Rename EMotionFX class members to follow the m_ naming convention
Signed-off-by: Chris Burel <burelc@amazon.com>
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@@ -415,7 +415,7 @@ namespace NvCloth
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const MCore::DualQuaternion& skinningDualQuaternion = m_skinningDualQuaternions.at(jointIndex);
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float flip = AZ::GetSign(vertexSkinningTransform.mReal.Dot(skinningDualQuaternion.mReal));
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float flip = AZ::GetSign(vertexSkinningTransform.m_real.Dot(skinningDualQuaternion.m_real));
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vertexSkinningTransform += skinningDualQuaternion * jointWeight * flip;
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}
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// Normalizing the dual quaternion as the GPU shaders do. This will remove the scale from the transform.
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