diff --git a/interface/src/ui/overlays/ModelOverlay.cpp b/interface/src/ui/overlays/ModelOverlay.cpp index 713115bffc..c857ad97ab 100644 --- a/interface/src/ui/overlays/ModelOverlay.cpp +++ b/interface/src/ui/overlays/ModelOverlay.cpp @@ -404,18 +404,16 @@ void ModelOverlay::animate() { float deltaTime = (float)interval / (float)USECS_PER_SECOND; _animationCurrentFrame += (deltaTime * _animationFPS); - { - int animationCurrentFrame = (int)(glm::floor(_animationCurrentFrame)) % frameCount; - if (animationCurrentFrame < 0 || animationCurrentFrame > frameCount) { - animationCurrentFrame = 0; - } - - if (animationCurrentFrame == _lastKnownCurrentFrame) { - return; - } - _lastKnownCurrentFrame = animationCurrentFrame; + int animationCurrentFrame = (int)(glm::floor(_animationCurrentFrame)) % frameCount; + if (animationCurrentFrame < 0 || animationCurrentFrame > frameCount) { + animationCurrentFrame = 0; } + if (animationCurrentFrame == _lastKnownCurrentFrame) { + return; + } + _lastKnownCurrentFrame = animationCurrentFrame; + if (_jointMapping.size() != _model->getJointStateCount()) { return; } @@ -440,12 +438,11 @@ void ModelOverlay::animate() { if (index < translations.size()) { translationMat = glm::translate(translations[index]); } - } - else if (index < animationJointNames.size()) { + } else if (index < animationJointNames.size()) { QString jointName = fbxJoints[index].name; if (originalFbxIndices.contains(jointName)) { - // Making sure the joint names exist in the original model the animation is trying to apply onto. If they do, then remap and get it's translation. + // Making sure the joint names exist in the original model the animation is trying to apply onto. If they do, then remap and get its translation. int remappedIndex = originalFbxIndices[jointName] - 1; // JointIndeces seem to always start from 1 and the found index is always 1 higher than actual. translationMat = glm::translate(originalFbxJoints[remappedIndex].translation); } @@ -453,8 +450,7 @@ void ModelOverlay::animate() { glm::mat4 rotationMat; if (index < rotations.size()) { rotationMat = glm::mat4_cast(fbxJoints[index].preRotation * rotations[index] * fbxJoints[index].postRotation); - } - else { + } else { rotationMat = glm::mat4_cast(fbxJoints[index].preRotation * fbxJoints[index].postRotation); }