Fix the wrist/hand detachment: wrist tracks the hand bone, sleeve cuff follows the hand, hand raised to meet the wrist
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@@ -466,8 +466,8 @@
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"accessory",
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"accessory",
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"hair"
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"hair"
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],
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],
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"triangles": 5038,
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"triangles": 5034,
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"vertices": 4756
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"vertices": 4607
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},
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},
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"npc_coat": {
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"npc_coat": {
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"bounds_godot": {
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"bounds_godot": {
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@@ -507,8 +507,8 @@
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"accessory",
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"accessory",
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"hair"
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"hair"
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],
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],
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"triangles": 6030,
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"triangles": 6046,
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"vertices": 5802
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"vertices": 5645
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},
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},
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"npc_crowd_a": {
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"npc_crowd_a": {
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"bounds_godot": {
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"bounds_godot": {
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@@ -547,8 +547,8 @@
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"accessory",
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"accessory",
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"hair"
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"hair"
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],
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],
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"triangles": 5200,
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"triangles": 5284,
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"vertices": 4734
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"vertices": 4908
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},
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},
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"npc_crowd_b": {
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"npc_crowd_b": {
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"bounds_godot": {
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"bounds_godot": {
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@@ -587,8 +587,8 @@
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"accessory",
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"accessory",
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"hair"
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"hair"
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],
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],
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"triangles": 4734,
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"triangles": 4812,
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"vertices": 4353
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"vertices": 4550
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},
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},
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"npc_crowd_c": {
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"npc_crowd_c": {
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"bounds_godot": {
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"bounds_godot": {
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@@ -627,8 +627,8 @@
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"accessory",
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"accessory",
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"hair"
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"hair"
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],
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],
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"triangles": 5674,
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"triangles": 5690,
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"vertices": 5440
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"vertices": 5510
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},
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},
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"npc_crowd_d": {
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"npc_crowd_d": {
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"bounds_godot": {
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"bounds_godot": {
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@@ -667,8 +667,8 @@
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"accessory",
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"accessory",
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"hair"
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"hair"
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],
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],
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"triangles": 5814,
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"triangles": 5810,
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"vertices": 5300
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"vertices": 5444
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},
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},
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"npc_dress": {
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"npc_dress": {
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"bounds_godot": {
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"bounds_godot": {
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@@ -706,8 +706,8 @@
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"accessory",
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"accessory",
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"hair"
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"hair"
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],
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],
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"triangles": 5456,
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"triangles": 5540,
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"vertices": 5128
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"vertices": 5073
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},
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},
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"npc_firefighter": {
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"npc_firefighter": {
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"bounds_godot": {
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"bounds_godot": {
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@@ -747,8 +747,8 @@
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"accessory",
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"accessory",
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"hair"
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"hair"
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],
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],
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"triangles": 5900,
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"triangles": 5888,
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"vertices": 5902
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"vertices": 5785
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},
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},
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"npc_guard": {
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"npc_guard": {
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"bounds_godot": {
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"bounds_godot": {
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@@ -791,8 +791,8 @@
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"accessory",
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"accessory",
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"hair"
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"hair"
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],
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],
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"triangles": 5602,
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"triangles": 5670,
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"vertices": 5684
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"vertices": 5671
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},
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},
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"npc_hoodie": {
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"npc_hoodie": {
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"bounds_godot": {
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"bounds_godot": {
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@@ -832,8 +832,8 @@
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"accessory",
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"accessory",
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"hair"
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"hair"
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],
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],
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"triangles": 5860,
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"triangles": 5864,
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"vertices": 5492
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"vertices": 5325
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},
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},
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"npc_jacket": {
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"npc_jacket": {
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"bounds_godot": {
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"bounds_godot": {
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@@ -873,8 +873,8 @@
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"accessory",
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"accessory",
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"hair"
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"hair"
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],
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],
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"triangles": 5428,
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"triangles": 5432,
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"vertices": 5071
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"vertices": 5225
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},
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},
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"npc_vest": {
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"npc_vest": {
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"bounds_godot": {
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"bounds_godot": {
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@@ -914,8 +914,8 @@
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"accessory",
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"accessory",
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"hair"
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"hair"
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],
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],
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"triangles": 5536,
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"triangles": 5532,
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"vertices": 5375
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"vertices": 5195
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},
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},
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"palm_tree": {
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"palm_tree": {
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"bounds_godot": {
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"bounds_godot": {
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Before Width: | Height: | Size: 62 KiB After Width: | Height: | Size: 62 KiB |
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Before Width: | Height: | Size: 65 KiB After Width: | Height: | Size: 64 KiB |
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Before Width: | Height: | Size: 63 KiB After Width: | Height: | Size: 63 KiB |
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Before Width: | Height: | Size: 58 KiB After Width: | Height: | Size: 59 KiB |
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Before Width: | Height: | Size: 67 KiB After Width: | Height: | Size: 67 KiB |
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Before Width: | Height: | Size: 57 KiB After Width: | Height: | Size: 59 KiB |
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Before Width: | Height: | Size: 67 KiB After Width: | Height: | Size: 67 KiB |
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Before Width: | Height: | Size: 70 KiB After Width: | Height: | Size: 70 KiB |
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Before Width: | Height: | Size: 66 KiB After Width: | Height: | Size: 65 KiB |
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Before Width: | Height: | Size: 58 KiB After Width: | Height: | Size: 56 KiB |
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Before Width: | Height: | Size: 64 KiB After Width: | Height: | Size: 65 KiB |
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Before Width: | Height: | Size: 61 KiB After Width: | Height: | Size: 60 KiB |
@@ -566,7 +566,7 @@ def _skin_body(spec):
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((0.20 * s * w, 0, 1.37), 0.080 * t * sleeve, 0.074 * t * sleeve), # shoulder
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((0.20 * s * w, 0, 1.37), 0.080 * t * sleeve, 0.074 * t * sleeve), # shoulder
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((0.27 * s * w, 0, 1.23), 0.058 * t * sleeve, 0.058 * t * sleeve), # upper arm
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((0.27 * s * w, 0, 1.23), 0.058 * t * sleeve, 0.058 * t * sleeve), # upper arm
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((0.275 * s * w, 0.005, 1.06), 0.046 * t * sleeve, 0.048 * t * sleeve), # elbow
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((0.275 * s * w, 0.005, 1.06), 0.046 * t * sleeve, 0.048 * t * sleeve), # elbow
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((0.275 * s * w, -0.01, 0.80), 0.034 * t, 0.030 * t), # wrist
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((0.275 * s * w, -0.01, 0.78), 0.034 * t, 0.030 * t), # wrist
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]
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]
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edges += [(3, base), (base, base + 1), (base + 1, base + 2), (base + 2, base + 3)]
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edges += [(3, base), (base, base + 1), (base + 1, base + 2), (base + 2, base + 3)]
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hb = len(nodes)
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hb = len(nodes)
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@@ -666,6 +666,12 @@ def _auto_weights(obj, layout, rigid=None):
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groups[bone].add([v.index], 1.0, "REPLACE")
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groups[bone].add([v.index], 1.0, "REPLACE")
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continue
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continue
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if abs(p.x) > 0.19 and p.z > 0.74 and p.z < 1.42:
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if abs(p.x) > 0.19 and p.z > 0.74 and p.z < 1.42:
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if p.z < 0.82:
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# Wrist: track the Hand bone fully so the forearm-end moves with
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# the rigid hand (the old Hand+Elbow blend left a visible gap at
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# the wrist when the hand rotated).
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allowed = [f"Hand{side}"]
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else:
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allowed = ["Spine", f"Shoulder{side}", f"Elbow{side}", f"Hand{side}"]
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allowed = ["Spine", f"Shoulder{side}", f"Elbow{side}", f"Hand{side}"]
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if abs(p.x) > 0.23:
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if abs(p.x) > 0.23:
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allowed.remove("Spine")
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allowed.remove("Spine")
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@@ -848,26 +854,26 @@ def _hands_and_shoes(mats, spec):
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for s in (-1.0, 1.0):
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for s in (-1.0, 1.0):
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x = 0.275 * s * w
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x = 0.275 * s * w
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# Wider and shallower than the old ball: a palm, not a wrist knob.
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# Wider and shallower than the old ball: a palm, not a wrist knob.
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parts.append(sphere("Palm", 0.046, (x, -0.012, 0.742), skin, seg=10, rings=6,
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parts.append(sphere("Palm", 0.046, (x, -0.012, 0.762), skin, seg=10, rings=6,
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scale=(0.80, 0.62, 0.88)))
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scale=(0.80, 0.62, 0.88)))
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# Four bent, tapering fingers with rounded tips. The two segments keep
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# Four bent, tapering fingers with rounded tips. The two segments keep
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# the hand readable at conversation distance without adding a full
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# the hand readable at conversation distance without adding a full
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# finger skeleton; the outer fingers are slightly shorter.
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# finger skeleton; the outer fingers are slightly shorter.
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for index, offset in enumerate((-0.024, -0.008, 0.008, 0.024)):
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for index, offset in enumerate((-0.024, -0.008, 0.008, 0.024)):
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fx = x + offset * s
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fx = x + offset * s
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tip_z = (0.692, 0.681, 0.684, 0.694)[index]
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tip_z = (0.712, 0.701, 0.704, 0.714)[index]
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radius = 0.0115 if index in (1, 2) else 0.0105
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radius = 0.0115 if index in (1, 2) else 0.0105
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parts.append(tube("Finger", [(fx, -0.018, 0.758),
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parts.append(tube("Finger", [(fx, -0.018, 0.778),
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(fx, -0.030, 0.726),
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(fx, -0.030, 0.746),
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(fx, -0.042, tip_z)],
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(fx, -0.042, tip_z)],
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radius, skin, seg=6, caps=False))
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radius, skin, seg=6, caps=False))
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parts.append(sphere("Fingertip", radius, (fx, -0.042, tip_z), skin,
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parts.append(sphere("Fingertip", radius, (fx, -0.042, tip_z), skin,
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seg=6, rings=4))
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seg=6, rings=4))
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parts.append(tube("Thumb", [(x - 0.010 * s, -0.018, 0.758),
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parts.append(tube("Thumb", [(x - 0.010 * s, -0.018, 0.778),
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(x - 0.028 * s, -0.040, 0.740),
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(x - 0.028 * s, -0.040, 0.760),
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(x - 0.034 * s, -0.055, 0.718)],
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(x - 0.034 * s, -0.055, 0.738)],
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0.012, skin, seg=6, caps=False))
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0.012, skin, seg=6, caps=False))
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parts.append(sphere("ThumbTip", 0.012, (x - 0.034 * s, -0.055, 0.718), skin,
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parts.append(sphere("ThumbTip", 0.012, (x - 0.034 * s, -0.055, 0.738), skin,
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seg=6, rings=4))
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seg=6, rings=4))
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parts.append(box("Shoe", (0.10, 0.25, 0.075), (0.12 * s, -0.045, 0.04), shoe,
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parts.append(box("Shoe", (0.10, 0.25, 0.075), (0.12 * s, -0.045, 0.04), shoe,
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bevel=0.028, segs=1))
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bevel=0.028, segs=1))
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@@ -1012,7 +1018,9 @@ def build_character(name):
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return "Head" if p.z > 1.55 else "Neck"
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return "Head" if p.z > 1.55 else "Neck"
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side = "L" if p.x < 0 else "R"
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side = "L" if p.x < 0 else "R"
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if abs(p.x) > 0.26 and p.z > 0.8:
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if abs(p.x) > 0.26 and p.z > 0.8:
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return f"Elbow{side}"
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# Sleeve: the cuff follows the hand, the upper sleeve the elbow,
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# so the sleeve does not separate from the hand at the wrist.
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return f"Hand{side}" if p.z < 1.06 else f"Elbow{side}"
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if p.z < 0.25:
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if p.z < 0.25:
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return f"Knee{side}"
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return f"Knee{side}"
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return None
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return None
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