RD_blendPose(Pelvis, you, "Bip01");
RD_blendPose(L_leg_up, you, "Bip01_L_Thigh");
RD_blendPose(L_leg_down, you, "Bip01_L_Calf");
RD_blendPose(R_leg_up, you, "Bip01_R_Thigh");
RD_blendPose(R_leg_down, you, "Bip01_R_Calf");
RD_blendPose(Stomach, you, "Bip01_Spine2"); //Bip01_Spine1
RD_blendPose(Torso, you, "Bip01_Spine3");
RD_blendPose(L_arm_up, you, "Bip01_L_UpperArm");
RD_blendPose(L_arm_down, you, "Bip01_L_Forearm");
RD_blendPose(R_arm_up, you, "Bip01_R_UpperArm");
RD_blendPose(R_arm_down, you, "Bip01_R_Forearm");
RD_blendPose(Head, you, "Bip01_Head");
while(you) {
// set pelvis to right position
vec_set(you.x, my.x);
vec_set(you.pan, my.pan);
// update all physics (limb) parts
RD_updateBoneHinge(L_leg_up, "Bip01_L_Thigh", you);
RD_updateBoneHinge(L_leg_down, "Bip01_L_Calf", you);
RD_updateBoneHinge(R_leg_up, "Bip01_R_Thigh", you);
RD_updateBoneHinge(R_leg_down, "Bip01_R_Calf", you);
RD_updateBoneHinge(Stomach, "Bip01_Spine2", you);
RD_updateBoneHinge(Torso, "Bip01_Spine3", you);
RD_updateBoneHinge(L_arm_up, "Bip01_L_UpperArm", you);
RD_updateBoneHinge(L_arm_down, "Bip01_L_Forearm", you);
RD_updateBoneHinge(R_arm_up, "Bip01_R_UpperArm", you);
RD_updateBoneHinge(R_arm_down, "Bip01_R_Forearm", you);
RD_updateBoneHinge(Head, "Bip01_Head", you);
wait(1);
}