Fell Strike

This commit is contained in:
uniior 2024-06-26 13:37:29 -04:00
parent 255b084619
commit 67691eda44

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@ -364,7 +364,7 @@ impl Animation for MultiAction {
next.head.orientation = next.head.orientation =
Quaternion::rotation_x(move1 * 0.05) Quaternion::rotation_x(move1 * 0.05)
* Quaternion::rotation_y(move1 * 0.05) * Quaternion::rotation_y(move1 * 0.05)
* Quaternion::rotation_z(move1 * 1.4); * Quaternion::rotation_z(move1 * 0.8);
next.belt.orientation = Quaternion::rotation_z(move1 * 0.4); next.belt.orientation = Quaternion::rotation_z(move1 * 0.4);
next.shorts.orientation = Quaternion::rotation_z(move1 * 1.0); next.shorts.orientation = Quaternion::rotation_z(move1 * 1.0);
next.control.orientation.rotate_y(move1 * -1.7); next.control.orientation.rotate_y(move1 * -1.7);
@ -375,9 +375,10 @@ impl Animation for MultiAction {
next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0); next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
next.chest.orientation.rotate_z(move2 * 0.9); next.chest.orientation.rotate_z(move2 * 0.9);
next.foot_l.position += Vec3::new(0.0, move2 * 2.0, 0.0); next.foot_l.position += Vec3::new(0.0, move2 * 2.0, 0.0);
next.head.position += Vec3::new(0.0, move2 * 2.0, 0.0);
next.head.orientation.rotate_x(move2 * -0.15); next.head.orientation.rotate_x(move2 * -0.15);
next.head.orientation.rotate_y(move2 * -0.25); next.head.orientation.rotate_y(move2 * -0.25);
next.head.orientation.rotate_z(move2 * -1.6); next.head.orientation.rotate_z(move2 * -0.8);
next.belt.orientation.rotate_z(move2 * -0.4); next.belt.orientation.rotate_z(move2 * -0.4);
next.shorts.orientation.rotate_z(move2 * -0.8); next.shorts.orientation.rotate_z(move2 * -0.8);
next.control.orientation.rotate_z(move2 * -1.5); next.control.orientation.rotate_z(move2 * -1.5);
@ -402,9 +403,9 @@ impl Animation for MultiAction {
* Quaternion::rotation_x(move2alt * -0.3); * Quaternion::rotation_x(move2alt * -0.3);
next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0); next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
next.head.orientation = next.head.orientation =
Quaternion::rotation_x(move1 * 0.24 + move2alt * -0.24) Quaternion::rotation_x(move1 * 0.18 + move2alt * -0.18)
* Quaternion::rotation_y(move1 * 0.24 + move2alt * -0.24) * Quaternion::rotation_y(move1 * 0.18 + move2alt * -0.18)
* Quaternion::rotation_z(move1 * -0.18 + move2alt * 0.18); * Quaternion::rotation_z(move1 * -0.36 + move2alt * -0.24);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.4) next.belt.orientation = Quaternion::rotation_z(move1 * -0.4)
* Quaternion::rotation_x(move2alt * 0.3); * Quaternion::rotation_x(move2alt * 0.3);
next.shorts.orientation = Quaternion::rotation_z(move1 * -1.0 + move2 * 1.0) next.shorts.orientation = Quaternion::rotation_z(move1 * -1.0 + move2 * 1.0)
@ -538,7 +539,7 @@ impl Animation for MultiAction {
next.head.orientation = next.head.orientation =
Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2) Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36) * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72); * Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5); next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2); next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
next.control next.control
@ -551,6 +552,8 @@ impl Animation for MultiAction {
next.foot_r.position += Vec3::new(0.0, move2 * -0.5, 0.0); next.foot_r.position += Vec3::new(0.0, move2 * -0.5, 0.0);
next.chest.orientation.rotate_z(move2 * -1.4); next.chest.orientation.rotate_z(move2 * -1.4);
next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0); next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
next.head.orientation.rotate_y(move2 * -0.1);
next.head.orientation.rotate_z(move2 * 1.4);
next.shorts.orientation.rotate_z(move2 * 0.8); next.shorts.orientation.rotate_z(move2 * 0.8);
next.belt.orientation.rotate_z(move2 * 0.4); next.belt.orientation.rotate_z(move2 * 0.4);
next.control.orientation.rotate_x(move2 * 0.3); next.control.orientation.rotate_x(move2 * 0.3);
@ -578,19 +581,29 @@ impl Animation for MultiAction {
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); 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.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = Quaternion::rotation_z(move1 * 0.8); next.chest.orientation =
next.head.orientation = Quaternion::rotation_z(move1 * -0.3); Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
* Quaternion::rotation_z(move1 * 1.4 + move2 * -1.4);
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.belt.orientation = Quaternion::rotation_z(move1 * -0.2); next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.6); next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
next.control.position += Vec3::new(0.0, 0.0, move1 * 5.0); next.control.position += Vec3::new(0.0, 0.0, move1 * 5.0);
next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);
next.chest.orientation.rotate_z(move2 * -1.9); next.foot_l.position += Vec3::new(0.0, move2 * 2.5, 0.0);
next.head.orientation.rotate_z(move2 * 1.3); next.foot_r.position += Vec3::new(0.0, move2 * -0.5, 0.0);
next.belt.orientation.rotate_z(move2 * 0.7); next.chest.orientation.rotate_z(move2 * -1.4);
next.shorts.orientation.rotate_z(move2 * 1.5); next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
next.head.orientation.rotate_z(move2 * 1.4);
next.belt.orientation.rotate_z(move2 * 0.4);
next.shorts.orientation.rotate_z(move2 * 0.8);
next.control.orientation.rotate_y(move2 * -1.6); next.control.orientation.rotate_y(move2 * -1.6);
next.control.orientation.rotate_z(move2 * -1.1); next.control.orientation.rotate_z(move2 * -1.1);
next.control.position += Vec3::new(move2 * 12.0, move2 * 5.0, move2 * -1.0); next.control.position += Vec3::new(move2 * 12.0, move2 * 8.0, move2 * -1.0);
}, },
Some( Some(
"common.abilities.sword.basic_skewer" "common.abilities.sword.basic_skewer"