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Fixed strange deformations with the hand mesh during animation playback. Credits to @austinbhale (#10024)
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Assets/MRTK/Core/Providers/InputAnimation/InputAnimation.cs

Lines changed: 3 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1237,7 +1237,7 @@ private static void OptimizeRotationCurve(ref AnimationCurve curveX, ref Animati
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outCurveX.AddKey(curveX[curveX.length - 1]);
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outCurveY.AddKey(curveY[curveY.length - 1]);
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outCurveZ.AddKey(curveZ[curveZ.length - 1]);
1240-
outCurveW.AddKey(curveZ[curveW.length - 1]);
1240+
outCurveW.AddKey(curveW[curveW.length - 1]);
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}
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else
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{
@@ -1247,7 +1247,7 @@ private static void OptimizeRotationCurve(ref AnimationCurve curveX, ref Animati
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outCurveX.AddKey(curveX[j]);
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outCurveY.AddKey(curveY[j]);
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outCurveZ.AddKey(curveZ[j]);
1250-
outCurveZ.AddKey(curveW[j]);
1250+
outCurveW.AddKey(curveW[j]);
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}
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}
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@@ -1292,6 +1292,7 @@ void Recurse(int start, int end)
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outCurveX.AddKey(inCurveX[bestIndex]);
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outCurveY.AddKey(inCurveY[bestIndex]);
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outCurveZ.AddKey(inCurveZ[bestIndex]);
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outCurveW.AddKey(inCurveW[bestIndex]);
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Recurse(start, bestIndex);
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Recurse(bestIndex, end);
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}

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