New plan: let's get the skeleton working first, then work on the face.

This commit is contained in:
Andrzej Kapolka 2013-10-22 14:33:27 -07:00
parent cd4b88acaa
commit 02a21ae9c0

View file

@ -30,8 +30,7 @@ void FaceModel::simulate(float deltaTime) {
setTranslation(neckPosition); setTranslation(neckPosition);
glm::quat neckRotation; glm::quat neckRotation;
if (!owningAvatar->getSkeletonModel().getNeckRotation(neckRotation)) { if (!owningAvatar->getSkeletonModel().getNeckRotation(neckRotation)) {
neckRotation = owningAvatar->getSkeleton().joint[AVATAR_JOINT_NECK_BASE].absoluteRotation * neckRotation = owningAvatar->getSkeleton().joint[AVATAR_JOINT_NECK_BASE].absoluteRotation;
glm::angleAxis(180.0f, 0.0f, 1.0f, 0.0f);
} }
setRotation(neckRotation); setRotation(neckRotation);
const float MODEL_SCALE = 0.0006f; const float MODEL_SCALE = 0.0006f;