Pose fixes
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@ -40,17 +40,18 @@ namespace Passer.Humanoid {
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HumanoidTarget.TargetedBone referenceBone = humanoid.GetBone(referenceBoneRef.boneId);
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HumanoidTarget.TargetedBone referenceBone = humanoid.GetBone(referenceBoneRef.boneId);
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if (referenceBoneRef.boneId != Bone.None && referenceBone.target.transform != null) {
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if (referenceBoneRef.boneId != Bone.None && referenceBone.target.transform != null) {
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referencePosition = referenceBone.target.transform.position;
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referencePosition = referenceBone.target.transform.position;
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referenceRotation = referenceBone.bone.targetRotation;
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referenceRotation = referenceBone.target.transform.rotation; //referenceBone.bone.targetRotation;
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referenceScale = referenceBone.target.transform.lossyScale;
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referenceScale = referenceBone.target.transform.lossyScale;
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}
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}
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else {
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else {
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referencePosition = humanoid.transform.position;
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referencePosition = targetedBone.TargetBasePosition(); // humanoid.transform.position;
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referenceRotation = humanoid.transform.rotation;
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referenceRotation = humanoid.transform.rotation;
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referenceScale = humanoid.transform.lossyScale;
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referenceScale = humanoid.transform.lossyScale;
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}
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}
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if (setTranslation)
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if (setTranslation)
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targetedBone.target.transform.position = targetedBone.TargetBasePosition() + Vector3.Lerp(Vector3.zero, referenceRotation * translation, value);
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//targetedBone.target.transform.position = targetedBone.TargetBasePosition() + Vector3.Lerp(Vector3.zero, referenceRotation * translation, value);
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targetedBone.target.transform.position = referencePosition + Vector3.Lerp(Vector3.zero, referenceRotation * translation, value);
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if (setRotation)
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if (setRotation)
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targetedBone.target.transform.rotation = Quaternion.Slerp(targetedBone.TargetBaseRotation(), referenceRotation * rotation, value);
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targetedBone.target.transform.rotation = Quaternion.Slerp(targetedBone.TargetBaseRotation(), referenceRotation * rotation, value);
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if (setScale)
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if (setScale)
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