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Only use hacky model translation with the old skeleton.
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1 changed files with 4 additions and 3 deletions
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@ -21,11 +21,13 @@ void FaceModel::simulate(float deltaTime) {
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if (!isActive()) {
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return;
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}
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Avatar* owningAvatar = static_cast<Avatar*>(_owningHead->_owningAvatar);
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glm::vec3 neckPosition;
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glm::vec3 modelTranslation;
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if (!owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) {
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neckPosition = owningAvatar->getSkeleton().joint[AVATAR_JOINT_NECK_BASE].position;
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const glm::vec3 OLD_SKELETON_MODEL_TRANSLATION(0.0f, -60.0f, 40.0f);
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modelTranslation = OLD_SKELETON_MODEL_TRANSLATION;
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}
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setTranslation(neckPosition);
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glm::quat neckRotation;
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@ -36,8 +38,7 @@ void FaceModel::simulate(float deltaTime) {
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setRotation(neckRotation);
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const float MODEL_SCALE = 0.0006f;
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setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningHead->getScale() * MODEL_SCALE);
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const glm::vec3 MODEL_TRANSLATION(0.0f, -60.0f, 40.0f); // temporary fudge factor
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setOffset(MODEL_TRANSLATION - _geometry->getFBXGeometry().neckPivot);
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setOffset(modelTranslation - _geometry->getFBXGeometry().neckPivot);
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setPupilDilation(_owningHead->getPupilDilation());
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setBlendshapeCoefficients(_owningHead->getBlendshapeCoefficients());
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