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From a review of the body code (headset-unverified, as the body is): - The chest's turn and lean were composed the wrong way round (yaw * tilt tilts first, then turns the tilt by the turn), so a head turned 35 degrees and moved forward leaned the chest 35 degrees aside; now tilt * yaw (checked on the host: straight ahead, as asked). - A hand the moved shoulder could not reach was still put back where the animation had it, off the end of the forearm; it now goes with where the forearm reached, keeping its animated pose. - The lean was capped each way, letting a diagonal one reach 33 degrees; it is capped as a whole at 25. - The chest's turn jumped from one side to the other as the head looked straight behind; it fades out from 120 degrees on. - On foot the body was drawn whenever the hand aims, also from a scripted or transition camera elsewhere, where the game draws the whole unit; it now needs the game's first-person view too. - vr_rotation_between turned exactly opposite vectors with the negated identity, a reflection that would draw a limb inside out; it is now a half turn about an axis across them (also used by the first-person arms).