kfb[i] = kfa[i];
}
+
+/* apply a rotation from the perspective of root */
+VG_STATIC void keyframe_rotate_around( mdl_keyframe *kf,
+ v3f origin, v3f offset, v4f q )
+{
+ v3f v0, co;
+ v3_add( kf->co, offset, co );
+ v3_sub( co, origin, v0 );
+ q_mulv( q, v0, v0 );
+ v3_add( v0, origin, co );
+ v3_sub( co, offset, kf->co );
+
+ q_mul( q, kf->q, kf->q );
+ q_normalize( kf->q );
+}
+
/*
* Lerp between two sets of keyframes and store in dest. Rotations use Nlerp.
*/
sb->collider = bone->collider;
sb->orig_bone = bone;
+ vg_info( "orig: %u\n", bone->collider );
+
if( sb->flags & k_bone_flag_ik ){
skele->bones[ sb->parent ].flags |= k_bone_flag_ik;