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break;
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case SolutionSource::RelaxToLimitCenterPoses:
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blendToPoses(_limitCenterPoses, underPoses, RELAX_BLEND_FACTOR);
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// special case for hips: copy over hips pose whether or not IK is enabled.
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if (_hipsIndex >= 0 && _hipsIndex < _relativePoses.size()) {
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_relativePoses[_hipsIndex] = _limitCenterPoses[_hipsIndex];
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}
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break;
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case SolutionSource::PreviousSolution:
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// do nothing... _relativePoses is already the previous solution
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