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SkinRenderer - Fix Default arm rotation and pivot points
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@@ -14,10 +14,10 @@ namespace PckStudio.Internal
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{
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["HEAD"] = new PositioningInfo(),
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["BODY"] = new PositioningInfo(),
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["ARM0"] = new PositioningInfo(new(-5f, -2f, 0f), new( 4f, 2f, 0f)),
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["ARM1"] = new PositioningInfo(new( 5f, -2f, 0f), new(-4f, 2f, 0f)),
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["LEG0"] = new PositioningInfo(new(-2f, -12f, 0f), new(-2f, 12f, 0f)),
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["LEG1"] = new PositioningInfo(new( 2f, -12f, 0f), new( 2f, 12f, 0f)),
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["ARM0"] = new PositioningInfo(new(-5f, -2f, 0f), new( 6f, 2f, 0f)),
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["ARM1"] = new PositioningInfo(new( 5f, -2f, 0f), new(-6f, 2f, 0f)),
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["LEG0"] = new PositioningInfo(new(-2f, -12f, 0f), new( 2f, 12f, 0f)),
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["LEG1"] = new PositioningInfo(new( 2f, -12f, 0f), new(-2f, 12f, 0f)),
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};
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internal record struct PositioningInfo(Vector3 Translation, Vector3 Pivot);
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@@ -228,8 +228,10 @@ namespace PckStudio.Rendering
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private bool showWireFrame = false;
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private bool autoInflateOverlayParts;
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private Matrix4 RightArmMatrix { get; set; } = Matrix4.CreateFromAxisAngle(Vector3.UnitZ, 25f);
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private Matrix4 LeftArmMatrix { get; set; } = Matrix4.CreateFromAxisAngle(Vector3.UnitZ, -25f);
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private float defaultArmRotation => 5f;
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private Matrix4 RightArmMatrix => Matrix4.CreateFromAxisAngle(Vector3.UnitZ, MathHelper.DegreesToRadians(-defaultArmRotation));
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private Matrix4 LeftArmMatrix => Matrix4.CreateFromAxisAngle(Vector3.UnitZ, MathHelper.DegreesToRadians(defaultArmRotation));
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private static Vector3[] cubeVertices = new Vector3[]
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{
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