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Add custom pose - #207

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Add custom pose#207
Domdkw wants to merge 2 commits into
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@Domdkw

@Domdkw Domdkw commented Feb 26, 2026

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Let each part inherit from the parent element body, so it's easier to make changes. It should be compatible with previous animations, except for the Crouch animation, which I rewrote for compatibility.

@vercel

vercel Bot commented Feb 26, 2026

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@Domdkw is attempting to deploy a commit to the Hacksore's Team Team on Vercel.

A member of the Team first needs to authorize it.

@undefined303

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body is an individual components of the player, which is used to control the body part of the player.To control the whole player,u can use the playerObject.skin

@Domdkw

Domdkw commented Feb 27, 2026

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Thanks, I got it
Then I'll add a rotation control option.

Realize independent rotation control functions for various body parts, including the rotation of the player model, head, body, limbs, cloak, and wings
Add a rotation control interface to the example page
Export the CapeDefaultAngle constant for external use
@Domdkw
Domdkw force-pushed the master branch 2 times, most recently from 487af90 to 9f570b2 Compare February 27, 2026 04:05
@undefined303

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I dont get the point of u revert my PR #206
And i dont think it's necessary to add methods such as skinViewer.rotation.leftArm = { x: 0, y: 0, z: 0.5 };
U can just use skinViewer.playerObject.skin.leftArm.rotation.x and y and z to set the rotation.
Print skinViewer.playerObject.skin.rotation u can see this object contains more detail information the order of rotation is important.

{
    "isEuler": true,
    "_x": 0,
    "_y": 0,
    "_z": 0,
    "_order": "XYZ"
}

and the previous code use the format such as skinViewer.[skin part].rotation , the format in this pr skinViewer.rotation.[skin part] could lead to confusion.
and if u directly set rotations use an object which fix the order to ‘XYZ’, this may lead others to misunderstand it as somethings lilke coordinates.But the truth of rotaton is to rotate each axe in order and set which causes the Gimbal Lock,
For example in the XYZ order,if u fix the y rotation to Math.Pi/2, the setting of x,or z would cause the same thing.
Just like {x:1, y:Math.PI/2 ,z:0} {x:0, y:Math.PI/2 ,z:1} {x:0.5, y:Math.PI/2 ,z:0.5} performs the same.

@Domdkw

Domdkw commented Feb 27, 2026

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OK, I'll do it later.

@Domdkw Domdkw closed this Feb 27, 2026
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2 participants