diff --git a/interface/src/avatar/Avatar.cpp b/interface/src/avatar/Avatar.cpp index 71f545e1b4..1fc2157e09 100755 --- a/interface/src/avatar/Avatar.cpp +++ b/interface/src/avatar/Avatar.cpp @@ -443,14 +443,7 @@ void Avatar::setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction) { } void Avatar::updateHandMovementAndTouching(float deltaTime, bool enableHandMovement) { - - glm::quat orientation = getOrientation(); - // reset hand and arm positions according to hand movement - glm::vec3 right = orientation * IDENTITY_RIGHT; - glm::vec3 up = orientation * IDENTITY_UP; - glm::vec3 front = orientation * IDENTITY_FRONT; - enableHandMovement |= updateLeapHandPositions(); //constrain right arm length and re-adjust elbow position as it bends diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index 49ea35d688..32e244da29 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -828,9 +828,7 @@ void MyAvatar::updateHandMovementAndTouching(float deltaTime, bool enableHandMov glm::quat orientation = getOrientation(); // reset hand and arm positions according to hand movement - glm::vec3 right = orientation * IDENTITY_RIGHT; glm::vec3 up = orientation * IDENTITY_UP; - glm::vec3 front = orientation * IDENTITY_FRONT; if (enableHandMovement) { // confine to the approximate shoulder plane