void CFirstPersonHandIKContext::Initialize(ICharacterInstance* pCharacterInstance)
{
	++m_instanceCount;

	if (m_pCharacterInstance != 0)
		return;

	m_pCharacterInstance = pCharacterInstance;
	CryCreateClassInstance("AnimationPoseModifier_OperatorQueue", m_pPoseModifier);
	m_params = SParams(m_pCharacterInstance->GetIDefaultSkeleton());
}
void CProceduralWeaponAnimationContext::Initialize(IScope* pScope)
{
	++m_instanceCount;

	if (m_pScope != 0)
		return;

	m_pScope = pScope;
	ICharacterInstance* pCharacter = m_pScope->GetCharInst();
	if (pCharacter)
	{
		CryCreateClassInstance("AnimationPoseModifier_OperatorQueue", m_pPoseModifier);
		m_params = SParams(pCharacter->GetICharacterModel()->GetICharacterModelSkeleton());
	}
}