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Use the head rotation to adjust the position, too.
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@ -1075,6 +1075,8 @@ void Avatar::updateBodyBalls(float deltaTime) {
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// copy the head's rotation
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_bodyBall[BODY_BALL_HEAD_TOP].rotation = _head.getOrientation();
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_bodyBall[BODY_BALL_HEAD_TOP].position = _bodyBall[BODY_BALL_HEAD_BASE].position +
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_bodyBall[BODY_BALL_HEAD_TOP].rotation * _skeleton.joint[BODY_BALL_HEAD_TOP].bindPosePosition;
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}
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void Avatar::updateArmIKAndConstraints(float deltaTime) {
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