diff --git a/voxygen/src/anim/bird_medium/idle.rs b/voxygen/src/anim/bird_medium/idle.rs index 82cd25c2bc..86b776720e 100644 --- a/voxygen/src/anim/bird_medium/idle.rs +++ b/voxygen/src/anim/bird_medium/idle.rs @@ -33,7 +33,7 @@ impl Animation for IdleAnimation { * 0.25, ); - next.head.offset = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) / 11.0; + next.head.offset = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1); next.head.ori = Quaternion::rotation_z(duck_head_look.x) * Quaternion::rotation_x(-duck_head_look.y.abs() + wave_slow_cos * 0.03); next.head.scale = Vec3::one(); @@ -46,7 +46,7 @@ impl Animation for IdleAnimation { next.torso.ori = Quaternion::rotation_y(wave_slow * 0.03); next.torso.scale = Vec3::one() / 11.0; - next.tail.offset = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1) / 11.0; + next.tail.offset = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1); next.tail.ori = Quaternion::rotation_x(wave_slow_cos * 0.03); next.tail.scale = Vec3::one(); @@ -54,7 +54,7 @@ impl Animation for IdleAnimation { -skeleton_attr.wing.0, skeleton_attr.wing.1, skeleton_attr.wing.2, - ) / 11.0; + ); next.wing_l.ori = Quaternion::rotation_z(0.0); next.wing_l.scale = Vec3::one() * 1.05; @@ -62,7 +62,7 @@ impl Animation for IdleAnimation { skeleton_attr.wing.0, skeleton_attr.wing.1, skeleton_attr.wing.2, - ) / 11.0; + ); next.wing_r.ori = Quaternion::rotation_y(0.0); next.wing_r.scale = Vec3::one() * 1.05; diff --git a/voxygen/src/anim/bird_medium/mod.rs b/voxygen/src/anim/bird_medium/mod.rs index f1330d82c8..0ff89377ae 100644 --- a/voxygen/src/anim/bird_medium/mod.rs +++ b/voxygen/src/anim/bird_medium/mod.rs @@ -31,11 +31,11 @@ impl Skeleton for BirdMediumSkeleton { let torso_mat = self.torso.compute_base_matrix(); [ - FigureBoneData::new(self.head.compute_base_matrix() * torso_mat), + FigureBoneData::new(torso_mat * self.head.compute_base_matrix()), FigureBoneData::new(torso_mat), - FigureBoneData::new(self.tail.compute_base_matrix() * torso_mat), - FigureBoneData::new(self.wing_l.compute_base_matrix() * torso_mat), - FigureBoneData::new(self.wing_r.compute_base_matrix() * torso_mat), + FigureBoneData::new(torso_mat * self.tail.compute_base_matrix()), + FigureBoneData::new(torso_mat * self.wing_l.compute_base_matrix()), + FigureBoneData::new(torso_mat * self.wing_r.compute_base_matrix()), FigureBoneData::new(self.leg_l.compute_base_matrix()), FigureBoneData::new(self.leg_r.compute_base_matrix()), FigureBoneData::default(), diff --git a/voxygen/src/anim/bird_medium/run.rs b/voxygen/src/anim/bird_medium/run.rs index 36cb77cc50..ea73668941 100644 --- a/voxygen/src/anim/bird_medium/run.rs +++ b/voxygen/src/anim/bird_medium/run.rs @@ -28,7 +28,7 @@ impl Animation for RunAnimation { 0.0, skeleton_attr.head.0, skeleton_attr.head.1 + center * 0.5, - ) / 11.0; + ); next.head.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0 + center * 0.03); next.head.scale = Vec3::one(); @@ -44,7 +44,7 @@ impl Animation for RunAnimation { 0.0, skeleton_attr.tail.0, skeleton_attr.tail.1 + centeroffset * 0.6, - ) / 11.0; + ); next.tail.ori = Quaternion::rotation_x(center * 0.03); next.tail.scale = Vec3::one(); @@ -52,16 +52,16 @@ impl Animation for RunAnimation { -skeleton_attr.wing.0, skeleton_attr.wing.1, skeleton_attr.wing.2, - ) / 11.0; - next.wing_l.ori = Quaternion::rotation_y(footl * 0.3); + ); + next.wing_l.ori = Quaternion::rotation_y(footl * 0.1); next.wing_l.scale = Vec3::one() * 1.05; next.wing_r.offset = Vec3::new( skeleton_attr.wing.0, skeleton_attr.wing.1, skeleton_attr.wing.2, - ) / 11.0; - next.wing_r.ori = Quaternion::rotation_y(footr * 0.3); + ); + next.wing_r.ori = Quaternion::rotation_y(footr * 0.1); next.wing_r.scale = Vec3::one() * 1.05; next.leg_l.offset = Vec3::new( diff --git a/voxygen/src/anim/character/run.rs b/voxygen/src/anim/character/run.rs index f202ef5545..c4e2479248 100644 --- a/voxygen/src/anim/character/run.rs +++ b/voxygen/src/anim/character/run.rs @@ -21,22 +21,18 @@ impl Animation for RunAnimation { let speed = Vec2::::from(velocity).magnitude(); *rate = speed; - let constant = 1.0; - let wave = (((5.0) - / (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 1.2).sin()).powf(2.0 as f32))) + let lab = 1.0; + let long = (((5.0) + / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 1.2).sin()).powf(2.0 as f32))) .sqrt()) - * ((anim_time as f32 * constant as f32 * 1.2).sin()); - let wave_cos = (((5.0) - / (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 2.4).sin()).powf(2.0 as f32))) + * ((anim_time as f32 * lab as f32 * 1.2).sin()); + let short = (((5.0) + / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 2.4).sin()).powf(2.0 as f32))) .sqrt()) - * ((anim_time as f32 * constant as f32 * 1.5).sin()); - let wave_cos_dub = (((5.0) - / (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 4.8).sin()).powf(2.0 as f32))) - .sqrt()) - * ((anim_time as f32 * constant as f32 * 1.5).sin()); + * ((anim_time as f32 * lab as f32 * 1.5).sin()); - let wave_diff = (anim_time as f32 * 0.6).sin(); let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0).sin(); + let head_look = Vec2::new( ((global_time + anim_time) as f32 / 4.0) .floor() @@ -67,48 +63,48 @@ impl Animation for RunAnimation { next.head.offset = Vec3::new( 0.0, -3.0 + skeleton_attr.neck_forward, - skeleton_attr.neck_height + 20.0 + wave_cos * 1.3, + skeleton_attr.neck_height + 20.0 + short * 1.3, ); - next.head.ori = Quaternion::rotation_z(head_look.x + wave * 0.1) + next.head.ori = Quaternion::rotation_z(head_look.x + long * 0.1) * Quaternion::rotation_x(head_look.y + 0.35); next.head.scale = Vec3::one() * skeleton_attr.head_scale; - next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 1.1); - next.chest.ori = Quaternion::rotation_z(wave * 0.2); + next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + short * 1.1); + next.chest.ori = Quaternion::rotation_z(long * 0.2); next.chest.scale = Vec3::one(); - next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_cos * 1.1); - next.belt.ori = Quaternion::rotation_z(wave * 0.35); + next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + short * 1.1); + next.belt.ori = Quaternion::rotation_z(long * 0.35); next.belt.scale = Vec3::one(); - next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_cos * 1.1); - next.shorts.ori = Quaternion::rotation_z(wave * 0.6); + next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + short * 1.1); + next.shorts.ori = Quaternion::rotation_z(long * 0.6); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new( -6.0 + wave_stop * -1.0, - -0.25 + wave_cos * 2.0, - 5.0 - wave * 1.5, + -0.25 + short * 2.0, + 5.0 - long * 1.5, ); next.l_hand.ori = - Quaternion::rotation_x(0.8 + wave_cos * 1.2) * Quaternion::rotation_y(wave_stop * 0.1); + Quaternion::rotation_x(0.8 + short * 1.2) * Quaternion::rotation_y(wave_stop * 0.1); next.l_hand.scale = Vec3::one(); next.r_hand.offset = Vec3::new( 6.0 + wave_stop * 1.0, - -0.25 - wave_cos * 2.0, - 5.0 + wave * 1.5, + -0.25 + short * -2.0, + 5.0 + long * 1.5, ); - next.r_hand.ori = Quaternion::rotation_x(0.8 + wave_cos * -1.2) - * Quaternion::rotation_y(wave_stop * -0.1); + next.r_hand.ori = + Quaternion::rotation_x(0.8 + short * -1.2) * Quaternion::rotation_y(wave_stop * -0.1); next.r_hand.scale = Vec3::one(); - next.l_foot.offset = Vec3::new(-3.4, 0.0 + wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7); - next.l_foot.ori = Quaternion::rotation_x(-0.0 - wave_cos * 1.2); + next.l_foot.offset = Vec3::new(-3.4, 0.0 + short * 1.0, 6.0); + next.l_foot.ori = Quaternion::rotation_x(-0.0 - short * 1.2); next.l_foot.scale = Vec3::one(); - next.r_foot.offset = Vec3::new(3.4, 0.0 - wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7); - next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave_cos * 1.2); + next.r_foot.offset = Vec3::new(3.4, short * -1.0, 6.0); + next.r_foot.ori = Quaternion::rotation_x(short * 1.2); next.r_foot.scale = Vec3::one(); next.main.offset = Vec3::new( @@ -116,16 +112,15 @@ impl Animation for RunAnimation { -5.0 + skeleton_attr.weapon_y, 15.0, ); - next.main.ori = - Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_cos * 0.25); + next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + short * 0.25); next.main.scale = Vec3::one(); - next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7); - next.l_shoulder.ori = Quaternion::rotation_x(wave_cos * 0.15); + next.l_shoulder.offset = Vec3::new(-5.0, -0.5, 4.7); + next.l_shoulder.ori = Quaternion::rotation_x(short * 0.15); next.l_shoulder.scale = Vec3::one() * 1.1; - next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7); - next.r_shoulder.ori = Quaternion::rotation_x(wave * 0.15); + next.r_shoulder.offset = Vec3::new(5.0, -0.5, 4.7); + next.r_shoulder.ori = Quaternion::rotation_x(long * 0.15); next.r_shoulder.scale = Vec3::one() * 1.1; next.glider.offset = Vec3::new(0.0, 5.0, 0.0); @@ -136,9 +131,9 @@ impl Animation for RunAnimation { next.lantern.ori = Quaternion::rotation_y(0.0); next.lantern.scale = Vec3::one() * 0.0; - next.torso.offset = Vec3::new(0.0, -0.3 + wave * -0.08, 0.4) * skeleton_attr.scaler; + next.torso.offset = Vec3::new(0.0, -0.3 + long * -0.08, 0.4) * skeleton_attr.scaler; next.torso.ori = - Quaternion::rotation_x(wave_stop * speed * -0.06 + wave_diff * speed * -0.005) + Quaternion::rotation_x(wave_stop * speed * -0.06 + wave_stop * speed * -0.005) * Quaternion::rotation_y(tilt); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; diff --git a/voxygen/src/anim/character/stand.rs b/voxygen/src/anim/character/stand.rs index 25459e7d3c..2116115be7 100644 --- a/voxygen/src/anim/character/stand.rs +++ b/voxygen/src/anim/character/stand.rs @@ -1,6 +1,6 @@ use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use common::comp::item::Tool; -use std::{f32::consts::PI, ops::Mul}; +use std::ops::Mul; use vek::*; pub struct StandAnimation; @@ -18,9 +18,8 @@ impl Animation for StandAnimation { ) -> Self::Skeleton { let mut next = (*skeleton).clone(); - let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin(); - let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos(); - let wave_ultra_slow_abs = ((anim_time as f32 * 0.5 + PI).sin()) + 1.0; + let slow = (anim_time as f32 * 1.0).sin(); + let breathe = ((anim_time as f32 * 0.5).sin()).abs(); let head_look = Vec2::new( ((global_time + anim_time) as f32 / 12.0) @@ -37,40 +36,33 @@ impl Animation for StandAnimation { next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, -3.0 + skeleton_attr.neck_forward, - skeleton_attr.neck_height + 21.0 + wave_ultra_slow * 0.3, + skeleton_attr.neck_height + 21.0 + slow * 0.3, ); next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs()); next.head.scale = Vec3::one() * skeleton_attr.head_scale; - next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_ultra_slow * 0.3); + next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + slow * 0.3); next.chest.ori = Quaternion::rotation_x(0.0); - next.chest.scale = Vec3::one() * 1.01 + wave_ultra_slow_abs * 0.05; + next.chest.scale = Vec3::one() * 1.01 + breathe * 0.05; - next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_ultra_slow * 0.3); + next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + slow * 0.3); next.belt.ori = Quaternion::rotation_x(0.0); - next.belt.scale = Vec3::one() + wave_ultra_slow_abs * 0.05; + next.belt.scale = Vec3::one() + breathe * 0.05; - next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_ultra_slow * 0.3); + next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + slow * 0.3); next.shorts.ori = Quaternion::rotation_x(0.0); next.shorts.scale = Vec3::one(); - next.l_hand.offset = Vec3::new( - -6.0, - -0.25 + wave_ultra_slow_cos * 0.15, - 5.0 + wave_ultra_slow * 0.5, - ); + next.l_hand.offset = Vec3::new(-6.0, -0.25 + slow * 0.15, 5.0 + slow * 0.5); - next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06); + next.l_hand.ori = Quaternion::rotation_x(0.0 + slow * -0.06); next.l_hand.scale = Vec3::one(); - next.r_hand.offset = Vec3::new( - 6.0, - -0.25 + wave_ultra_slow_cos * 0.15, - 5.0 + wave_ultra_slow * 0.5 + wave_ultra_slow_abs * -0.05, - ); - next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06); - next.r_hand.scale = Vec3::one() + wave_ultra_slow_abs * -0.05; + next.r_hand.offset = + Vec3::new(6.0, -0.25 + slow * 0.15, 5.0 + slow * 0.5 + breathe * -0.05); + next.r_hand.ori = Quaternion::rotation_x(0.0 + slow * -0.06); + next.r_hand.scale = Vec3::one() + breathe * -0.05; next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0); next.l_foot.ori = Quaternion::identity(); @@ -86,15 +78,15 @@ impl Animation for StandAnimation { 15.0, ); next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); - next.main.scale = Vec3::one() + wave_ultra_slow_abs * -0.05; + next.main.scale = Vec3::one() + breathe * -0.05; next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 5.0); next.l_shoulder.ori = Quaternion::rotation_x(0.0); - next.l_shoulder.scale = (Vec3::one() + wave_ultra_slow_abs * -0.05) * 1.15; + next.l_shoulder.scale = (Vec3::one() + breathe * -0.05) * 1.15; next.r_shoulder.offset = Vec3::new(5.0, 0.0, 5.0); next.r_shoulder.ori = Quaternion::rotation_x(0.0); - next.r_shoulder.scale = (Vec3::one() + wave_ultra_slow_abs * -0.05) * 1.15; + next.r_shoulder.scale = (Vec3::one() + breathe * -0.05) * 1.15; next.glider.offset = Vec3::new(0.0, 5.0, 0.0); next.glider.ori = Quaternion::rotation_y(0.0); diff --git a/voxygen/src/anim/quadruped_small/idle.rs b/voxygen/src/anim/quadruped_small/idle.rs index 9293d7cec7..59a3c2fc0c 100644 --- a/voxygen/src/anim/quadruped_small/idle.rs +++ b/voxygen/src/anim/quadruped_small/idle.rs @@ -17,11 +17,10 @@ impl Animation for IdleAnimation { ) -> Self::Skeleton { let mut next = (*skeleton).clone(); - let wave = (anim_time as f32 * 14.0).sin(); - let wave_slow = (anim_time as f32 * 3.5 + PI).sin(); - let wave_slow_cos = (anim_time as f32 * 3.5 + PI).cos(); + let slow = (anim_time as f32 * 3.5).sin(); + let slow_alt = (anim_time as f32 * 3.5 + PI).sin(); - let pig_head_look = Vec2::new( + let head_look = Vec2::new( ((global_time + anim_time) as f32 / 8.0) .floor() .mul(7331.0) @@ -35,17 +34,17 @@ impl Animation for IdleAnimation { ); next.head.offset = - Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1 + wave * 0.2) / 11.0; - next.head.ori = Quaternion::rotation_z(pig_head_look.x) - * Quaternion::rotation_x(pig_head_look.y + wave_slow_cos * 0.03); + Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1 + slow * 0.2) / 11.0; + next.head.ori = Quaternion::rotation_z(head_look.x) + * Quaternion::rotation_x(head_look.y + slow_alt * 0.03); next.head.scale = Vec3::one() / 10.5; next.chest.offset = Vec3::new( - wave_slow * 0.05, + slow * 0.05, skeleton_attr.chest.0, - skeleton_attr.chest.1 + wave_slow_cos * 0.2, + skeleton_attr.chest.1 + slow_alt * 0.2, ) / 11.0; - next.chest.ori = Quaternion::rotation_y(wave_slow * 0.05); + next.chest.ori = Quaternion::rotation_y(slow * 0.05); next.chest.scale = Vec3::one() / 11.0; next.leg_lf.offset = Vec3::new( @@ -53,7 +52,7 @@ impl Animation for IdleAnimation { skeleton_attr.feet_f.1, skeleton_attr.feet_f.2, ) / 11.0; - next.leg_lf.ori = Quaternion::rotation_x(wave_slow * 0.08); + next.leg_lf.ori = Quaternion::rotation_x(slow * 0.08); next.leg_lf.scale = Vec3::one() / 11.0; next.leg_rf.offset = Vec3::new( @@ -61,7 +60,7 @@ impl Animation for IdleAnimation { skeleton_attr.feet_f.1, skeleton_attr.feet_f.2, ) / 11.0; - next.leg_rf.ori = Quaternion::rotation_x(wave_slow_cos * 0.08); + next.leg_rf.ori = Quaternion::rotation_x(slow_alt * 0.08); next.leg_rf.scale = Vec3::one() / 11.0; next.leg_lb.offset = Vec3::new( @@ -69,7 +68,7 @@ impl Animation for IdleAnimation { skeleton_attr.feet_b.1, skeleton_attr.feet_b.2, ) / 11.0; - next.leg_lb.ori = Quaternion::rotation_x(wave_slow_cos * 0.08); + next.leg_lb.ori = Quaternion::rotation_x(slow_alt * 0.08); next.leg_lb.scale = Vec3::one() / 11.0; next.leg_rb.offset = Vec3::new( @@ -77,7 +76,7 @@ impl Animation for IdleAnimation { skeleton_attr.feet_b.1, skeleton_attr.feet_b.2, ) / 11.0; - next.leg_rb.ori = Quaternion::rotation_x(wave_slow * 0.08); + next.leg_rb.ori = Quaternion::rotation_x(slow * 0.08); next.leg_rb.scale = Vec3::one() / 11.0; next diff --git a/voxygen/src/anim/quadruped_small/run.rs b/voxygen/src/anim/quadruped_small/run.rs index 38a7cfeb58..801c66ddb4 100644 --- a/voxygen/src/anim/quadruped_small/run.rs +++ b/voxygen/src/anim/quadruped_small/run.rs @@ -1,4 +1,5 @@ use super::{super::Animation, QuadrupedSmallSkeleton, SkeletonAttr}; +use std::f32::consts::PI; use vek::*; pub struct RunAnimation; @@ -16,55 +17,55 @@ impl Animation for RunAnimation { ) -> Self::Skeleton { let mut next = (*skeleton).clone(); - let wave = (anim_time as f32 * 14.0).sin(); - let wave_quick = (anim_time as f32 * 20.0).sin(); - let wave_quick_cos = (anim_time as f32 * 20.0).cos(); - let wave_cos = (anim_time as f32 * 14.0).cos(); + let slow = (anim_time as f32 * 14.0).sin(); + let fast = (anim_time as f32 * 20.0).sin(); + let fast_alt = (anim_time as f32 * 20.0 + PI / 2.0).sin(); + let slow_alt = (anim_time as f32 * 14.0 + PI / 2.0).sin(); next.head.offset = - Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1 + wave * 1.5) / 11.0; + Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1 + slow * 1.5) / 11.0; next.head.ori = - Quaternion::rotation_x(0.2 + wave * 0.05) * Quaternion::rotation_y(wave_cos * 0.03); + Quaternion::rotation_x(0.2 + slow * 0.05) * Quaternion::rotation_y(slow_alt * 0.03); next.head.scale = Vec3::one() / 10.5; next.chest.offset = Vec3::new( 0.0, skeleton_attr.chest.0, - skeleton_attr.chest.1 + wave_cos * 1.2, + skeleton_attr.chest.1 + slow_alt * 1.2, ) / 11.0; - next.chest.ori = Quaternion::rotation_x(wave * 0.1); + next.chest.ori = Quaternion::rotation_x(slow * 0.1); next.chest.scale = Vec3::one() / 11.0; next.leg_lf.offset = Vec3::new( -skeleton_attr.feet_f.0, - skeleton_attr.feet_f.1 + wave_quick * 0.8, - skeleton_attr.feet_f.2 + wave_quick_cos * 1.5, + skeleton_attr.feet_f.1 + fast * 0.8, + skeleton_attr.feet_f.2 + fast_alt * 1.5, ) / 11.0; - next.leg_lf.ori = Quaternion::rotation_x(wave_quick * 0.3); + next.leg_lf.ori = Quaternion::rotation_x(fast * 0.3); next.leg_lf.scale = Vec3::one() / 11.0; next.leg_rf.offset = Vec3::new( skeleton_attr.feet_f.0, - skeleton_attr.feet_f.1 - wave_quick_cos * 0.8, - skeleton_attr.feet_f.2 + wave_quick * 1.5, + skeleton_attr.feet_f.1 + fast_alt * -0.8, + skeleton_attr.feet_f.2 + fast * 1.5, ) / 11.0; - next.leg_rf.ori = Quaternion::rotation_x(wave_quick_cos * -0.3); + next.leg_rf.ori = Quaternion::rotation_x(fast_alt * -0.3); next.leg_rf.scale = Vec3::one() / 11.0; next.leg_lb.offset = Vec3::new( -skeleton_attr.feet_b.0, - skeleton_attr.feet_b.1 - wave_quick_cos * 0.8, - skeleton_attr.feet_b.2 + wave_quick * 1.5, + skeleton_attr.feet_b.1 + fast_alt * -0.8, + skeleton_attr.feet_b.2 + fast * 1.5, ) / 11.0; - next.leg_lb.ori = Quaternion::rotation_x(wave_quick_cos * -0.3); + next.leg_lb.ori = Quaternion::rotation_x(fast_alt * -0.3); next.leg_lb.scale = Vec3::one() / 11.0; next.leg_rb.offset = Vec3::new( skeleton_attr.feet_b.0, - skeleton_attr.feet_b.1 + wave_quick * 0.8, - skeleton_attr.feet_b.2 + wave_quick_cos * 1.5, + skeleton_attr.feet_b.1 + fast * 0.8, + skeleton_attr.feet_b.2 + fast_alt * 1.5, ) / 11.0; - next.leg_rb.ori = Quaternion::rotation_x(wave_quick * 0.3); + next.leg_rb.ori = Quaternion::rotation_x(fast * 0.3); next.leg_rb.scale = Vec3::one() / 11.0; next