* 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.
A AnimContext class was introduced. This context is passed into every node during evaluation/overlay.
It holds non-animVar "global" data passed from the application.
(cherry picked from commit a028d3ba58)
A AnimContext class was introduced. This context is passed into every node during evaluation/overlay.
It holds non-animVar "global" data passed from the application.
AnimController: proper support for alpha
AnimController: bug fix for translation.
AnimOverlay: renamed local var when building hand boneSets from head to hand.
* Application: Forward trigger values to the MyAvatar's PalmData
* SkeletonModel: Pass PalmData to Rig via updateRigFromHandData() this is more explicit then
the Rig::inverseKinematics methods.
* AnimNodeLoader & AnimOverlay: add support for LeftHand and RightHand bone sets
* Rig::updateRigFromHandData() read the triggers and set stateMachine trigger vars
* avatar.json - udpated with new hand state machine with temporary animations