Fix sped up animations

This commit is contained in:
Brad Davis 2017-05-06 14:34:28 -07:00
parent f809afae2f
commit b63015eaea
4 changed files with 9 additions and 10 deletions

View file

@ -140,9 +140,6 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
auto orientation = myAvatar->getLocalOrientation();
_rig->computeMotionAnimationState(deltaTime, position, velocity, orientation, ccState);
// evaluate AnimGraph animation and update jointStates.
Model::updateRig(deltaTime, parentTransform);
Rig::EyeParameters eyeParams;
eyeParams.eyeLookAt = lookAt;
eyeParams.eyeSaccade = head->getSaccade();
@ -153,6 +150,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
_rig->updateFromEyeParameters(eyeParams);
// evaluate AnimGraph animation and update jointStates.
Parent::updateRig(deltaTime, parentTransform);
}

View file

@ -120,7 +120,7 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
}
// evaluate AnimGraph animation and update jointStates.
Model::updateRig(deltaTime, parentTransform);
Parent::updateRig(deltaTime, parentTransform);
}
void SkeletonModel::updateAttitude() {
@ -136,7 +136,7 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
if (fullUpdate) {
setBlendshapeCoefficients(_owningAvatar->getHead()->getSummedBlendshapeCoefficients());
Model::simulate(deltaTime, fullUpdate);
Parent::simulate(deltaTime, fullUpdate);
// let rig compute the model offset
glm::vec3 registrationPoint;
@ -144,7 +144,7 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
setOffset(registrationPoint);
}
} else {
Model::simulate(deltaTime, fullUpdate);
Parent::simulate(deltaTime, fullUpdate);
}
if (!isActive() || !_owningAvatar->isMyAvatar()) {

View file

@ -23,6 +23,7 @@ using SkeletonModelWeakPointer = std::weak_ptr<SkeletonModel>;
/// A skeleton loaded from a model.
class SkeletonModel : public CauterizedModel {
using Parent = CauterizedModel;
Q_OBJECT
public: