apply a temporary workaround in order to ameliorate the hand animation after sgquat, sgvect3d fixes

This commit is contained in:
Mamadou Babaei
2024-03-22 20:59:22 +01:00
parent 2a010811a3
commit 86db7ae4dd
@@ -445,7 +445,7 @@ TMap<FName, FRotator> USGVirtualHandComponent::GetFingersBonesRotations()
return MoveTemp(Rotations);
}
const TArray<TArray<FVector>> HandAngles{HandPose->GetHandAngles()};
const TArray<TArray<FVector>>& HandAngles{HandPose->GetHandAngles()};
for (int32 FingerIndex = 0; FingerIndex < HandAngles.Num(); ++FingerIndex)
{
@@ -454,7 +454,7 @@ TMap<FName, FRotator> USGVirtualHandComponent::GetFingersBonesRotations()
for (int32 JointIndex = 0; JointIndex < FingerJointAngles.Num(); ++JointIndex)
{
const FVector& JointAngle{FingerJointAngles[JointIndex]};
const FQuat JointRotation{FQuat::MakeFromEuler(JointAngle)};
const FQuat JointRotation{FQuat::MakeFromEuler(FVector{-JointAngle.Y, -JointAngle.X, -JointAngle.Z})};
const FTransform& BoneRefTransform{GetFingerBoneRefTransform(FingerIndex, JointIndex)};