apply fake eye saccades if eye joints aren't overridden (rather than if HasProceduralEyeFaceMovement is true)

This commit is contained in:
Seth Alves 2019-08-27 16:37:37 -07:00
parent 796bfb5d67
commit 1979e1dbc7
2 changed files with 2 additions and 5 deletions

View file

@ -337,10 +337,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
eyeParams.modelTranslation = getTranslation();
eyeParams.leftEyeJointIndex = _rig.indexOfJoint("LeftEye");
eyeParams.rightEyeJointIndex = _rig.indexOfJoint("RightEye");
if (_owningAvatar->getHasProceduralEyeFaceMovement()) {
_rig.updateFromEyeParameters(eyeParams);
}
_rig.updateFromEyeParameters(eyeParams);
updateFingers();
}

View file

@ -1973,7 +1973,7 @@ void Rig::updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm
// TODO: does not properly handle avatar scale.
if (isIndexValid(index)) {
if (isIndexValid(index) && !_internalPoseSet._overrideFlags[i]) {
const glm::mat4 rigToWorld = createMatFromQuatAndPos(modelRotation, modelTranslation);
const glm::mat4 worldToRig = glm::inverse(rigToWorld);
const glm::vec3 lookAtVector = glm::normalize(transformPoint(worldToRig, lookAtSpot) - _internalPoseSet._absolutePoses[index].trans());