Bend the torso from the hips and add bow and twerk test animations
- LimbBend.anchoredAtEnd keeps the far end in place (the hips on the legs) and folds the other half, and angleAt/axis expose how far the limb has turned at a point. - PoseApplier bends the body from the hips and carries the head and arms with it: their pivots follow the bent torso and they turn with its ring. - Test animations: bow (torso only) and twerk. The gametest shoots the twerk at the top and bottom of its bounce, including from behind. Co-Authored-By: Claude Opus 5.5 <[email protected]>
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@@ -50,8 +50,15 @@ renderer: build a spine, put a ring of shared vertices along it, and draw the fa
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limb's spine, not their own inflated box, so they stay attached.
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Axis 0 folds towards the front (-Z) and PI/2 towards +X, in the limb's own space. Knees fold back,
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so they use axis PI. The body bends too, but the head and arms don't follow its upper half yet.
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Held items still attach to the unbent arm.
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so they use axis PI.
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The torso is anchored at the hips instead of its pivot (`LimbBend.anchoredAtEnd`), so the legs stay
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attached and the chest leans. The head and arms are siblings of the body in the vanilla model, so
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`PoseApplier` carries them: their pivots follow the bent torso, and they turn with its ring there
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(`LimbBend.angleAt`). An arm carried by a forward lean swings back like a diver's, so emotes that want
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hanging arms tilt them forward by about the lean (see the `twerk` test animation).
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Held items still attach to the unbent arm, and the cape doesn't follow the torso yet.
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## Commands
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