Apply blendshapes to skeleton as well as head.

This commit is contained in:
Andrzej Kapolka 2014-09-11 14:01:11 -07:00
parent 1adf3d2878
commit df192e297c

View file

@ -60,6 +60,7 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
setRotation(_owningAvatar->getOrientation() * refOrientation);
const float MODEL_SCALE = 0.0006f;
setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningAvatar->getScale() * MODEL_SCALE);
setBlendshapeCoefficients(_owningAvatar->getHead()->getBlendshapeCoefficients());
Model::simulate(deltaTime, fullUpdate);