From 543851434312c10567029e838656903949398a20 Mon Sep 17 00:00:00 2001
From: Justin Shipsey <jshipsey18@gmail.com>
Date: Tue, 25 Feb 2020 06:47:56 +0000
Subject: [PATCH] animation housekeeping

---
 voxygen/src/anim/bird_medium/idle.rs     |  8 +--
 voxygen/src/anim/bird_medium/mod.rs      |  8 +--
 voxygen/src/anim/bird_medium/run.rs      | 12 ++--
 voxygen/src/anim/character/run.rs        | 73 +++++++++++-------------
 voxygen/src/anim/character/stand.rs      | 44 ++++++--------
 voxygen/src/anim/quadruped_small/idle.rs | 27 +++++----
 voxygen/src/anim/quadruped_small/run.rs  | 41 ++++++-------
 7 files changed, 100 insertions(+), 113 deletions(-)

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::<f32>::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