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