+VG_STATIC void player__dead_animate( player_instance *player ){
+ struct player_dead *d = &player->_dead;
+ struct player_dead_animator *animator = &d->animator;
+ struct player_ragdoll *rd = &player->ragdoll;
+ struct player_avatar *av = player->playeravatar;
+ struct skeleton *sk = &av->sk;
+
+ m4x3f transforms[ 32 ];
+
+ /* root transform */
+ q_m3x3( player->rb.q, transforms[0] );
+ v3_copy( player->rb.co, transforms[0][3] );
+
+ v4_copy( player->rb.q, animator->transforms[0].q );
+ v3_copy( player->rb.co, animator->transforms[0].co );
+
+ /* colliders with bones transforms */
+ for( int i=0; i<rd->part_count; i++ ){
+ struct ragdoll_part *part = &rd->parts[i];
+
+ m4x3f mtx;
+
+ v4f q_int;
+ v3f co_int;
+
+ float substep = vg.time_fixed_extrapolate;
+ v3_lerp( part->prev_co, part->obj.rb.co, substep, co_int );
+ q_nlerp( part->prev_q, part->obj.rb.q, substep, q_int );
+ v4_copy( part->obj.rb.q, q_int );
+
+ q_m3x3( q_int, mtx );
+ v3_copy( co_int, mtx[3] );
+
+ m4x3_mul( mtx, part->inv_collider_mtx, transforms[part->bone_id] );
+ }
+
+ /* bones without colliders transforms */
+ for( u32 i=1; i<sk->bone_count; i++ ){
+ struct skeleton_bone *sb = &sk->bones[i];