This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| // Copyright 2022 John Austin - Pontoco | |
| // License: MIT | |
| // https://choosealicense.com/licenses/mit/ | |
| // This is the rigging code that is used to calculate IK and place arm bones in The Last Clockwinder. | |
| // It began using the Unity Animation Rigging package, but we found that to be too slow and overly separated into too many | |
| // trivial jobs (it was dominated by scheduling time). | |
| // This code is largely the result of manually inlining all of the rigging code we were using from our Animation Rigging setup. | |
| // You'll notice that it's well setup to run as a Job! But we never needed the extra performance. In face, just running this code 25 times |