big
This commit is contained in:
@@ -17,13 +17,10 @@ extends SceneTree
|
||||
## different places in the two poses, and a skeleton-space implementation
|
||||
## passes check 1 happily.
|
||||
##
|
||||
## MEASURED IN THE GUN'S FRAME, and it has to be. The hold BREATHES — there is a
|
||||
## `sin(_time * 2.2) * 0.012` on the muzzle pitch — so no anchor is ever at the
|
||||
## same world position twice, and the first version of this check compared
|
||||
## absolute positions and reported a 3.5 mm error that was just the character
|
||||
## inhaling. Taking each anchor relative to the one it hangs off and rotating
|
||||
## into the current gun basis cancels the breathing, the ADS blend and the
|
||||
## recoil kick exactly, because all three move the basis and the anchor together.
|
||||
## MEASURED IN THE GUN'S FRAME, and it has to be. Taking each anchor relative to
|
||||
## the one it hangs off and rotating into the current gun basis cancels the ADS
|
||||
## blend and recoil kick exactly, because both move the basis and anchor
|
||||
## together.
|
||||
##
|
||||
## godot --headless --path . -s res://debug/anchor_shift_check.gd
|
||||
|
||||
|
||||
Reference in New Issue
Block a user