Fix upright head model position calculation for avatar scale changes

This commit is contained in:
David Rowe 2014-09-22 15:13:08 -07:00
parent a11bf7f15b
commit f95e20153c

View file

@ -658,7 +658,11 @@ void SkeletonModel::buildShapes() {
int headJointIndex = _geometry->getFBXGeometry().headJointIndex;
if (0 <= headJointIndex && headJointIndex < _jointStates.size()) {
int rootJointIndex = _geometry->getFBXGeometry().rootJointIndex;
glm::vec3 rootModelPosition;
getJointPosition(headJointIndex, _defaultHeadModelPosition);
getJointPosition(rootJointIndex, rootModelPosition);
_defaultHeadModelPosition = _defaultHeadModelPosition - rootModelPosition;
} else {
_defaultHeadModelPosition = glm::vec3(0.f, 0.f, 0.f);
}