diff --git a/voxygen/src/anim/src/biped_large/alpha.rs b/voxygen/src/anim/src/biped_large/alpha.rs index 31d57f051d..17539d912d 100644 --- a/voxygen/src/anim/src/biped_large/alpha.rs +++ b/voxygen/src/anim/src/biped_large/alpha.rs @@ -211,8 +211,8 @@ impl Animation for AlphaAnimation { next.foot_l.position = Vec3::new( -skeleton_attr.foot.0, - slow * -3.0 + quick * 3.0 - 4.0, - skeleton_attr.foot.2, + skeleton_attr.foot.1 + slow * -3.0 + quick * 3.0 - 4.0, + skeleton_attr.foot.2 + skeleton_attr.foot.2, ); next.foot_l.orientation = Quaternion::rotation_x(slow * 0.6) * Quaternion::rotation_y((slow * -0.2).max(0.0)); @@ -220,8 +220,8 @@ impl Animation for AlphaAnimation { next.foot_r.position = Vec3::new( skeleton_attr.foot.0, - slow * 3.0 + quick * -3.0 + 5.0, - skeleton_attr.foot.2, + skeleton_attr.foot.1 + slow * 3.0 + quick * -3.0 + 5.0, + skeleton_attr.foot.2 + skeleton_attr.foot.2, ); next.foot_r.orientation = Quaternion::rotation_x(slow * -0.6) * Quaternion::rotation_y((slow * 0.2).min(0.0)); @@ -241,11 +241,19 @@ impl Animation for AlphaAnimation { * Quaternion::rotation_y(0.2); next.head.scale = Vec3::one() * 1.01; - next.upper_torso.position = Vec3::new(0.0, 0.0, 7.0); + next.upper_torso.position = Vec3::new( + 0.0, + skeleton_attr.upper_torso.0, + skeleton_attr.upper_torso.1, + ); next.upper_torso.orientation = Quaternion::rotation_z(0.2 + axe * 0.2); next.upper_torso.scale = Vec3::one(); - next.lower_torso.position = Vec3::new(0.0, 0.0, -5.0); + next.lower_torso.position = Vec3::new( + 0.0, + skeleton_attr.lower_torso.0, + skeleton_attr.lower_torso.1, + ); next.lower_torso.orientation = Quaternion::rotation_z(0.2 + axe * -0.2); next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0); @@ -302,7 +310,7 @@ impl Animation for AlphaAnimation { next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1); next.head.orientation = Quaternion::rotation_z(slower * 0.03) - * Quaternion::rotation_x(slowersmooth * 0.1) + * Quaternion::rotation_x(-0.3 + slowersmooth * 0.1) * Quaternion::rotation_y(slower * 0.05 + slowersmooth * 0.06) * Quaternion::rotation_z((slowersmooth * -0.4).max(0.0)); next.head.scale = Vec3::one() * 1.01; @@ -317,7 +325,11 @@ impl Animation for AlphaAnimation { * Quaternion::rotation_x(0.0 + slower * 0.18 + slowersmooth * 0.15) * Quaternion::rotation_y(0.0); - next.lower_torso.position = Vec3::new(0.0, 0.0, -5.0); + next.lower_torso.position = Vec3::new( + 0.0, + skeleton_attr.lower_torso.0, + skeleton_attr.lower_torso.1, + ); next.lower_torso.orientation = Quaternion::rotation_z(slower * -0.1 + slowersmooth * -0.075) * Quaternion::rotation_x(0.0 + slower * -0.1) diff --git a/voxygen/src/anim/src/biped_large/wield.rs b/voxygen/src/anim/src/biped_large/wield.rs index e9792a8c97..1e408d390b 100644 --- a/voxygen/src/anim/src/biped_large/wield.rs +++ b/voxygen/src/anim/src/biped_large/wield.rs @@ -446,8 +446,11 @@ impl Animation for WieldAnimation { next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57); next.hand_r.scale = Vec3::one() * 1.02; + next.hand_r.orientation = + Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57); + next.hand_r.scale = Vec3::one() * 1.02; - next.control.position = Vec3::new(0.0, 0.0, 0.0); + next.control.position = Vec3::new(7.0, 9.0, -10.0); next.control.orientation = Quaternion::rotation_x(test * 0.02) * Quaternion::rotation_y(test * 0.02) * Quaternion::rotation_z(test * 0.02); @@ -455,7 +458,7 @@ impl Animation for WieldAnimation { next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0) - * Quaternion::rotation_y(1.57) + * Quaternion::rotation_y(-1.57) * Quaternion::rotation_z(1.0); next.main.scale = Vec3::one() * 1.02; }, @@ -497,12 +500,13 @@ impl Animation for WieldAnimation { next.control.scale = Vec3::one(); }, Some(ToolKind::NpcWeapon(_)) => { - /*next.shoulder_l.position = Vec3::new( + next.shoulder_l.position = Vec3::new( -skeleton_attr.shoulder.0, skeleton_attr.shoulder.1, skeleton_attr.shoulder.2, ); - next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(breathe); + next.shoulder_l.orientation = + Quaternion::rotation_z(0.0) * Quaternion::rotation_x(breathe); next.shoulder_l.scale = Vec3::one() + breathe; next.shoulder_r.position = Vec3::new( @@ -510,7 +514,8 @@ impl Animation for WieldAnimation { skeleton_attr.shoulder.1, skeleton_attr.shoulder.2, ); - next.shoulder_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(breathe); + next.shoulder_r.orientation = + Quaternion::rotation_z(0.0) * Quaternion::rotation_x(breathe); next.shoulder_r.scale = Vec3::one() + breathe; next.hand_l.position = Vec3::new( @@ -518,7 +523,8 @@ impl Animation for WieldAnimation { skeleton_attr.hand.1, skeleton_attr.hand.2 + torso * 0.6, ); - next.hand_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); + next.hand_l.orientation = + Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.hand_l.scale = Vec3::one() * 1.02; next.hand_r.position = Vec3::new( @@ -526,12 +532,13 @@ impl Animation for WieldAnimation { skeleton_attr.hand.1, skeleton_attr.hand.2 + torso * 0.6, ); - next.hand_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); + next.hand_r.orientation = + Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.hand_r.scale = Vec3::one() * 1.02; next.control.position = Vec3::new(0.0, 0.0, 0.0); next.control.orientation = Quaternion::rotation_z(0.0); - next.control.scale = Vec3::one();*/ + next.control.scale = Vec3::one(); if velocity < 0.5 { next.head.position = Vec3::new( 0.0,