From 4d0660affbb5ad56c630a4c4991f36e4e091ede8 Mon Sep 17 00:00:00 2001 From: jshipsey Date: Tue, 23 Apr 2019 20:17:50 -0400 Subject: [PATCH] run animation incremental tweaks Former-commit-id: c80f014baf3b9ddb73bb01cf6fd83272d890ab55 --- voxygen/src/anim/character/idle.rs | 16 ++++++--- voxygen/src/anim/character/mod.rs | 10 ++++-- voxygen/src/anim/character/run.rs | 55 +++++++++++++++++------------- voxygen/src/scene/figure.rs | 10 +++--- 4 files changed, 56 insertions(+), 35 deletions(-) diff --git a/voxygen/src/anim/character/idle.rs b/voxygen/src/anim/character/idle.rs index 69f1ed5bfd..26633b13c5 100644 --- a/voxygen/src/anim/character/idle.rs +++ b/voxygen/src/anim/character/idle.rs @@ -32,7 +32,7 @@ impl Animation for IdleAnimation { let waveultracos_slow = (time as f32 * 1.0 + PI).cos(); let wave_dip = (wave_slow.abs() - 0.5).abs(); - next.head.offset = Vec3::new(-1.0, 0.0, 12.0 + waveultra_slow * 0.4) / SCALE; + next.head.offset = Vec3::new(5.5, 0.0, 12.0 + waveultra_slow * 0.4) / SCALE; next.head.ori = Quaternion::rotation_y(waveultra_slow * 0.05); next.head.scale = Vec3::one() / SCALE; @@ -48,9 +48,9 @@ impl Animation for IdleAnimation { next.shorts.ori = Quaternion::rotation_y(0.0); next.shorts.scale = Vec3::one() / SCALE; - next.l_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3, 7.5, 13.5 + waveultra_slow * 1.1) / SCALE; + next.l_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3, 7.5, 12.5 + waveultra_slow * 1.1) / SCALE; next.l_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06); - next.r_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3 , - 7.5, 13.5 + waveultra_slow * 1.1) / SCALE; + next.r_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3 , - 7.5, 12.5 + waveultra_slow * 1.1) / SCALE; next.r_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06); next.l_foot.offset = Vec3::new(5.0, 3.4, 8.0) / SCALE; @@ -58,7 +58,7 @@ impl Animation for IdleAnimation { next.r_foot.offset = Vec3::new(5.0, -3.4, 8.0) / SCALE; next.r_foot.ori = Quaternion::rotation_y(0.04 + waveultra_slow * 0.04); - next.back.offset = Vec3::new(-4.5, 12.0, 11.0); + next.back.offset = Vec3::new(-4.5, 14.0, 13.0); next.back.ori = Quaternion::rotation_x(2.5); next.back.scale = Vec3::one(); @@ -67,6 +67,14 @@ impl Animation for IdleAnimation { next.torso.ori = Quaternion::rotation_y(0.0); next.torso.scale = Vec3::one(); + next.l_shoulder.offset = Vec3::new(2.9, 6.0, 18.0) / SCALE; + next.l_shoulder.ori = Quaternion::rotation_y(0.0); + next.l_shoulder.scale = Vec3::one() / SCALE; + + next.r_shoulder.offset = Vec3::new(2.9, -6.0, 18.0) / SCALE; + next.r_shoulder.ori = Quaternion::rotation_y(0.0); + next.r_shoulder.scale = Vec3::one() / SCALE; + next } } diff --git a/voxygen/src/anim/character/mod.rs b/voxygen/src/anim/character/mod.rs index f043977867..1579c6a906 100644 --- a/voxygen/src/anim/character/mod.rs +++ b/voxygen/src/anim/character/mod.rs @@ -28,6 +28,8 @@ pub struct CharacterSkeleton { r_foot: Bone, back: Bone, torso: Bone, + l_shoulder: Bone, + r_shoulder: Bone, } @@ -44,6 +46,8 @@ impl CharacterSkeleton { r_foot: Bone::default(), back: Bone::default(), torso: Bone::default(), + l_shoulder: Bone::default(), + r_shoulder: Bone::default(), } } @@ -64,8 +68,8 @@ impl Skeleton for CharacterSkeleton { FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * self.back.compute_base_matrix()), FigureBoneData::new(torso_mat), - FigureBoneData::default(), - FigureBoneData::default(), + FigureBoneData::new(torso_mat * self.l_shoulder.compute_base_matrix()), + FigureBoneData::new(torso_mat * self.r_shoulder.compute_base_matrix()), FigureBoneData::default(), FigureBoneData::default(), FigureBoneData::default(), @@ -85,6 +89,8 @@ impl Skeleton for CharacterSkeleton { self.r_foot.interpolate(&target.r_foot); self.back.interpolate(&target.back); self.torso.interpolate(&target.torso); + self.l_shoulder.interpolate(&target.l_shoulder); + self.r_shoulder.interpolate(&target.r_shoulder); } } diff --git a/voxygen/src/anim/character/run.rs b/voxygen/src/anim/character/run.rs index 6ea0654d0f..f2a769fcb3 100644 --- a/voxygen/src/anim/character/run.rs +++ b/voxygen/src/anim/character/run.rs @@ -23,53 +23,60 @@ impl Animation for RunAnimation { ) -> Self::Skeleton { let mut next = (*skeleton).clone(); - let wave = (time as f32 * 16.0).sin(); + let wave = (time as f32 * 14.0).sin(); let wavetest = (wave.cbrt()); let fuzzwave = (time as f32 * 12.0).sin(); - let wavecos = (time as f32 * 16.0).cos(); - let wave_slow = (time as f32 * 8.0 + PI).sin(); + let wavecos = (time as f32 * 14.0).cos(); + let wave_slow = (time as f32 * 7.0 + PI).sin(); let wavecos_slow = (time as f32 * 8.0 + PI).cos(); let wave_dip = (wave_slow.abs() - 0.5).abs(); - next.head.offset = Vec3::unit_z() * (12.0 + wave *1.3)/ SCALE; - next.chest.scale = Vec3::one() * 1.0; + next.head.offset = Vec3::new(6.0, 0.0, 12.0 + wavecos * 1.3) / SCALE; + next.head.ori = Quaternion::rotation_y(-0.15); - next.chest.offset = Vec3::new(2.5, 0.0, 8.0 + wave * 1.1) / SCALE; - next.chest.ori = Quaternion::rotation_z(wavecos * 0.2); + next.chest.offset = Vec3::new(2.5, 0.0, 8.0 + wavecos * 1.1) / SCALE; + next.chest.ori = Quaternion::rotation_z(wave * 0.1); next.chest.scale = Vec3::one() / SCALE; - next.belt.offset = Vec3::new(2.5, 0.0, 6.0 + wave * 1.1) / SCALE; - next.belt.ori = Quaternion::rotation_z(wavecos * 0.2); + next.belt.offset = Vec3::new(2.5, 0.0, 6.0 + wavecos * 1.1) / SCALE; + next.belt.ori = Quaternion::rotation_z(wave * 0.25); next.belt.scale = Vec3::one() /SCALE; - next.shorts.offset = Vec3::new(2.5, 0.0, 3.0 + wave * 1.1) / SCALE; - next.shorts.ori = Quaternion::rotation_z(wavecos * 0.6); + next.shorts.offset = Vec3::new(2.5, 0.0, 3.0 + wavecos * 1.1) / SCALE; + next.shorts.ori = Quaternion::rotation_z(wave * 0.6); next.shorts.scale = Vec3::one() /SCALE; - next.l_hand.offset = Vec3::new(2.0 - wavecos * 1.0, 7.5, 11.0 - wave * 1.0) / SCALE; - next.l_hand.ori = Quaternion::rotation_y(wavecos * -1.8); - next.r_hand.offset = Vec3::new(2.0 + wavecos * 1.0, -7.5, 11.0 + wave * 1.0) / SCALE; - next.r_hand.ori = Quaternion::rotation_y(wavecos * 1.8); + next.l_hand.offset = Vec3::new(2.0 - wavecos * 2.5, 7.5, 12.0 + wave * 1.5) / SCALE; + next.l_hand.ori = Quaternion::rotation_y(wavecos * 0.9); - next.l_foot.offset = Vec3::new(3.5 - wave * 1.0, 3.4, 6.0) / SCALE; - next.l_foot.ori = Quaternion::rotation_y(-0.0 + wave * 1.5); - next.l_foot.scale = Vec3::one() / SCALE; + next.r_hand.offset = Vec3::new(2.0 + wavecos * 2.5, -7.5, 12.0 - wave * 1.5) / SCALE; + next.r_hand.ori = Quaternion::rotation_y(wavecos * -0.9); - next.r_foot.offset = Vec3::new(3.5 + wave * 1.0, -3.4, 6.0) / SCALE; - next.r_foot.ori = Quaternion::rotation_y(-0.0 - wave * 1.5); + next.l_foot.offset = Vec3::new(3.5 + wave * 1.0, 3.4, 6.0) / SCALE; + next.l_foot.ori = Quaternion::rotation_y(-0.0 - wave * 1.5); - next.back.offset = Vec3::new(-4.5, 12.0, 11.0); + next.r_foot.offset = Vec3::new(3.5 - wave * 1.0, -3.4, 6.0) / SCALE; + next.r_foot.ori = Quaternion::rotation_y(-0.0 + wave * 1.5); + + next.back.offset = Vec3::new(-5.0, 14.0, 13.0); next.back.ori = Quaternion::rotation_x(2.5); next.back.scale = Vec3::one(); next.torso.offset = Vec3::new(0.0, 0.0, 0.0); - next.torso.ori = Quaternion::rotation_y(0.2 + wave * 0.1); - - + next.torso.ori = Quaternion::rotation_y(0.25 + wavecos * 0.1); next.torso.scale = Vec3::one(); + next.l_shoulder.offset = Vec3::new(3.0, 6.0, 18.0) / SCALE; + next.l_shoulder.ori = Quaternion::rotation_y(0.0); + next.l_shoulder.scale = Vec3::one() / SCALE; + + next.r_shoulder.offset = Vec3::new(3.0, -6.0, 18.0) / SCALE; + next.r_shoulder.ori = Quaternion::rotation_y(0.0); + next.r_shoulder.scale = Vec3::one() / SCALE; //???why are shoulder scales like this + + next diff --git a/voxygen/src/scene/figure.rs b/voxygen/src/scene/figure.rs index bc4422e6ea..b6d3c4532e 100644 --- a/voxygen/src/scene/figure.rs +++ b/voxygen/src/scene/figure.rs @@ -95,7 +95,7 @@ impl FigureCache { let bone_meshes = [ - Some(load_segment("head.vox").generate_mesh(Vec3::new(1.0, -7.0, -6.0))), + Some(load_segment("head.vox").generate_mesh(Vec3::new(-5.5, -7.0, -6.0))), Some(load_segment("chest.vox").generate_mesh(Vec3::new(-2.5, -6.0, 0.0))), use std::{ collections::HashMap, @@ -364,14 +364,14 @@ impl FigureState { } } Some(load_segment("pants.vox").generate_mesh(Vec3::new(-2.5, -5.0, 0.0))), - Some(load_segment("hand.vox").generate_mesh(Vec3::new(0.0, -2.0, -8.0))), - Some(load_segment("hand.vox").generate_mesh(Vec3::new(0.0, -2.0, -8.0))), + Some(load_segment("hand.vox").generate_mesh(Vec3::new(0.0, -2.0, -7.0))), + Some(load_segment("hand.vox").generate_mesh(Vec3::new(0.0, -2.0, -7.0))), Some(load_segment("foot.vox").generate_mesh(Vec3::new(-3.5, -2.5, -8.0))), Some(load_segment("foot.vox").generate_mesh(Vec3::new(-3.5, -2.5, -8.0))), Some(load_segment("sword.vox").generate_mesh(Vec3::new(0.0, -0.0, -4.0))), None, - None, - None, + //Some(load_segment("shoulder_left.vox").generate_mesh(Vec3::new(-3.0, -2.5, -8.0))), + //Some(load_segment("shoulder_right.vox").generate_mesh(Vec3::new(-3.0, -2.5, -8.0))), None, None, None,