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Changed the rest definition of SkeletonProfileHumanoid thumb
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@@ -5561,7 +5561,7 @@ bool Animation::_fetch_compressed_by_index(uint32_t p_compressed_track, int p_in
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return false;
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return false;
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}
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}
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// Helper math fuctions for Variant.
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// Helper math functions for Variant.
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Variant Animation::add_variant(const Variant &a, const Variant &b) {
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Variant Animation::add_variant(const Variant &a, const Variant &b) {
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if (a.get_type() != b.get_type()) {
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if (a.get_type() != b.get_type()) {
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return a;
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return a;
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@@ -496,7 +496,7 @@ public:
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void optimize(real_t p_allowed_velocity_err = 0.01, real_t p_allowed_angular_err = 0.01, int p_precision = 3);
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void optimize(real_t p_allowed_velocity_err = 0.01, real_t p_allowed_angular_err = 0.01, int p_precision = 3);
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void compress(uint32_t p_page_size = 8192, uint32_t p_fps = 120, float p_split_tolerance = 4.0); // 4.0 seems to be the split tolerance sweet spot from many tests
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void compress(uint32_t p_page_size = 8192, uint32_t p_fps = 120, float p_split_tolerance = 4.0); // 4.0 seems to be the split tolerance sweet spot from many tests
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// Helper math fuctions for Variant.
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// Helper math functions for Variant.
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static Variant add_variant(const Variant &a, const Variant &b);
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static Variant add_variant(const Variant &a, const Variant &b);
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static Variant subtract_variant(const Variant &a, const Variant &b);
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static Variant subtract_variant(const Variant &a, const Variant &b);
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static Variant blend_variant(const Variant &a, const Variant &b, float c);
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static Variant blend_variant(const Variant &a, const Variant &b, float c);
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@@ -566,7 +566,7 @@ SkeletonProfileHumanoid::SkeletonProfileHumanoid() {
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bones.write[14].bone_name = "LeftThumbMetacarpal";
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bones.write[14].bone_name = "LeftThumbMetacarpal";
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bones.write[14].bone_parent = "LeftHand";
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bones.write[14].bone_parent = "LeftHand";
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bones.write[14].reference_pose = Transform3D(0, -0.577, 0.816, 0.707, 0.577, 0.408, -0.707, 0.577, 0.408, -0.025, 0, 0);
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bones.write[14].reference_pose = Transform3D(0, -0.577, 0.816, 0, 0.816, 0.577, -1, 0, 0, -0.025, 0.025, 0);
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bones.write[14].handle_offset = Vector2(0.4, 0.8);
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bones.write[14].handle_offset = Vector2(0.4, 0.8);
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bones.write[14].group = "LeftHand";
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bones.write[14].group = "LeftHand";
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@@ -686,7 +686,7 @@ SkeletonProfileHumanoid::SkeletonProfileHumanoid() {
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bones.write[33].bone_name = "RightThumbMetacarpal";
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bones.write[33].bone_name = "RightThumbMetacarpal";
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bones.write[33].bone_parent = "RightHand";
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bones.write[33].bone_parent = "RightHand";
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bones.write[33].reference_pose = Transform3D(0, 0.577, -0.816, -0.707, 0.577, 0.408, 0.707, 0.577, 0.408, 0.025, 0, 0);
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bones.write[33].reference_pose = Transform3D(0, 0.577, -0.816, 0, 0.816, 0.577, 1, 0, 0, 0.025, 0.025, 0);
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bones.write[33].handle_offset = Vector2(0.6, 0.8);
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bones.write[33].handle_offset = Vector2(0.6, 0.8);
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bones.write[33].group = "RightHand";
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bones.write[33].group = "RightHand";
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