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working on the two bone ik for the hands
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2 changed files with 2262 additions and 45 deletions
2213
interface/resources/avatar/avatar-animation_twoboneIK.json
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2213
interface/resources/avatar/avatar-animation_twoboneIK.json
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@ -52,11 +52,11 @@ const AnimPoseVec& AnimSplineIK::evaluate(const AnimVariantMap& animVars, const
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// check to see if we actually need absolute poses.
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// check to see if we actually need absolute poses.
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AnimPoseVec absolutePoses;
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AnimPoseVec absolutePoses;
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absolutePoses.resize(_poses.size());
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absolutePoses.resize(_poses.size());
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//computeAbsolutePoses(absolutePoses);
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computeAbsolutePoses(absolutePoses);
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AnimPoseVec absolutePoses2;
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AnimPoseVec absolutePoses2;
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absolutePoses2.resize(_poses.size());
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absolutePoses2.resize(_poses.size());
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// do this later
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// do this later
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computeAbsolutePoses(absolutePoses2);
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//computeAbsolutePoses(absolutePoses2);
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int jointIndex2 = _skeleton->nameToJointIndex("Spine2");
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int jointIndex2 = _skeleton->nameToJointIndex("Spine2");
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AnimPose origSpine2PoseAbs = _skeleton->getAbsolutePose(jointIndex2, _poses);
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AnimPose origSpine2PoseAbs = _skeleton->getAbsolutePose(jointIndex2, _poses);
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@ -68,44 +68,7 @@ const AnimPoseVec& AnimSplineIK::evaluate(const AnimVariantMap& animVars, const
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qCDebug(animation) << "original relative spine2 " << origSpine2PoseAbs;
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qCDebug(animation) << "original relative spine2 " << origSpine2PoseAbs;
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}
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}
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IKTarget target2;
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//int jointIndex2 = _skeleton->nameToJointIndex("Spine2");
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if (jointIndex2 != -1) {
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target2.setType(animVars.lookup("spine2Type", (int)IKTarget::Type::RotationAndPosition));
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target2.setIndex(jointIndex2);
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AnimPose absPose2 = _skeleton->getAbsolutePose(jointIndex2, _poses);
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glm::quat rotation2 = animVars.lookupRigToGeometry("spine2Rotation", absPose2.rot());
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glm::vec3 translation2 = animVars.lookupRigToGeometry("spine2Position", absPose2.trans());
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float weight2 = animVars.lookup("spine2Weight", "2.0");
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qCDebug(animation) << "rig to geometry" << rotation2;
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target2.setPose(rotation2, translation2);
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//target2.setPose(targetSpine2.rot(), targetSpine2.trans());
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target2.setWeight(weight2);
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const float* flexCoefficients2 = new float[3]{ 1.0f, 0.5f, 0.25f };
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target2.setFlexCoefficients(3, flexCoefficients2);
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}
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AnimChain jointChain2;
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if (_poses.size() > 0) {
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// _snapshotChain.buildFromRelativePoses(_skeleton, _poses, target.getIndex());
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// jointChain.buildFromRelativePoses(_skeleton, _poses, target.getIndex());
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// jointChain2.buildFromRelativePoses(_skeleton, underPoses, target2.getIndex());
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jointChain2.buildFromRelativePoses(_skeleton, _poses, target2.getIndex());
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// for each target solve target with spline
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solveTargetWithSpline(context, target2, absolutePoses2, false, jointChain2);
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//jointChain.outputRelativePoses(_poses);
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jointChain2.outputRelativePoses(_poses);
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computeAbsolutePoses(absolutePoses);
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//qCDebug(animation) << "Spine2 spline";
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//jointChain2.dump();
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//qCDebug(animation) << "Spine2Pose trans after spine2 spline: " << _skeleton->getAbsolutePose(jointIndex2, _poses).trans();
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}
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IKTarget target;
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IKTarget target;
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int jointIndex = _skeleton->nameToJointIndex("Head");
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int jointIndex = _skeleton->nameToJointIndex("Head");
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@ -158,9 +121,9 @@ const AnimPoseVec& AnimSplineIK::evaluate(const AnimVariantMap& animVars, const
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AnimPose latestSpine2Relative(originalSpine2Relative.rot(), afterSolveSpine2Rel.trans());
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AnimPose latestSpine2Relative(originalSpine2Relative.rot(), afterSolveSpine2Rel.trans());
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//jointChain.setRelativePoseAtJointIndex(jointIndex2, finalSpine2);
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//jointChain.setRelativePoseAtJointIndex(jointIndex2, finalSpine2);
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jointChain.outputRelativePoses(_poses);
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jointChain.outputRelativePoses(_poses);
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_poses[_headIndex] = jointChain.getRelativePoseAtJointIndex(_headIndex);
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//_poses[_headIndex] = jointChain.getRelativePoseAtJointIndex(_headIndex);
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_poses[_skeleton->nameToJointIndex("Neck")] = jointChain.getRelativePoseAtJointIndex(_skeleton->nameToJointIndex("Neck"));
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//_poses[_skeleton->nameToJointIndex("Neck")] = jointChain.getRelativePoseAtJointIndex(_skeleton->nameToJointIndex("Neck"));
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_poses[_spine2Index] = jointChain.getRelativePoseAtJointIndex(_spine2Index);
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//_poses[_spine2Index] = jointChain.getRelativePoseAtJointIndex(_spine2Index);
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//custom output code for the head. just do the head neck and spine2
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//custom output code for the head. just do the head neck and spine2
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@ -168,11 +131,50 @@ const AnimPoseVec& AnimSplineIK::evaluate(const AnimVariantMap& animVars, const
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//qCDebug(animation) << "after head spline";
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//qCDebug(animation) << "after head spline";
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//jointChain.dump();
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//jointChain.dump();
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//computeAbsolutePoses(absolutePoses2);
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computeAbsolutePoses(absolutePoses2);
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//origAbsAfterHeadSpline = _skeleton->getAbsolutePose(jointIndex2, _poses);
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//origAbsAfterHeadSpline = _skeleton->getAbsolutePose(jointIndex2, _poses);
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// qCDebug(animation) << "Spine2 trans after head spline: " << origAbsAfterHeadSpline.trans();
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// qCDebug(animation) << "Spine2 trans after head spline: " << origAbsAfterHeadSpline.trans();
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}
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}
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IKTarget target2;
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//int jointIndex2 = _skeleton->nameToJointIndex("Spine2");
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if (jointIndex2 != -1) {
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target2.setType(animVars.lookup("spine2Type", (int)IKTarget::Type::RotationAndPosition));
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target2.setIndex(jointIndex2);
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AnimPose absPose2 = _skeleton->getAbsolutePose(jointIndex2, _poses);
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glm::quat rotation2 = animVars.lookupRigToGeometry("spine2Rotation", absPose2.rot());
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glm::vec3 translation2 = animVars.lookupRigToGeometry("spine2Position", absPose2.trans());
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float weight2 = animVars.lookup("spine2Weight", "2.0");
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qCDebug(animation) << "rig to geometry" << rotation2;
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//target2.setPose(rotation2, translation2);
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target2.setPose(targetSpine2.rot(), targetSpine2.trans());
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target2.setWeight(weight2);
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const float* flexCoefficients2 = new float[3]{ 1.0f, 0.5f, 0.25f };
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target2.setFlexCoefficients(3, flexCoefficients2);
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}
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AnimChain jointChain2;
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if (_poses.size() > 0) {
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// _snapshotChain.buildFromRelativePoses(_skeleton, _poses, target.getIndex());
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// jointChain.buildFromRelativePoses(_skeleton, _poses, target.getIndex());
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// jointChain2.buildFromRelativePoses(_skeleton, underPoses, target2.getIndex());
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jointChain2.buildFromRelativePoses(_skeleton, _poses, target2.getIndex());
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// for each target solve target with spline
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solveTargetWithSpline(context, target2, absolutePoses2, false, jointChain2);
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//jointChain.outputRelativePoses(_poses);
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jointChain2.outputRelativePoses(_poses);
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//computeAbsolutePoses(absolutePoses);
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//qCDebug(animation) << "Spine2 spline";
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//jointChain2.dump();
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//qCDebug(animation) << "Spine2Pose trans after spine2 spline: " << _skeleton->getAbsolutePose(jointIndex2, _poses).trans();
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}
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@ -246,7 +248,7 @@ static CubicHermiteSplineFunctorWithArcLength computeSplineFromTipAndBase(const
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void AnimSplineIK::solveTargetWithSpline(const AnimContext& context, const IKTarget& target, const AnimPoseVec& absolutePoses, bool debug, AnimChain& chainInfoOut) const {
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void AnimSplineIK::solveTargetWithSpline(const AnimContext& context, const IKTarget& target, const AnimPoseVec& absolutePoses, bool debug, AnimChain& chainInfoOut) const {
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const int baseIndex = _hipsIndex;
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const int baseIndex = _hipsIndex;
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const int headBaseIndex = _spine2Index;
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const int headBaseIndex = _spine2Index;
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// build spline from tip to base
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// build spline from tip to base
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AnimPose tipPose = AnimPose(glm::vec3(1.0f), target.getRotation(), target.getTranslation());
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AnimPose tipPose = AnimPose(glm::vec3(1.0f), target.getRotation(), target.getTranslation());
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@ -369,6 +371,7 @@ void AnimSplineIK::computeAndCacheSplineJointInfosForIKTarget(const AnimContext&
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AnimPose tipPose = _skeleton->getAbsoluteDefaultPose(target.getIndex());
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AnimPose tipPose = _skeleton->getAbsoluteDefaultPose(target.getIndex());
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AnimPose basePose;
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AnimPose basePose;
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if (target.getIndex() == _headIndex) {
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if (target.getIndex() == _headIndex) {
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//basePose = _skeleton->getAbsoluteDefaultPose(_hipsIndex);
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basePose = _skeleton->getAbsoluteDefaultPose(_spine2Index);
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basePose = _skeleton->getAbsoluteDefaultPose(_spine2Index);
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} else {
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} else {
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basePose = _skeleton->getAbsoluteDefaultPose(_hipsIndex);
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basePose = _skeleton->getAbsoluteDefaultPose(_hipsIndex);
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@ -396,6 +399,7 @@ void AnimSplineIK::computeAndCacheSplineJointInfosForIKTarget(const AnimContext&
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int endIndex;
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int endIndex;
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if (target.getIndex() == _headIndex) {
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if (target.getIndex() == _headIndex) {
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endIndex = _skeleton->getParentIndex(_spine2Index);
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endIndex = _skeleton->getParentIndex(_spine2Index);
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// endIndex = _skeleton->getParentIndex(_hipsIndex);
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} else {
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} else {
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endIndex = _skeleton->getParentIndex(_hipsIndex);
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endIndex = _skeleton->getParentIndex(_hipsIndex);
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}
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}
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