diff --git a/libraries/animation/src/Rig.cpp b/libraries/animation/src/Rig.cpp index 528f678b33..3729dc8ca7 100644 --- a/libraries/animation/src/Rig.cpp +++ b/libraries/animation/src/Rig.cpp @@ -1008,7 +1008,6 @@ void Rig::updateNeckJoint(int index, const HeadParameters& params) { auto& parentState = _jointStates[state.getParentIndex()]; // get the rotation axes in joint space and use them to adjust the rotation - glm::mat3 axes = glm::mat3_cast(glm::quat()); glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransform() * glm::translate(getJointDefaultTranslationInConstrainedFrame(index)) * state.getPreTransform() * glm::mat4_cast(state.getPreRotation()))); diff --git a/libraries/animation/src/Rig.h b/libraries/animation/src/Rig.h index 5f04dd550f..68a0b327da 100644 --- a/libraries/animation/src/Rig.h +++ b/libraries/animation/src/Rig.h @@ -62,12 +62,12 @@ public: float localHeadPitch = 0.0f; // degrees float localHeadYaw = 0.0f; // degrees float localHeadRoll = 0.0f; // degrees - glm::vec3 localHeadPosition = glm::vec3(0); + glm::vec3 localHeadPosition = glm::vec3(); bool isInHMD = false; glm::quat worldHeadOrientation = glm::quat(); glm::vec3 eyeLookAt = glm::vec3(); // world space glm::vec3 eyeSaccade = glm::vec3(); // world space - glm::vec3 modelTranslation = glm::vec3(0); + glm::vec3 modelTranslation = glm::vec3(); int leanJointIndex = -1; int neckJointIndex = -1; int leftEyeJointIndex = -1;