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Fix for leg jankyness. Added PBBNCCTTX shader
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+47
-6
@@ -537,27 +537,68 @@ namespace CodeWalker.Rendering
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bone.AnimRotation = q;
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break;
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case 2: //scale?
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v0 = aseq.EvaluateVector(f0);
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v1 = aseq.EvaluateVector(f1);
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v = interpolate ? (v0 * ialpha) + (v1 * falpha) : v0;
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bone.AnimScale = v.XYZ();
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break;
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case 5://vector3...
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//v0 = aseq.EvaluateVector(f0);
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//v1 = aseq.EvaluateVector(f1);
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//v = interpolate ? (v0 * ialpha) + (v1 * falpha) : v0;
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//bone.AnimScale = v.XYZ();
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case 5://root motion vector
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if (bone.Tag != 0)
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{ }
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//v0 = aseq.EvaluateVector(f0);
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//v1 = aseq.EvaluateVector(f1);
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//v = interpolate ? (v0 * ialpha) + (v1 * falpha) : v0;
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//bone.AnimTranslation += v.XYZ();
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break;
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case 6://quaternion...
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case 6://quaternion... root rotation?
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if (bone.Tag != 0)
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{ }
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//q0 = new Quaternion(aseq.EvaluateVector(f0));
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//q1 = new Quaternion(aseq.EvaluateVector(f1));
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//q = interpolate ? Quaternion.Slerp(q0, q1, falpha) : q0;
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//bone.AnimRotation *= q;
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break;
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case 7://vector3... (camera position?)
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break;
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case 8://quaternion... (camera rotation?)
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break;
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case 27:
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case 50:
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case 134://single float?
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case 136:
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case 137:
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case 138:
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case 139:
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case 140:
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if (bone.Tag != 0)
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{ }
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break;
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default:
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break;
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}
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}
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for (int i = 0; i < bones.Count; i++)
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{
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var bone = bones[i];
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var tag = bone.Tag;
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switch (bone.Tag)
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{
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case 23639: tag = 58271; break; //RB_L_ThighRoll: SKEL_L_Thigh
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case 6442: tag = 51826; break; //RB_R_ThighRoll: SKEL_R_Thigh
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//case 61007: tag = 61163; break; //RB_L_ForeArmRoll: SKEL_L_Forearm //NOT GOOD
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//case 5232: tag = 45509; break; //RB_L_ArmRoll: SKEL_L_UpperArm
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}
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if (tag != bone.Tag)
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{
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var obone = bone;
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if (skel.BonesMap.TryGetValue(tag, out obone))
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{
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bone.AnimRotation = obone.AnimRotation;
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}
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}
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}
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for (int i = 0; i < bones.Count; i++)
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{
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var bone = bones[i];
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