Include the neck pivot when we get the eye locations.

This commit is contained in:
Andrzej Kapolka 2013-09-30 13:20:28 -07:00
parent d4c4cbc981
commit 40d195595f

View file

@ -178,7 +178,8 @@ void BlendFace::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEy
foreach (const FBXMesh& mesh, _geometry.meshes) {
if (mesh.isEye) {
glm::vec3 position = orientation * (mesh.pivot * scale + MODEL_TRANSLATION) + _owningHead->getPosition();
glm::vec3 position = orientation * ((mesh.pivot - _geometry.neckPivot) * scale + MODEL_TRANSLATION) +
_owningHead->getPosition();
if (foundFirst) {
secondEyePosition = position;
return;