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Fixed eye rotations.
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1 changed files with 1 additions and 1 deletions
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@ -65,7 +65,7 @@ void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBX
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void FaceModel::maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
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// likewise with the eye joints
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glm::mat4 inverse = glm::inverse(parentState.transform *
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glm::mat4 inverse = glm::inverse(parentState.transform * glm::translate(state.translation) *
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joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation));
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glm::vec3 front = glm::vec3(inverse * glm::vec4(_owningHead->getOrientation() * IDENTITY_FRONT, 0.0f));
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glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(_owningHead->getLookAtPosition() +
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