Hamstring/Crescent Slash

This commit is contained in:
uniior 2024-06-24 14:56:06 -04:00
parent 44c6270ad2
commit 255b084619

View File

@ -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(