From f331b76c5161850399a4b074ce3e2782f796eaf0 Mon Sep 17 00:00:00 2001 From: Seth Alves Date: Tue, 27 Aug 2019 16:58:37 -0700 Subject: [PATCH] apply fake eye saccades if eye joints aren't overridden (rather than if HasProceduralEyeFaceMovement is true) --- libraries/animation/src/Rig.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/libraries/animation/src/Rig.cpp b/libraries/animation/src/Rig.cpp index bd099af7c0..153637f176 100644 --- a/libraries/animation/src/Rig.cpp +++ b/libraries/animation/src/Rig.cpp @@ -1973,7 +1973,7 @@ void Rig::updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm // TODO: does not properly handle avatar scale. - if (isIndexValid(index) && !_internalPoseSet._overrideFlags[i]) { + if (isIndexValid(index) && !_internalPoseSet._overrideFlags[index]) { const glm::mat4 rigToWorld = createMatFromQuatAndPos(modelRotation, modelTranslation); const glm::mat4 worldToRig = glm::inverse(rigToWorld); const glm::vec3 lookAtVector = glm::normalize(transformPoint(worldToRig, lookAtSpot) - _internalPoseSet._absolutePoses[index].trans());