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@ -2020,6 +2020,7 @@ void JointState::restoreRotation(float fraction, float priority) {
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void JointState::setRotationFromBindFrame(const glm::quat& rotation, float priority) {
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void JointState::setRotationFromBindFrame(const glm::quat& rotation, float priority) {
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assert(_fbxJoint != NULL);
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assert(_fbxJoint != NULL);
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if (priority >= _animationPriority) {
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if (priority >= _animationPriority) {
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// rotation is from bind- to model-frame
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_rotationInParentFrame = _rotationInParentFrame * glm::inverse(_rotation) * rotation * glm::inverse(_fbxJoint->inverseBindRotation);
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_rotationInParentFrame = _rotationInParentFrame * glm::inverse(_rotation) * rotation * glm::inverse(_fbxJoint->inverseBindRotation);
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_animationPriority = priority;
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_animationPriority = priority;
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}
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}
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