Feint draft + tweaks

"Rebase"
This commit is contained in:
uniior 2024-03-03 13:24:08 -03:00
parent 0ca6109769
commit 4eb0e8cd36

View File

@ -100,7 +100,7 @@ impl Animation for MultiAction {
next.head.orientation =
Quaternion::rotation_x(move1 * 0.2 + move2alt * -0.24)
* Quaternion::rotation_y(move1 * 0.3 + move2alt * -0.36)
* Quaternion::rotation_z(move1 * -0.6 + move2alt * 0.72);
* Quaternion::rotation_z(move1 * -0.3 + move2alt * 0.72);
next.belt.orientation =
Quaternion::rotation_z(move1 * -0.8 + move2alt * 1.0);
next.shorts.orientation =
@ -153,12 +153,12 @@ impl Animation for MultiAction {
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation =
Quaternion::rotation_y(move1 * 0.2 + move2 * -0.2)
* Quaternion::rotation_z(move1 * 0.6 + move2 * -1.0);
Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
next.head.orientation =
Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
* Quaternion::rotation_z(move1 * -0.6 + move2 * 0.72);
* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72);
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);
@ -231,19 +231,18 @@ impl Animation for MultiAction {
next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
next.chest.orientation = Quaternion::rotation_z(move1 * 1.0);
next.head.orientation =
Quaternion::rotation_y(move1 * -0.4)
* Quaternion::rotation_z(move1 * -0.7);
Quaternion::rotation_y(move1 * 0.2 + move2 * -0.24)
* Quaternion::rotation_z(move1 * 0.3 + move2 * -0.36)
* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
next.control.position += Vec3::new(move1 * -8.0, 0.0, move1 * 5.0);
next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0);
next.chest.orientation.rotate_z(move2 * -2.4);
next.head.orientation.rotate_y(move2 * 0.6);
next.head.orientation.rotate_z(move2 * 1.4);
next.belt.orientation.rotate_z(move2 * 0.8);
next.shorts.orientation.rotate_z(move2 * 1.5);
next.control.orientation.rotate_z(move2 * -3.5);
next.control.orientation.rotate_z(move2 * -3.8);
next.control.position += Vec3::new(move2 * 9.0, move2 * 4.0, 0.0);
},
Some("common.abilities.sword.agile_feint") => {
@ -258,34 +257,53 @@ impl Animation for MultiAction {
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);
// Right feint if x < 0, else left
if d.move_dir.x < 0.0 {
next.chest.orientation = Quaternion::rotation_z(move1 * -0.5);
next.head.orientation = Quaternion::rotation_z(move1 * 0.3);
if move_dir.x < 0.0 {
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 * -0.5, 0.0);
next.head.orientation =
Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
* 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 * 0.4);
next.belt.orientation = Quaternion::rotation_z(move1 * 0.2);
next.control.position += Vec3::new(move1 * 12.0, 0.0, 0.0);
next.control.orientation.rotate_y(move1 * 1.5);
next.control.position += Vec3::new(move1 * 12.0, 6.0, 0.0);
next.control.orientation =
Quaternion::rotation_x(move1 * 0.2)
* Quaternion::rotation_y(move1 * -1.7)
* Quaternion::rotation_z(move1 * 0.7);
next.chest.orientation.rotate_z(move2 * -0.4);
next.head.orientation.rotate_z(move2 * 0.2);
next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0);
next.belt.orientation.rotate_z(move2 * 0.1);
next.control.orientation.rotate_z(move2 * -0.4);
next.control.orientation.rotate_z(move2 * -1.9);
next.control.position += Vec3::new(move2 * 5.0, move2 * 2.0, 0.0);
} else {
next.chest.orientation = Quaternion::rotation_z(move1 * 0.5);
next.head.orientation = Quaternion::rotation_z(move1 * -0.3);
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 * -0.5, 0.0);
next.head.orientation =
Quaternion::rotation_y(move1 * -0.2 + move2 * 0.24)
* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.36)
* Quaternion::rotation_z(move1 * 0.3 + move2 * -0.72);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.4);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
next.control.orientation.rotate_y(move1 * -1.5);
next.chest.orientation.rotate_z(move2 * 0.4);
next.head.orientation.rotate_z(move2 * -0.2);
next.control.position += Vec3::new(move1 * -6.0, 6.0, 0.0);
next.control.orientation =
Quaternion::rotation_x(move1 * 0.2)
* Quaternion::rotation_y(move1 * 1.7)
* Quaternion::rotation_z(move1 * -0.7);
next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0);
next.belt.orientation.rotate_z(move2 * -0.1);
next.control.orientation.rotate_z(move2 * 0.4);
next.control.orientation.rotate_z(move2 * 1.9);
next.control.position += Vec3::new(move2 * -5.0, move2 * 2.0, 0.0);
}
},