Change rotationSet to rotationIsDefaultPose for JointData
Also for translation. Fixed all code to flip boolean value.
Created EntityJointData so that the ModelEntity stuff doesn't need to change.
When initAnimGraph is called it asynchronously loads the Animation graph in the background.
If the model url is changed, or the Model is deleted in between the initial load and it's completion,
It's possible to access a bad Rig::_animSkeleton pointer.
The fix is to hold onto the _animSkeleton pointer via a weak ref.
Create a global registry to hold all the currently active Rig instances.
Use this registry and it's mutex to prevent accessing the rig after it has already been destroyed,
or is in the process of being destroyed on the main thread.
Make sure to explicitly set the _geometryToRigTransform in Rig::initJointStates().
This should fix small bounding volume when switching from the Gamebot avatar (which has 0.008 scaling)
to another avatar (which ususally have 0.01 scaling).
IK is no longer performed during capsule calculation, This fixes an issue with the mannequin avatar in the marketplace.
Specifically, it was causing the hips to rise during IK which would result in an incorrectly sized and offset capsule.
Also, A change in how the bone name to bone index lookup occurs exposed a bug
in Rig::computeAvatarBoundingCapsule(), basically it was not actually preforming IK,
and the ik targets were in the wrong coordinate frame. So when IK was actually
performed it would give bad results. This bug is now fixed.
* Added new anim node AnimDefaultPose
* AnimNodeLoader was changed to support the addition of the AnimDefaultPose node
* Edited default avatar-animation.json to insert an AnimOverlay and AnimDefaultPose between the IK node and the rest of the "underPose".
* Rig uses this to fade in default pose for the toes when the hip/feet puck are active.
This effectively deadens the toe animations, without effecting the hand animations.
* Also, the rig was changed to use the LimitCenter solution when the feet are enabled but the hips are not.