+ /* sit */
+ if( animator->sit_t > 0.0f ){
+ f32 sit_norm = (f32)(w->anim_sit->length-1)/30.0f,
+ st = vg_minf( 1.0f, animator->sit_t );
+ skeleton_sample_anim( sk, w->anim_sit, st*sit_norm, bpose );
+
+ v4f qy,qp;
+ f32 *qh = bpose[localplayer.id_head-1].q;
+ q_axis_angle( qy, (v3f){0.0f,1.0f,0.0f}, animator->yaw*0.5f*st );
+ q_axis_angle( qp, (v3f){0.0f,0.0f,1.0f}, animator->pitch*st );
+ q_mul( qy, qh, qh );
+ q_mul( qh, qp, qh );
+ q_normalize( qh );
+
+ qh = bpose[localplayer.id_chest-1].q;
+ q_axis_angle( qy, (v3f){0.0f,1.0f,0.0f}, animator->yaw*0.5f*st );
+ q_mul( qy, qh, qh );
+ q_normalize( qh );
+
+ skeleton_lerp_pose( sk, apose, bpose, vg_minf(1.0f,st*10.0f), apose );
+ }
+