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[csharp] more changelog formatting.
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CHANGELOG.md
144
CHANGELOG.md
@ -121,35 +121,34 @@
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- Color properties `.R` `.G` `.B` `.A` are replaced by `.GetColor()` and `.SetColor()`
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- Dark color properties `.R2` `.G2` `.B2` are replaced by `.GetDarkColor()` and `.SetDarkColor()`
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- `Bone` now extends `PosedActive` with separate pose, constrained, and applied states
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- `Bone` properties moved to poses:
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- Local `Bone` properties moved to `Bone.Pose`:
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|-----|-|-----|
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| Bone.X |→| Bone.Pose.X |
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| Bone.Y |→| Bone.Pose.Y |
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| Bone.Rotation |→| Bone.Pose.Rotation |
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| Bone.ScaleX |→| Bone.Pose.ScaleX |
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| Bone.ScaleY |→| Bone.Pose.ScaleY |
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| Bone.ShearX |→| Bone.Pose.ShearX |
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| Bone.ShearY |→| Bone.Pose.ShearY |
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- World and applied `Bone` properties moved to `Bone.AppliedPose`:
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|-----|-|-----|
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| Bone.AX |→| Bone.AppliedPose.X |
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| Bone.AY |→| Bone.AppliedPose.Y |
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| Bone.ARotation |→| Bone.AppliedPose.Rotation |
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| Bone.AScaleX |→| Bone.AppliedPose.ScaleX |
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| Bone.AScaleY |→| Bone.AppliedPose.ScaleY |
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| Bone.AShearX |→| Bone.AppliedPose.ShearX |
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| Bone.AShearY |→| Bone.AppliedPose.ShearY |
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| Bone.WorldX |→| Bone.AppliedPose.WorldX |
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| Bone.WorldY |→| Bone.AppliedPose.WorldY |
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| Bone.WorldRotationX |→| Bone.AppliedPose.WorldRotationX |
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| Bone.WorldRotationY |→| Bone.AppliedPose.WorldRotationY |
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- `Bone` local transform properties moved to `Bone.Pose`:
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|---------------|-|-------------|
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| Bone.X |→| Bone.Pose.X |
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| Bone.Y |→| Bone.Pose.Y |
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| Bone.Rotation |→| Bone.Pose.Rotation |
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| Bone.ScaleX |→| Bone.Pose.ScaleX |
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| Bone.ScaleY |→| Bone.Pose.ScaleY |
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| Bone.ShearX |→| Bone.Pose.ShearX |
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| Bone.ShearY |→| Bone.Pose.ShearY |
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- `Bone` world and applied transform properties moved to `Bone.AppliedPose`:
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|---------------------|-|--------------------|
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| Bone.AX |→| Bone.AppliedPose.X |
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| Bone.AY |→| Bone.AppliedPose.Y |
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| Bone.ARotation |→| Bone.AppliedPose.Rotation |
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| Bone.AScaleX |→| Bone.AppliedPose.ScaleX |
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| Bone.AScaleY |→| Bone.AppliedPose.ScaleY |
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| Bone.AShearX |→| Bone.AppliedPose.ShearX |
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| Bone.AShearY |→| Bone.AppliedPose.ShearY |
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| Bone.WorldX |→| Bone.AppliedPose.WorldX |
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| Bone.WorldY |→| Bone.AppliedPose.WorldY |
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| Bone.WorldRotationX |→| Bone.AppliedPose.WorldRotationX |
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| Bone.WorldRotationY |→| Bone.AppliedPose.WorldRotationY |
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- `Bone` no longer provides a `Bone.Skeleton` property, constructor no longer takes a `skeleton` parameter
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- `Slot` properties moved to `SlotPose`, i.e. `Slot.AppliedPose`:
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|-----|-|-----|
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|-----------------------|-|-----------------------------|
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| Slot.Attachment |→| Slot.AppliedPose.Attachment |
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| Slot.R .G .B .A |→| Slot.AppliedPose.GetColor() and Slot.AppliedPose.SetColor() |
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| Slot.R2 .G2 .B2 |→| Slot.AppliedPose.GetDarkColor() and Slot.AppliedPose.SetDarkColor() |
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@ -157,56 +156,65 @@
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| Slot.Deform |→| Slot.AppliedPose.Deform |
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| Slot.SequenceIndex |→| Slot.AppliedPose.SequenceIndex |
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- `Constraint` properties moved to `Constraint.Pose`:
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|-----|-|-----|
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| IkConstraint.Mix |→| IkConstraint.Pose.Mix |
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| IkConstraint.Softness |→| IkConstraint.Pose.Softness |
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| IkConstraint.BendDirection |→| IkConstraint.Pose.BendDirection |
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| IkConstraint.Compress |→| IkConstraint.Pose.Compress |
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| IkConstraint.Stretch |→| IkConstraint.Pose.Stretch |
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|-----------------------------|-|-----------------------|
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| IkConstraint.Mix |→| IkConstraint.Pose.Mix |
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| IkConstraint.Softness |→| IkConstraint.Pose.Softness |
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| IkConstraint.BendDirection |→| IkConstraint.Pose.BendDirection |
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| IkConstraint.Compress |→| IkConstraint.Pose.Compress |
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| IkConstraint.Stretch |→| IkConstraint.Pose.Stretch |
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|-----|-|-----|
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| TransformConstraint.MixRotate |→| TransformConstraint.Pose.MixRotate |
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| TransformConstraint.MixX |→| TransformConstraint.Pose.MixX |
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| TransformConstraint.MixY |→| TransformConstraint.Pose.MixY |
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| TransformConstraint.MixScaleX |→| TransformConstraint.Pose.MixScaleX |
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| TransformConstraint.MixScaleY |→| TransformConstraint.Pose.MixScaleY |
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| TransformConstraint.MixShearY |→| TransformConstraint.Pose.MixShearY |
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|-------------------------------|-|------------------------------------|
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| TransformConstraint.MixRotate |→| TransformConstraint.Pose.MixRotate |
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| TransformConstraint.MixX |→| TransformConstraint.Pose.MixX |
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| TransformConstraint.MixY |→| TransformConstraint.Pose.MixY |
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| TransformConstraint.MixScaleX |→| TransformConstraint.Pose.MixScaleX |
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| TransformConstraint.MixScaleY |→| TransformConstraint.Pose.MixScaleY |
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| TransformConstraint.MixShearY |→| TransformConstraint.Pose.MixShearY |
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|-----|-|-----|
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| PathConstraint.Position |→| PathConstraint.Pose.Position |
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| PathConstraint.Spacing |→| PathConstraint.Pose.Spacing |
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| PathConstraint.MixRotate |→| PathConstraint.Pose.MixRotate |
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| PathConstraint.MixX |→| PathConstraint.Pose.MixX |
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| PathConstraint.MixY |→| PathConstraint.Pose.MixY |
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|---------------------------|-|------------------------------|
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| PathConstraint.Position |→| PathConstraint.Pose.Position |
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| PathConstraint.Spacing |→| PathConstraint.Pose.Spacing |
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| PathConstraint.MixRotate |→| PathConstraint.Pose.MixRotate |
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| PathConstraint.MixX |→| PathConstraint.Pose.MixX |
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| PathConstraint.MixY |→| PathConstraint.Pose.MixY |
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|-----|-|-----|
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| PhysicsConstraint.Mix |→| PhysicsConstraint.Pose.Mix |
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| PhysicsConstraint.Gravity |→| PhysicsConstraint.Pose.Gravity |
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| PhysicsConstraint.Strength |→| PhysicsConstraint.Pose.Strength |
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| PhysicsConstraint.Damping |→| PhysicsConstraint.Pose.Damping |
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| PhysicsConstraint.MassInverse |→| PhysicsConstraint.Pose.MassInverse |
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| PhysicsConstraint.Wind |→| PhysicsConstraint.Pose.Wind |
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|-------------------------------|-|----------------------------|
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| PhysicsConstraint.Mix |→| PhysicsConstraint.Pose.Mix |
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| PhysicsConstraint.Gravity |→| PhysicsConstraint.Pose.Gravity |
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| PhysicsConstraint.Strength |→| PhysicsConstraint.Pose.Strength |
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| PhysicsConstraint.Damping |→| PhysicsConstraint.Pose.Damping |
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| PhysicsConstraint.MassInverse |→| PhysicsConstraint.Pose.MassInverse |
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| PhysicsConstraint.Wind |→| PhysicsConstraint.Pose.Wind |
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- `ConstraintData` properties moved to `ConstraintData.GetSetupPose()`
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- `IkConstraintData.Mix` → `IkConstraintData.GetSetupPose().Mix`
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|-----|-|-----|
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| IkConstraintData.Mix |→| IkConstraintData.GetSetupPose().Mix |
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| ...| |...|
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- `SkeletonData` now provides a single `IConstraintData` list `SkeletonData.Constraints` instead of separate lists per constraint type
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- List by type:
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|-----|-|-----|
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| SkeletonData.IkConstraints |→| SkeletonData.Constraints.OfType<IkConstraintData>() |
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| SkeletonData.TransformConstraints |→| SkeletonData.Constraints.OfType<TransformConstraintData>() |
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| SkeletonData.PathConstraints |→| SkeletonData.Constraints.OfType<PathConstraintData>() |
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| SkeletonData.PhysicsConstraints |→| SkeletonData.Constraints.OfType<PhysicsConstraintData>() |
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- Access by type and name: `SkeletonData.FindIkConstraint()` → `SkeletonData.FindConstraint<IkConstraint>()`
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|-----|-|-----|
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| SkeletonData.IkConstraints |→| SkeletonData.Constraints.OfType\<IkConstraintData\>() |
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| SkeletonData.TransformConstraints |→| SkeletonData.Constraints.OfType\<TransformConstraintData\>() |
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| SkeletonData.PathConstraints |→| SkeletonData.Constraints.OfType\<PathConstraintData\>() |
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| SkeletonData.PhysicsConstraints |→| SkeletonData.Constraints.OfType\<PhysicsConstraintData\>() |
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- `SkeletonData` now provides `SkeletonData.FindConstraint<ConstraintData>()` instead of single find methods per constraint type
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|-----|-|-----|
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| SkeletonData.FindIkConstraint |→| SkeletonData.FindConstraint\<IkConstraintData\>() |
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| SkeletonData.FindTransformConstraint |→| SkeletonData.FindConstraint\<TransformConstraintData\>() |
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| SkeletonData.FindPathConstraint |→| SkeletonData.FindConstraint\<PathConstraintData\>() |
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| SkeletonData.FindPhysicsConstraint |→| SkeletonData.FindConstraint\<PhysicsConstraintData\>() |
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- Renamed setup pose methods:
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| Skeleton.SetToSetupPose() |→| Skeleton.SetupPose() |
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| Skeleton.SetBonesToSetupPose() |→| Skeleton.SetupPoseBones() |
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| Skeleton.SetSlotsToSetupPose() |→| Skeleton.SetupPoseSlots() |
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| `Skeleton.SetToSetupPose()` |→| `Skeleton.SetupPose()` |
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| `Skeleton.SetBonesToSetupPose()` |→| `Skeleton.SetupPoseBones()` |
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| `Skeleton.SetSlotsToSetupPose()` |→| `Skeleton.SetupPoseSlots()` |
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| Bone.SetToSetupPose() |→| Bone.SetupPose() |
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| Slot.SetToSetupPose() |→| Slot.SetupPose() |
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| IkConstraint.SetToSetupPose() |→| IkConstraint.SetupPose() |
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