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Bump up the maximum eye angle slightly.
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@ -63,7 +63,7 @@ void FaceModel::maybeUpdateEyeRotation(const JointState& parentState, const FBXJ
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glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(_owningHead->getLookAtPosition() +
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_owningHead->getSaccade(), 1.0f));
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glm::quat between = rotationBetween(front, lookAt);
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const float MAX_ANGLE = 22.5f;
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const float MAX_ANGLE = 30.0f;
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state.rotation = glm::angleAxis(glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE), glm::axis(between)) *
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joint.rotation;
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}
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