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Preserve crouch and prone
Code simplification and possible pose copying fix Reworked finger tracking
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parent
4608f9f7bf
commit
1efcb8aaee
19 changed files with 194 additions and 206 deletions
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@ -72,7 +72,7 @@ namespace ml_lme
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{
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if(m_enabled)
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{
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GestureMatcher.LeapData l_data = LeapManager.Instance.GetLatestData();
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LeapParser.LeapData l_data = LeapManager.Instance.GetLatestData();
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if((m_leftArmIK != null) && (m_rightArmIK != null))
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{
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@ -126,7 +126,7 @@ namespace ml_lme
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{
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if(m_enabled && !m_inVR && (m_poseHandler != null))
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{
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GestureMatcher.LeapData l_data = LeapManager.Instance.GetLatestData();
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LeapParser.LeapData l_data = LeapManager.Instance.GetLatestData();
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Vector3 l_hipsLocalPos = m_hips.localPosition;
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Quaternion l_hipsLocalRot = m_hips.localRotation;
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@ -141,62 +141,62 @@ namespace ml_lme
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}
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// Tracking update
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void UpdateFingers(GestureMatcher.LeapData p_data)
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void UpdateFingers(LeapParser.LeapData p_data)
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{
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if(p_data.m_leftHand.m_present)
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{
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumb1Stretched, Mathf.LerpUnclamped(0.85f, -0.85f, p_data.m_leftHand.m_bends[0]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumb2Stretched, Mathf.LerpUnclamped(0.85f, -0.85f, p_data.m_leftHand.m_bends[0]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumb3Stretched, Mathf.LerpUnclamped(0.85f, -0.85f, p_data.m_leftHand.m_bends[0]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumbSpread, Mathf.LerpUnclamped(-1.5f, 1.0f, p_data.m_leftHand.m_spreads[0])); // Ok
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumb1Stretched, -0.5f-p_data.m_leftHand.m_bends[0]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumb2Stretched, 0.7f - p_data.m_leftHand.m_bends[0] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumb3Stretched, 0.7f - p_data.m_leftHand.m_bends[0] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumbSpread, -p_data.m_leftHand.m_spreads[0]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndex1Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_leftHand.m_bends[1]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndex2Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_leftHand.m_bends[1]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndex3Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_leftHand.m_bends[1]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndexSpread, Mathf.LerpUnclamped(1f, -1f, p_data.m_leftHand.m_spreads[1])); // Ok
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndex1Stretched, 0.5f - p_data.m_leftHand.m_bends[1]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndex2Stretched, 0.7f - p_data.m_leftHand.m_bends[1] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndex3Stretched, 0.7f - p_data.m_leftHand.m_bends[1] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndexSpread, p_data.m_leftHand.m_spreads[1]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddle1Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_leftHand.m_bends[2]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddle2Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_leftHand.m_bends[2]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddle3Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_leftHand.m_bends[2]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddleSpread, Mathf.LerpUnclamped(2f, -2f, p_data.m_leftHand.m_spreads[2]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddle1Stretched, 0.5f - p_data.m_leftHand.m_bends[2]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddle2Stretched, 0.7f - p_data.m_leftHand.m_bends[2] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddle3Stretched, 0.7f - p_data.m_leftHand.m_bends[2] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddleSpread, p_data.m_leftHand.m_spreads[2]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRing1Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_leftHand.m_bends[3]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRing2Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_leftHand.m_bends[3]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRing3Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_leftHand.m_bends[3]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRingSpread, Mathf.LerpUnclamped(-2f, 2f, p_data.m_leftHand.m_spreads[3]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRing1Stretched, 0.5f - p_data.m_leftHand.m_bends[3]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRing2Stretched, 0.7f - p_data.m_leftHand.m_bends[3] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRing3Stretched, 0.7f - p_data.m_leftHand.m_bends[3] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRingSpread, -p_data.m_leftHand.m_spreads[3]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittle1Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_leftHand.m_bends[4]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittle2Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_leftHand.m_bends[4]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittle3Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_leftHand.m_bends[4]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittleSpread, Mathf.LerpUnclamped(-0.5f, 1f, p_data.m_leftHand.m_spreads[4]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittle1Stretched, 0.5f - p_data.m_leftHand.m_bends[4]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittle2Stretched, 0.7f - p_data.m_leftHand.m_bends[4] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittle3Stretched, 0.7f - p_data.m_leftHand.m_bends[4] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittleSpread, -p_data.m_leftHand.m_spreads[4]);
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}
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if(p_data.m_rightHand.m_present)
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{
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumb1Stretched, Mathf.LerpUnclamped(0.85f, -0.85f, p_data.m_rightHand.m_bends[0]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumb2Stretched, Mathf.LerpUnclamped(0.85f, -0.85f, p_data.m_rightHand.m_bends[0]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumb3Stretched, Mathf.LerpUnclamped(0.85f, -0.85f, p_data.m_rightHand.m_bends[0]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumbSpread, Mathf.LerpUnclamped(-1.5f, 1.0f, p_data.m_rightHand.m_spreads[0])); // Ok
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumb1Stretched, -0.5f-p_data.m_rightHand.m_bends[0]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumb2Stretched, 0.7f - p_data.m_rightHand.m_bends[0] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumb3Stretched, 0.7f - p_data.m_rightHand.m_bends[0] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumbSpread, -p_data.m_rightHand.m_spreads[0]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndex1Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_rightHand.m_bends[1]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndex2Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_rightHand.m_bends[1]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndex3Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_rightHand.m_bends[1]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndexSpread, Mathf.LerpUnclamped(1f, -1f, p_data.m_rightHand.m_spreads[1])); // Ok
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndex1Stretched, 0.5f - p_data.m_rightHand.m_bends[1]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndex2Stretched, 0.7f - p_data.m_rightHand.m_bends[1] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndex3Stretched, 0.7f - p_data.m_rightHand.m_bends[1] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndexSpread, p_data.m_rightHand.m_spreads[1]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddle1Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_rightHand.m_bends[2]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddle2Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_rightHand.m_bends[2]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddle3Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_rightHand.m_bends[2]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddleSpread, Mathf.LerpUnclamped(2f, -2f, p_data.m_rightHand.m_spreads[2]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddle1Stretched, 0.5f - p_data.m_rightHand.m_bends[2]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddle2Stretched, 0.7f - p_data.m_rightHand.m_bends[2] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddle3Stretched, 0.7f - p_data.m_rightHand.m_bends[2] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddleSpread, p_data.m_rightHand.m_spreads[2]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRing1Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_rightHand.m_bends[3]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRing2Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_rightHand.m_bends[3]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRing3Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_rightHand.m_bends[3]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRingSpread, Mathf.LerpUnclamped(-2f, 2f, p_data.m_rightHand.m_spreads[3]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRing1Stretched, 0.5f - p_data.m_rightHand.m_bends[3]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRing2Stretched, 0.7f - p_data.m_rightHand.m_bends[3] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRing3Stretched, 0.7f - p_data.m_rightHand.m_bends[3] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRingSpread, -p_data.m_rightHand.m_spreads[3]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittle1Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_rightHand.m_bends[4]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittle2Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_rightHand.m_bends[4]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittle3Stretched, Mathf.LerpUnclamped(0.7f, -1f, p_data.m_rightHand.m_bends[4]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittleSpread, Mathf.LerpUnclamped(-0.5f, 1f, p_data.m_rightHand.m_spreads[4]));
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittle1Stretched, 0.5f - p_data.m_rightHand.m_bends[4]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittle2Stretched, 0.7f - p_data.m_rightHand.m_bends[4] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittle3Stretched, 0.7f - p_data.m_rightHand.m_bends[4] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittleSpread, -p_data.m_rightHand.m_spreads[4]);
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}
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}
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@ -424,6 +424,8 @@ namespace ml_lme
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{
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if(p_pose.muscles.Length > p_index)
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p_pose.muscles[p_index] = p_value;
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//p_pose.muscles[p_index] = (p_clamped ? Mathf.Lerp(ms_muscleLimits[p_index].x, ms_muscleLimits[p_index].y, p_value) : Mathf.LerpUnclamped(ms_muscleLimits[p_index].x, ms_muscleLimits[p_index].y, p_value));
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}
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}
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}
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