- float target = -vg_get_axis("horizontal");
- player.fairdir = vg_lerpf( player.fairdir, target, 0.04f );
-
- float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
-
- skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, air_pose );
- }
-
- skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
-
- /* additive effects */
- apose[player.mdl.id_hip-1].co[0] += offset[0];
- apose[player.mdl.id_hip-1].co[2] += offset[2];
- apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0];
- apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2];
- apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0];
- apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2];
- apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0];
- apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2];
- apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0];
- apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2];
-
- skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
- skeleton_apply_ik_pass( &player.mdl.sk );
- skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
-
- v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
- player.mdl.cam_pos );
- skeleton_apply_inverses( &player.mdl.sk );
- skeleton_apply_transform( &player.mdl.sk, player.rb.to_world );
-
- skeleton_debug( &player.mdl.sk );
-}