unbiased
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@ -21,7 +21,7 @@ class RollsCursor : dof {
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float fL = rig.Flexion(hand, FingerId.Little);
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// Biased by finger length
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float stretch = (fI + fI + fM + fM + fM + fR + fR + fL) / 8f;
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float stretch = (fI + fM + fR + fL) / 4f;
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Vec3 to = Roll(hand, JointId.KnuckleMid, fI, fM, fR, fL);
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Vec3 from = Roll(hand, JointId.KnuckleMajor, fI, fM, fR, fL);
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