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IK transforms are better affected by other bones
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@@ -8,7 +8,7 @@ namespace vb01{
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sumLengths += boneChain[i]->getLength();
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Bone *subBase = (Bone*)boneChain[0]->getIkTarget()->getParent();
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Vector3 startPos = boneChain[chainLength - 1]->getBoneSpaceRestPos(subBase);
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Vector3 startPos = subBase->globalToLocalPosition(boneChain[chainLength - 1]->localToGlobalPosition(Vector3::VEC_ZERO));
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if(startPos.getDistanceFrom(targetPos) < sumLengths){
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int numIterations = 500;
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