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Merge branch 'bird_medium_wing_tweaks' into 'master'
bird_medium_wing_tweaks See merge request veloren/veloren!3844
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commit
8bffb0cfc3
@ -41,6 +41,8 @@ impl Animation for IdleAnimation {
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next.leg_r.scale = Vec3::one() * s_a.scaler * 0.99;
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next.chest.scale = Vec3::one() * s_a.scaler * 0.99;
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next.tail.scale = Vec3::one() * 1.01;
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next.wing_in_l.scale = Vec3::one() * s_a.scaler * 0.99;
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next.wing_in_r.scale = Vec3::one() * s_a.scaler * 0.99;
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next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
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next.leg_l.orientation = Quaternion::rotation_x(0.0);
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@ -67,8 +69,10 @@ impl Animation for IdleAnimation {
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* Quaternion::rotation_y(PI / 2.5 - wave_slow_cos * 0.06)
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* Quaternion::rotation_z(PI / 4.0);
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next.wing_out_l.position = Vec3::new(-s_a.wing_out.0 / 2.5, s_a.wing_out.1, s_a.wing_out.2);
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next.wing_out_r.position = Vec3::new(s_a.wing_out.0 / 2.5, s_a.wing_out.1, s_a.wing_out.2);
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next.wing_out_l.position =
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Vec3::new(-s_a.wing_out.0 / 2.5, s_a.wing_out.1, s_a.wing_out.2 + 1.0);
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next.wing_out_r.position =
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Vec3::new(s_a.wing_out.0 / 2.5, s_a.wing_out.1, s_a.wing_out.2 + 1.0);
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next.wing_out_l.orientation = Quaternion::rotation_y(0.1) * Quaternion::rotation_z(0.2);
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next.wing_out_r.orientation = Quaternion::rotation_y(-0.1) * Quaternion::rotation_z(-0.2);
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@ -71,6 +71,8 @@ impl Animation for RunAnimation {
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next.leg_r.scale = Vec3::one() * s_a.scaler * 0.99;
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next.chest.scale = Vec3::one() * s_a.scaler * 0.99;
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next.tail.scale = Vec3::one() * 1.01;
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next.wing_in_l.scale = Vec3::one() * s_a.scaler * 0.99;
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next.wing_in_r.scale = Vec3::one() * s_a.scaler * 0.99;
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.orientation = Quaternion::rotation_x(-0.1 * speednorm + short * -0.05)
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@ -89,8 +91,8 @@ impl Animation for RunAnimation {
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next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
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next.tail.orientation = Quaternion::rotation_x(0.6 + short * -0.02);
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next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2 + 2.0);
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next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2 + 2.0);
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next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
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next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
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next.wing_in_l.orientation = Quaternion::rotation_x(-PI / 1.5)
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* Quaternion::rotation_y(-PI / 2.5)
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