diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h
index bb6f036533..0108fb5eda 100644
--- a/interface/src/avatar/MyAvatar.h
+++ b/interface/src/avatar/MyAvatar.h
@@ -154,6 +154,7 @@ class MyAvatar : public Avatar {
*
* @property {Vec3} qmlPosition - A synonym for position
for use by QML.
*
+ * @property {Vec3} feetPosition - The position of the avatar's feet.
* @property {boolean} shouldRenderLocally=true - If true
then your avatar is rendered for you in Interface,
* otherwise it is not rendered for you (but it is still rendered for other users).
* @property {Vec3} motorVelocity=Vec3.ZERO - The target velocity of your avatar to be achieved by a scripted motor.
@@ -340,6 +341,7 @@ class MyAvatar : public Avatar {
Q_PROPERTY(QVector3D qmlPosition READ getQmlPosition)
QVector3D getQmlPosition() { auto p = getWorldPosition(); return QVector3D(p.x, p.y, p.z); }
+ Q_PROPERTY(glm::vec3 feetPosition READ getWorldFeetPosition WRITE goToFeetLocation)
Q_PROPERTY(bool shouldRenderLocally READ getShouldRenderLocally WRITE setShouldRenderLocally)
Q_PROPERTY(glm::vec3 motorVelocity READ getScriptedMotorVelocity WRITE setScriptedMotorVelocity)
Q_PROPERTY(float motorTimescale READ getScriptedMotorTimescale WRITE setScriptedMotorTimescale)
@@ -1938,9 +1940,8 @@ public slots:
* @param {boolean} [shouldFaceLocation=false] - Set to true
to position the avatar a short distance away from
* the new position and orientate the avatar to face the position.
*/
- void goToFeetLocation(const glm::vec3& newPosition,
- bool hasOrientation, const glm::quat& newOrientation,
- bool shouldFaceLocation);
+ void goToFeetLocation(const glm::vec3& newPosition, bool hasOrientation = false,
+ const glm::quat& newOrientation = glm::quat(), bool shouldFaceLocation = false);
/**jsdoc
* Moves the avatar to a new position and/or orientation in the domain.