Third person animations and shoot effects base work
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@@ -104,7 +104,6 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
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if (progress > 1.0f || progress < 0.0f) {
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LOG_INFO("Progress: %f", progress);
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progress = glm::clamp(progress, 0.0f, 1.0f);
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}
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Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
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@@ -181,7 +180,6 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
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}
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if (offset != glm::mat4(1)) {
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boneMatrix = parentMatrix * ((glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) + offset);
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} else {
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@@ -233,9 +231,7 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
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}
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if (progress > 1.0f || progress < 0.0f) {
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LOG_INFO("Progress: %f", progress);
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progress = glm::clamp(progress, 0.0f, 1.0f);
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}
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Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
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@@ -353,9 +349,7 @@ glm::mat4 Skeleton::GetOffsetTransform(const Bone* bone, AnimationOffset animati
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}
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if (progress > 1.0f || progress < 0.0f) {
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LOG_INFO("Progress: %f", progress);
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progress = glm::clamp(progress, 0.0f, 1.0f);
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}
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Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
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