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Merge pull request #12132 from hyperlogic/bug-fix/prevent-hands-from-entering-body
Bug fix to prevent wrists entering the avatar's torso.
This commit is contained in:
commit
b3fcca8446
3 changed files with 33 additions and 26 deletions
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@ -106,7 +106,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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if (avatarHeadPose.isValid()) {
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AnimPose pose(avatarHeadPose.getRotation(), avatarHeadPose.getTranslation());
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params.primaryControllerPoses[Rig::PrimaryControllerType_Head] = avatarToRigPose * pose;
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params.primaryControllerActiveFlags[Rig::PrimaryControllerType_Head] = true;
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params.primaryControllerFlags[Rig::PrimaryControllerType_Head] = (uint8_t)Rig::ControllerFlags::Enabled;
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} else {
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// even though full head IK is disabled, the rig still needs the head orientation to rotate the head up and
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// down in desktop mode.
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@ -114,7 +114,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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// postMult 180 is necessary to convert head from -z forward to z forward.
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glm::quat headRot = Quaternions::Y_180 * head->getFinalOrientationInLocalFrame() * Quaternions::Y_180;
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params.primaryControllerPoses[Rig::PrimaryControllerType_Head] = AnimPose(glm::vec3(1.0f), headRot, glm::vec3(0.0f));
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params.primaryControllerActiveFlags[Rig::PrimaryControllerType_Head] = false;
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params.primaryControllerFlags[Rig::PrimaryControllerType_Head] = 0;
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}
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//
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@ -135,10 +135,10 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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if (controllerPose.isValid()) {
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AnimPose pose(controllerPose.getRotation(), controllerPose.getTranslation());
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params.primaryControllerPoses[pair.second] = avatarToRigPose * pose;
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params.primaryControllerActiveFlags[pair.second] = true;
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params.primaryControllerFlags[pair.second] = (uint8_t)Rig::ControllerFlags::Enabled;
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} else {
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params.primaryControllerPoses[pair.second] = AnimPose::identity;
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params.primaryControllerActiveFlags[pair.second] = false;
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params.primaryControllerFlags[pair.second] = 0;
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}
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}
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@ -166,15 +166,15 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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if (controllerPose.isValid()) {
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AnimPose pose(controllerPose.getRotation(), controllerPose.getTranslation());
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params.secondaryControllerPoses[pair.second] = avatarToRigPose * pose;
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params.secondaryControllerActiveFlags[pair.second] = true;
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params.secondaryControllerFlags[pair.second] = (uint8_t)Rig::ControllerFlags::Enabled;
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} else {
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params.secondaryControllerPoses[pair.second] = AnimPose::identity;
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params.secondaryControllerActiveFlags[pair.second] = false;
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params.secondaryControllerFlags[pair.second] = 0;
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}
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}
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// if hips are not under direct control, estimate the hips position.
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if (avatarHeadPose.isValid() && !params.primaryControllerActiveFlags[Rig::PrimaryControllerType_Hips]) {
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if (avatarHeadPose.isValid() && !(params.primaryControllerFlags[Rig::PrimaryControllerType_Hips] & (uint8_t)Rig::ControllerFlags::Enabled)) {
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bool isFlying = (myAvatar->getCharacterController()->getState() == CharacterController::State::Hover || myAvatar->getCharacterController()->computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS);
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if (!_prevHipsValid) {
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@ -200,7 +200,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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AnimPose sensorToRigPose(invRigMat * myAvatar->getSensorToWorldMatrix());
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params.primaryControllerPoses[Rig::PrimaryControllerType_Hips] = sensorToRigPose * hips;
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params.primaryControllerActiveFlags[Rig::PrimaryControllerType_Hips] = true;
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params.primaryControllerFlags[Rig::PrimaryControllerType_Hips] = (uint8_t)Rig::ControllerFlags::Enabled | (uint8_t)Rig::ControllerFlags::Estimated;
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} else {
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_prevHipsValid = false;
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@ -1265,7 +1265,8 @@ glm::vec3 Rig::deflectHandFromTorso(const glm::vec3& handPosition, const FBXJoin
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return position;
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}
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void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnabled, bool leftArmEnabled, bool rightArmEnabled, float dt,
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void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnabled, bool hipsEstimated,
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bool leftArmEnabled, bool rightArmEnabled, float dt,
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const AnimPose& leftHandPose, const AnimPose& rightHandPose,
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const FBXJointShapeInfo& hipsShapeInfo, const FBXJointShapeInfo& spineShapeInfo,
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const FBXJointShapeInfo& spine1ShapeInfo, const FBXJointShapeInfo& spine2ShapeInfo) {
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@ -1279,7 +1280,7 @@ void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnab
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glm::vec3 handPosition = leftHandPose.trans();
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glm::quat handRotation = leftHandPose.rot();
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if (!hipsEnabled) {
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if (!hipsEnabled || hipsEstimated) {
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// prevent the hand IK targets from intersecting the torso
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handPosition = deflectHandFromTorso(handPosition, hipsShapeInfo, spineShapeInfo, spine1ShapeInfo, spine2ShapeInfo);
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}
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@ -1326,7 +1327,7 @@ void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnab
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glm::vec3 handPosition = rightHandPose.trans();
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glm::quat handRotation = rightHandPose.rot();
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if (!hipsEnabled) {
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if (!hipsEnabled || hipsEstimated) {
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// prevent the hand IK targets from intersecting the torso
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handPosition = deflectHandFromTorso(handPosition, hipsShapeInfo, spineShapeInfo, spine1ShapeInfo, spine2ShapeInfo);
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}
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@ -1550,20 +1551,20 @@ void Rig::updateFromControllerParameters(const ControllerParameters& params, flo
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_animVars.set("isTalking", params.isTalking);
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_animVars.set("notIsTalking", !params.isTalking);
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bool headEnabled = params.primaryControllerActiveFlags[PrimaryControllerType_Head];
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bool leftHandEnabled = params.primaryControllerActiveFlags[PrimaryControllerType_LeftHand];
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bool rightHandEnabled = params.primaryControllerActiveFlags[PrimaryControllerType_RightHand];
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bool hipsEnabled = params.primaryControllerActiveFlags[PrimaryControllerType_Hips];
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bool leftFootEnabled = params.primaryControllerActiveFlags[PrimaryControllerType_LeftFoot];
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bool rightFootEnabled = params.primaryControllerActiveFlags[PrimaryControllerType_RightFoot];
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bool spine2Enabled = params.primaryControllerActiveFlags[PrimaryControllerType_Spine2];
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bool leftArmEnabled = params.secondaryControllerActiveFlags[SecondaryControllerType_LeftArm];
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bool rightArmEnabled = params.secondaryControllerActiveFlags[SecondaryControllerType_RightArm];
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bool headEnabled = params.primaryControllerFlags[PrimaryControllerType_Head] & (uint8_t)ControllerFlags::Enabled;
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bool leftHandEnabled = params.primaryControllerFlags[PrimaryControllerType_LeftHand] & (uint8_t)ControllerFlags::Enabled;
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bool rightHandEnabled = params.primaryControllerFlags[PrimaryControllerType_RightHand] & (uint8_t)ControllerFlags::Enabled;
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bool hipsEnabled = params.primaryControllerFlags[PrimaryControllerType_Hips] & (uint8_t)ControllerFlags::Enabled;
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bool hipsEstimated = params.primaryControllerFlags[PrimaryControllerType_Hips] & (uint8_t)ControllerFlags::Estimated;
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bool leftFootEnabled = params.primaryControllerFlags[PrimaryControllerType_LeftFoot] & (uint8_t)ControllerFlags::Enabled;
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bool rightFootEnabled = params.primaryControllerFlags[PrimaryControllerType_RightFoot] & (uint8_t)ControllerFlags::Enabled;
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bool spine2Enabled = params.primaryControllerFlags[PrimaryControllerType_Spine2] & (uint8_t)ControllerFlags::Enabled;
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bool leftArmEnabled = params.secondaryControllerFlags[SecondaryControllerType_LeftArm] & (uint8_t)ControllerFlags::Enabled;
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bool rightArmEnabled = params.secondaryControllerFlags[SecondaryControllerType_RightArm] & (uint8_t)ControllerFlags::Enabled;
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updateHead(headEnabled, hipsEnabled, params.primaryControllerPoses[PrimaryControllerType_Head]);
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updateHands(leftHandEnabled, rightHandEnabled, hipsEnabled, leftArmEnabled, rightArmEnabled, dt,
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updateHands(leftHandEnabled, rightHandEnabled, hipsEnabled, hipsEstimated, leftArmEnabled, rightArmEnabled, dt,
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params.primaryControllerPoses[PrimaryControllerType_LeftHand], params.primaryControllerPoses[PrimaryControllerType_RightHand],
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params.hipsShapeInfo, params.spineShapeInfo, params.spine1ShapeInfo, params.spine2ShapeInfo);
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@ -1623,7 +1624,7 @@ void Rig::updateFromControllerParameters(const ControllerParameters& params, flo
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for (int i = 0; i < (int)NumSecondaryControllerTypes; i++) {
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int index = indexOfJoint(secondaryControllerJointNames[i]);
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if (index >= 0) {
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if (params.secondaryControllerActiveFlags[i]) {
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if (params.secondaryControllerFlags[i] & (uint8_t)ControllerFlags::Enabled) {
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ikNode->setSecondaryTargetInRigFrame(index, params.secondaryControllerPoses[i]);
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} else {
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ikNode->clearSecondaryTarget(index);
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@ -69,11 +69,16 @@ public:
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NumSecondaryControllerTypes
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};
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enum class ControllerFlags : uint8_t {
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Enabled = 0x01,
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Estimated = 0x02
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};
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struct ControllerParameters {
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AnimPose primaryControllerPoses[NumPrimaryControllerTypes]; // rig space
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bool primaryControllerActiveFlags[NumPrimaryControllerTypes];
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uint8_t primaryControllerFlags[NumPrimaryControllerTypes];
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AnimPose secondaryControllerPoses[NumSecondaryControllerTypes]; // rig space
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bool secondaryControllerActiveFlags[NumSecondaryControllerTypes];
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uint8_t secondaryControllerFlags[NumSecondaryControllerTypes];
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bool isTalking;
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FBXJointShapeInfo hipsShapeInfo;
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FBXJointShapeInfo spineShapeInfo;
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@ -251,7 +256,8 @@ protected:
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void buildAbsoluteRigPoses(const AnimPoseVec& relativePoses, AnimPoseVec& absolutePosesOut);
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void updateHead(bool headEnabled, bool hipsEnabled, const AnimPose& headMatrix);
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void updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnabled, bool leftArmEnabled, bool rightArmEnabled, float dt,
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void updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnabled, bool hipsEstimated,
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bool leftArmEnabled, bool rightArmEnabled, float dt,
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const AnimPose& leftHandPose, const AnimPose& rightHandPose,
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const FBXJointShapeInfo& hipsShapeInfo, const FBXJointShapeInfo& spineShapeInfo,
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const FBXJointShapeInfo& spine1ShapeInfo, const FBXJointShapeInfo& spine2ShapeInfo);
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