diff --git a/libraries/animation/src/AnimClip.cpp b/libraries/animation/src/AnimClip.cpp index c432b3b9ac..0d181f8e47 100644 --- a/libraries/animation/src/AnimClip.cpp +++ b/libraries/animation/src/AnimClip.cpp @@ -159,7 +159,7 @@ void AnimClip::copyFromNetworkAnim() { // used to adjust translation offsets, so large translation animatons on the reference skeleton // will be adjusted when played on a skeleton with short limbs. - float limbLengthScale = fabs(glm::length(fbxZeroTrans)) <= 0.0001f ? 1.0f : (glm::length(relBindPose.trans) / glm::length(fbxZeroTrans)); + float limbLengthScale = (float)fabs(glm::length(fbxZeroTrans)) <= 0.0001f ? 1.0f : (glm::length(relBindPose.trans) / glm::length(fbxZeroTrans)); AnimPose& pose = _anim[frame][skeletonJoint]; const FBXAnimationFrame& fbxAnimFrame = geom.animationFrames[frame]; diff --git a/libraries/animation/src/AnimInverseKinematics.h b/libraries/animation/src/AnimInverseKinematics.h index 2eb0d9b08e..171bcc11d8 100644 --- a/libraries/animation/src/AnimInverseKinematics.h +++ b/libraries/animation/src/AnimInverseKinematics.h @@ -52,7 +52,7 @@ protected: void computeTargets(const AnimVariantMap& animVars, std::vector& targets, const AnimPoseVec& underPoses); void solveWithCyclicCoordinateDescent(const std::vector& targets); - virtual void setSkeletonInternal(AnimSkeleton::ConstPointer skeleton); + virtual void setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) override; // for AnimDebugDraw rendering virtual const AnimPoseVec& getPosesInternal() const override { return _relativePoses; }