skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
av->id_hip = skeleton_bone_id( sk, "hips" );
+ av->id_chest = skeleton_bone_id( sk, "chest" );
av->id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" );
av->id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" );
av->id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
assert( sys->animator_data );
sys->animate();
- sys->pose( sys->animator_data, &localplayer.pose );
+
+ player_pose *pose = &localplayer.pose;
+ sys->pose( sys->animator_data, pose );
struct skeleton *sk = &localplayer.playeravatar->sk;
if( localplayer.holdout_time > 0.0f ){
- player_pose *pose = &localplayer.pose;
skeleton_lerp_pose( sk,
pose->keyframes,localplayer.holdout_pose.keyframes,
localplayer.holdout_time, pose->keyframes );
+
+ v3_muladds( pose->root_co, localplayer.holdout_pose.root_co,
+ localplayer.holdout_time, pose->root_co );
q_nlerp( pose->root_q, localplayer.holdout_pose.root_q,
localplayer.holdout_time, pose->root_q );
+
localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
}
glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
skeleton->bone_count,
0,
- (f32 *)final_mtx );
+ (const GLfloat *)final_mtx );
mesh_bind( &model->mdl.mesh );
mesh_draw( &model->mdl.mesh );