diff --git a/voxygen/anim/src/character/multi.rs b/voxygen/anim/src/character/multi.rs index bc28d0be63..cf7ac2b569 100644 --- a/voxygen/anim/src/character/multi.rs +++ b/voxygen/anim/src/character/multi.rs @@ -91,13 +91,16 @@ impl Animation for MultiAction { next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4); + next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2); + next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2); + next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0); next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2alt * -0.15) * Quaternion::rotation_z(move1 * 1.2 + move2alt * -2.0); next.head.orientation = - Quaternion::rotation_x(move1 * 0.15 + move2alt * -0.15) - * Quaternion::rotation_y(move1 * 0.15 + move2alt * -0.15) - * Quaternion::rotation_z(move1 * -0.6 + move2alt * 1.0); + Quaternion::rotation_x(move1 * 0.2 + move2alt * -0.24) + * Quaternion::rotation_y(move1 * 0.3 + move2alt * -0.36) + * Quaternion::rotation_z(move1 * -0.6 + move2alt * 0.72); next.belt.orientation = Quaternion::rotation_z(move1 * -0.8 + move2alt * 1.0); next.shorts.orientation = @@ -117,13 +120,17 @@ impl Animation for MultiAction { Quaternion::rotation_x(s_a.sc.3 + move2alt * -1.2) * Quaternion::rotation_y(move1 * -1.2 + move2 * 2.3) * Quaternion::rotation_z(move2alt * -1.5); + next.chest.position += Vec3::new(0.0, move2 * 2.0, 0.0); + next.foot_l.position += Vec3::new(0.0, move2 * 2.5, 0.0); + next.foot_r.position += Vec3::new(0.0, move2 * 0.5, 0.0); }, 1 => { next.control.orientation.rotate_x(move1 * 3.2); next.control.orientation.rotate_z(move1 * 1.0); + next.chest.position += Vec3::new(0.0, move2 * 1.0, 0.0); next.chest.orientation.rotate_z(move2 * 1.4); - next.head.orientation.rotate_z(move2 * -0.6); + next.head.orientation.rotate_z(move2 * -0.4); next.shorts.orientation.rotate_z(move2 * -0.8); next.belt.orientation.rotate_z(move2 * -0.3); next.control.orientation.rotate_z(move2 * 2.7); @@ -138,6 +145,9 @@ impl Animation for MultiAction { Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4); next.hand_r.position = Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0); + next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2); + next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2); + next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0); next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); next.control.orientation = Quaternion::rotation_x(s_a.sc.3); @@ -146,13 +156,16 @@ impl Animation for MultiAction { Quaternion::rotation_y(move1 * 0.2 + move2 * -0.2) * Quaternion::rotation_z(move1 * 0.6 + move2 * -1.0); next.head.orientation = - Quaternion::rotation_x(move1 * 0.2 + move2 * -0.2) - * Quaternion::rotation_y(move1 * 0.2 + move2 * -0.2) - * Quaternion::rotation_z(move1 * -0.6 + move2 * 1.0); + Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24) + * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36) + * Quaternion::rotation_z(move1 * -0.6 + move2 * 0.72); next.control.orientation.rotate_x(move1 * 1.2); next.control.position += Vec3::new(move1 * -4.0, 0.0, move1 * 6.0); next.control.orientation.rotate_y(move1 * -1.6); + next.foot_l.position += Vec3::new(0.0, move2 * 2.5, 0.0); + next.foot_r.position += Vec3::new(0.0, move2 * 0.5, 0.0); + next.chest.position += Vec3::new(0.0, move2 * 3.0, 0.0); next.chest.orientation.rotate_z(move2 * -0.6); next.control.orientation.rotate_z(move2 * -3.8); next.control.position += Vec3::new(move2 * 24.0, 0.0, 0.0); @@ -175,28 +188,29 @@ impl Animation for MultiAction { next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0); next.chest.orientation = Quaternion::rotation_x(move1 * 0.15) - * Quaternion::rotation_y(move1 * 0.2) + * Quaternion::rotation_y(move1 * 0.15) * Quaternion::rotation_z(move1 * 0.3); next.head.orientation = Quaternion::rotation_y(move1 * -0.15) * Quaternion::rotation_z(move1 * -0.3); next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2); next.belt.orientation = Quaternion::rotation_z(move1 * -0.1); - next.control.orientation.rotate_x(move1 * 2.1); - next.control.position += Vec3::new(move1 * -2.0, move1 * -10.0, move1 * 7.0); + next.control.orientation.rotate_x(move1 * 2.2); + next.control.position += Vec3::new(move1 * -2.0, move1 * -8.0, move1 * 10.0); next.control.orientation.rotate_z(move1 * -0.3); next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0); next.chest.orientation.rotate_x(move2 * -0.2); next.chest.orientation.rotate_y(move2 * -0.1); - next.chest.orientation.rotate_z(move2 * -0.7); - next.foot_l.position += Vec3::new(0.0, move2 * 8.0, 0.0); - next.foot_r.position += Vec3::new(0.0, move2 * 4.0, 0.0); + next.chest.orientation.rotate_z(move2 * -0.6); + next.foot_l.position += Vec3::new(0.0, move2 * 5.0, 0.0); + next.foot_r.position += Vec3::new(0.0, move2 * 1.0, 0.0); next.head.orientation.rotate_x(move2 * -0.3); next.head.orientation.rotate_z(move2 * 0.4); next.shorts.orientation.rotate_z(move2 * 0.5); next.belt.orientation.rotate_z(move2 * 0.2); - next.control.position += Vec3::new(move2 * -8.0, move2 * 25.0, move2 * -2.0); + next.control.position += Vec3::new(move2 * -8.0, move2 * 24.0, move2 * -1.5); + next.control.orientation.rotate_x(move2 * -0.2); next.control.orientation.rotate_z(move2 * 0.6); }, Some("common.abilities.sword.agile_quick_draw") => { @@ -207,23 +221,28 @@ impl Animation for MultiAction { next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4); next.hand_r.position = - Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0); + Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -1.0); next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); next.control.orientation = Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move2.signum() * -PI / 2.0); - next.control.orientation.rotate_x(move1 * 1.6 + move2 * 0.5); + next.control.orientation.rotate_x(move1 * 1.6 + move2 * 0.2); + next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0); next.chest.orientation = Quaternion::rotation_z(move1 * 1.0); - next.head.orientation = Quaternion::rotation_z(move1 * -0.7); + next.head.orientation = + Quaternion::rotation_y(move1 * -0.4) + * Quaternion::rotation_z(move1 * -0.7); next.belt.orientation = Quaternion::rotation_z(move1 * -0.2); next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5); - next.control.position += Vec3::new(0.0, 0.0, move1 * 5.0); + next.control.position += Vec3::new(move1 * -8.0, 0.0, move1 * 5.0); - next.chest.orientation.rotate_z(move2 * -1.9); + next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0); + next.chest.orientation.rotate_z(move2 * -2.4); + next.head.orientation.rotate_y(move2 * 0.6); next.head.orientation.rotate_z(move2 * 1.4); - next.belt.orientation.rotate_z(move2 * 0.6); - next.shorts.orientation.rotate_z(move2 * 1.2); + next.belt.orientation.rotate_z(move2 * 0.8); + next.shorts.orientation.rotate_z(move2 * 1.5); next.control.orientation.rotate_z(move2 * -3.5); next.control.position += Vec3::new(move2 * 9.0, move2 * 4.0, 0.0); },