+
+ /* Arms */
+ v3f hl, hr, neckl = {0.2f,-0.1f, 0.2f},
+ neckr = {0.2f,-0.1f,-0.2f};
+
+ v3_lerp( player.handl, player.handl_target, 0.04f, player.handl );
+ v3_lerp( player.handr, player.handr_target, 0.04f, player.handr );
+
+ m3x3_mulv( player.to_world, neckl, neckl );
+ m3x3_mulv( player.to_world, neckr, neckr );
+
+ v3_add( player.view, neckl, ik_arm_l.base );
+ v3_add( player.view, neckr, ik_arm_r.base );
+ m4x3_mulv( player.to_world, player.handl, ik_arm_l.end );
+ m4x3_mulv( player.to_world, player.handr, ik_arm_r.end );
+ m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f, 0.4f }, ik_arm_l.pole );
+ m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r.pole );