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Commit 1551586

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removed positional offsets in ik, no longer needed
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+41
-155
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2 files changed

+41
-155
lines changed

Basis/Packages/com.basis.framework/IK/BasisAnimationRiggingHelper.cs

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@@ -63,42 +63,23 @@ public static void CreateBasisFullBodyRIG(BasisLocalPlayer player, GameObject pa
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// Calibration defaults
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// ----------------------------
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// Head
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data.m_CalibratedOffsetHead = Vector3.zero;
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data.m_CalibratedRotationHead = Mapping.Hashead ? Mapping.head.rotation : Quaternion.identity;
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// Feet
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data.m_CalibratedOffsetLeftFoot = Vector3.zero;
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data.m_CalibratedRotationLeftFoot = Mapping.Hashead ? Mapping.leftFoot.rotation : Quaternion.identity;
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data.m_CalibratedOffsetRightFoot = Vector3.zero; // keeping original field name
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data.m_CalibratedRotationRightFoot = Mapping.Hashead ? Mapping.rightFoot.rotation : Quaternion.identity;
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// Hands
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data.m_CalibratedOffsetLeftHand = Vector3.zero;
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data.m_CalibratedOffsetRightHand = Vector3.zero;
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data.m_CalibratedRotationLeftHand = Mapping.HasleftHand ? Mapping.leftHand.rotation : Quaternion.identity;
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data.m_CalibratedRotationRightHand = Mapping.HasrightHand ? Mapping.rightHand.rotation : Quaternion.identity;
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data.m_CalibratedOffsetChest = Vector3.zero;
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data.m_CalibratedRotationChest = Mapping.Haschest ? Mapping.chest.rotation : Quaternion.identity;
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data.m_CalibratedOffsetNeck = Vector3.zero;
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data.m_CalibratedRotationNeck = Mapping.Hasneck ? Mapping.neck.rotation : Quaternion.identity;
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data.m_CalibratedOffsetLeftToe = Vector3.zero;
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data.m_CalibratedRotationLeftToe = Mapping.HasleftToes ? Mapping.leftToe.rotation : Quaternion.identity;
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data.m_CalibratedOffsetRightToe = Vector3.zero;
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data.m_CalibratedRotationRightToe = Mapping.HasrightToes ? Mapping.rightToe.rotation : Quaternion.identity;
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data.m_CalibratedRotationLeftShoulder = Mapping.HasleftShoulder ? Mapping.leftShoulder.rotation : Quaternion.identity;
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data.m_CalibratedOffsetLeftShoulder = Vector3.zero;
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data.m_CalibratedRotationRightShoulder = Mapping.HasRightShoulder ? Mapping.RightShoulder.rotation : Quaternion.identity;
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data.m_CalibratedOffsetRightShoulder = Vector3.zero;
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// Hips reference rotation
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data.OffsetRotationHips = Mapping.HasHips ? Mapping.Hips.rotation : Quaternion.identity;
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