diff --git a/libraries/avatars-renderer/src/avatars-renderer/SkeletonModel.cpp b/libraries/avatars-renderer/src/avatars-renderer/SkeletonModel.cpp index 15ff09d13d..5ac808d3fb 100644 --- a/libraries/avatars-renderer/src/avatars-renderer/SkeletonModel.cpp +++ b/libraries/avatars-renderer/src/avatars-renderer/SkeletonModel.cpp @@ -33,7 +33,6 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent) : { // SkeletonModels, and by extention Avatars, use Dual Quaternion skinning. _useDualQuaternionSkinning = true; - _forceOffset = true; // Avatars all cast shadow setCanCastShadow(true); diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp index 1c9fdc50d6..95857a603d 100644 --- a/libraries/render-utils/src/Model.cpp +++ b/libraries/render-utils/src/Model.cpp @@ -151,6 +151,7 @@ void Model::setOffset(const glm::vec3& offset) { // if someone manually sets our offset, then we are no longer snapped to center _snapModelToRegistrationPoint = false; _snappedToRegistrationPoint = false; + _forceOffset = true; } void Model::calculateTextureInfo() {