From 255b084619a9f146480893a1981f121ec5f9c4b4 Mon Sep 17 00:00:00 2001 From: uniior Date: Mon, 24 Jun 2024 14:56:06 -0400 Subject: [PATCH] Hamstring/Crescent Slash --- voxygen/anim/src/character/multi.rs | 54 +++++++++++++++++++---------- 1 file changed, 36 insertions(+), 18 deletions(-) diff --git a/voxygen/anim/src/character/multi.rs b/voxygen/anim/src/character/multi.rs index 85aec1d995..86a92e9aff 100644 --- a/voxygen/anim/src/character/multi.rs +++ b/voxygen/anim/src/character/multi.rs @@ -110,6 +110,7 @@ impl Animation for MultiAction { -4.0 + move1 * 3.0, -2.0, ); + next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2); next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5); next.control.position = Vec3::new( s_a.sc.0 + move1 * -3.0 + move2 * 20.0, @@ -162,6 +163,7 @@ impl Animation for MultiAction { 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.orientation = Quaternion::rotation_z(move1 * 0.2); 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); @@ -198,6 +200,7 @@ impl Animation for MultiAction { 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.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2); next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0); next.chest.orientation.rotate_x(move2 * -0.2); @@ -359,25 +362,26 @@ impl Animation for MultiAction { * Quaternion::rotation_y(move1 * 0.05) * Quaternion::rotation_z(move1 * -1.0); next.head.orientation = - Quaternion::rotation_x(move1 * -0.05) - * Quaternion::rotation_y(move1 * -0.05) + Quaternion::rotation_x(move1 * 0.05) + * Quaternion::rotation_y(move1 * 0.05) * Quaternion::rotation_z(move1 * 1.4); next.belt.orientation = Quaternion::rotation_z(move1 * 0.4); next.shorts.orientation = Quaternion::rotation_z(move1 * 1.0); next.control.orientation.rotate_y(move1 * -1.7); next.control.orientation.rotate_z(move1 * 0.5); next.control.position += Vec3::new(4.0 + move1 * 10.0, 8.0 + move1 * -8.0, move1 * 9.0); + next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2); next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0); next.chest.orientation.rotate_z(move2 * 0.9); next.foot_l.position += Vec3::new(0.0, move2 * 2.0, 0.0); - next.head.orientation.rotate_x(move2 * -0.2); - next.head.orientation.rotate_y(move2 * -0.2); - next.head.orientation.rotate_z(move2 * -1.0); + next.head.orientation.rotate_x(move2 * -0.15); + next.head.orientation.rotate_y(move2 * -0.25); + next.head.orientation.rotate_z(move2 * -1.6); next.belt.orientation.rotate_z(move2 * -0.4); next.shorts.orientation.rotate_z(move2 * -0.8); next.control.orientation.rotate_z(move2 * -1.5); - next.control.position += Vec3::new(move2 * -6.0, move2 * 14.0, 0.0); + next.control.position += Vec3::new(move2 * -6.0, move2 * 15.0, 0.0); }, Some("common.abilities.sword.crippling_hamstring") => { let move1 = move1base.powf(0.25) * multi_action_pullback; @@ -396,24 +400,28 @@ impl Animation for MultiAction { next.chest.orientation = Quaternion::rotation_z(move1 * 1.3) * Quaternion::rotation_x(move2alt * -0.3); - next.head.orientation = Quaternion::rotation_z(move1 * -0.8 + move2 * 1.0) - * Quaternion::rotation_x(move2alt * 0.1); + next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0); + next.head.orientation = + Quaternion::rotation_x(move1 * 0.24 + move2alt * -0.24) + * Quaternion::rotation_y(move1 * 0.24 + move2alt * -0.24) + * Quaternion::rotation_z(move1 * -0.18 + move2alt * 0.18); next.belt.orientation = Quaternion::rotation_z(move1 * -0.4) * Quaternion::rotation_x(move2alt * 0.3); next.shorts.orientation = Quaternion::rotation_z(move1 * -1.0 + move2 * 1.0) * Quaternion::rotation_x(move2alt * 0.5); next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.8); - next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0); + next.foot_l.position += Vec3::new(0.0, move1 * -2.0, 0.0); next.control.orientation.rotate_x(move1 * 0.4); - next.foot_r.position += Vec3::new(0.0, move2alt * 4.0, 0.0); + next.foot_r.position += Vec3::new(0.0, move2alt * 3.0, 0.0); next.shorts.position += Vec3::new(move2alt * 1.0, move2alt * 2.0, move2alt * 0.0); next.control .orientation .rotate_x(move2alt * -0.8 + move2 * -0.6); next.chest.orientation.rotate_z(move2 * -1.7); - next.control.orientation.rotate_z(move2 * -1.1); + next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0); + next.control.orientation.rotate_z(move2 * -1.6); next.control.position += Vec3::new(move2 * 14.0, move2 * 3.0, move2 * 6.0); }, Some("common.abilities.sword.offensive_combo") => { @@ -523,21 +531,31 @@ impl Animation for MultiAction { 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); - next.chest.orientation = Quaternion::rotation_z(move1 * 1.2); - next.head.orientation = Quaternion::rotation_z(move1 * -0.7); - next.shorts.orientation = Quaternion::rotation_z(move1 * -0.6); + next.chest.orientation = + Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15) + * Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0); + next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0); + next.head.orientation = + Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2) + * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36) + * Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72); + next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5); next.belt.orientation = Quaternion::rotation_z(move1 * -0.2); next.control .orientation .rotate_y(move1 * -1.5 + move2 * -0.7); + next.control.position += Vec3::new(0.0, move1 * -2.0, move1 * -2.0); + next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2); + 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.orientation.rotate_z(move2 * -1.4); - next.head.orientation.rotate_z(move2 * 0.9); + next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0); next.shorts.orientation.rotate_z(move2 * 0.8); - next.belt.orientation.rotate_z(move2 * 0.3); + next.belt.orientation.rotate_z(move2 * 0.4); next.control.orientation.rotate_x(move2 * 0.3); - next.control.orientation.rotate_z(move2 * -1.7); - next.control.position += Vec3::new(move2 * 12.0, move2 * 4.0, move2 * 4.0); + next.control.orientation.rotate_z(move2 * -1.5); + next.control.position += Vec3::new(move2 * 12.0, move2 * 12.0, move2 * 18.0); next.control.orientation.rotate_x(move2 * 0.7); }, Some(