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Face animation improvements
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commit
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@ -584,13 +584,14 @@ namespace CodeWalker.Rendering
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break;
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break;
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case 24://face stuff
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case 24://face stuff
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v = anim.EvaluateVector4(frame, i, interpolate); //single float
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v = anim.EvaluateVector4(frame, i, interpolate); //single float
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//bone.AnimTranslation = v.XYZ();
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var fv = new Vector3(0, v.X * 0.005f, 0);//not sure about this
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//bone.AnimRotation = Quaternion.RotationYawPitchRoll(v.X, 0.0f, 0.0f);
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bone.AnimTranslation = bone.Translation + bone.AnimRotation.Multiply(fv);//not sure about this
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break;
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break;
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case 25://face stuff
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case 25://face stuff
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v = anim.EvaluateVector4(frame, i, interpolate); //vector3 roll/pitch/yaw
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v = anim.EvaluateVector4(frame, i, interpolate); //vector3 roll/pitch/yaw
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var mult = -0.314159265f;
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var mult = -0.314159265f;
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bone.AnimRotation = Quaternion.RotationYawPitchRoll(v.Z * mult, v.Y * mult, v.X * mult);
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q = Quaternion.RotationYawPitchRoll(v.Z * mult, v.Y * mult, v.X * mult);
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bone.AnimRotation = bone.Rotation * q;
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break;
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break;
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case 26://face stuff
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case 26://face stuff
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q = anim.EvaluateQuaternion(frame, i, interpolate);
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q = anim.EvaluateQuaternion(frame, i, interpolate);
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