diff --git a/voxygen/src/anim/character/idle.rs b/voxygen/src/anim/character/idle.rs index 26633b13c5..2f7b1ad6ef 100644 --- a/voxygen/src/anim/character/idle.rs +++ b/voxygen/src/anim/character/idle.rs @@ -32,31 +32,38 @@ 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(5.5, 0.0, 12.0 + waveultra_slow * 0.4) / SCALE; + next.head.offset = Vec3::new(5.5, 0.0, 12.0 + waveultra_slow * 0.4); next.head.ori = Quaternion::rotation_y(waveultra_slow * 0.05); - next.head.scale = Vec3::one() / SCALE; + next.head.scale = Vec3::one(); - next.chest.offset = Vec3::new(2.5, 0.0, 8.0 + waveultra_slow * 0.4) / SCALE; + next.chest.offset = Vec3::new(2.5, 0.0, 8.0 + waveultra_slow * 0.4); next.chest.ori = Quaternion::rotation_y(0.0); - next.chest.scale = Vec3::one() / SCALE; + next.chest.scale = Vec3::one(); - next.belt.offset = Vec3::new(2.5, 0.0, 6.0 + waveultra_slow * 0.4) / SCALE; + next.belt.offset = Vec3::new(2.5, 0.0, 6.0 + waveultra_slow * 0.4); next.belt.ori = Quaternion::rotation_y(0.0); - next.belt.scale = Vec3::one() / SCALE; + next.belt.scale = Vec3::one(); - next.shorts.offset = Vec3::new(2.5, 0.0, 3.0 + waveultra_slow * 0.4) / SCALE; + next.shorts.offset = Vec3::new(2.5, 0.0, 3.0 + waveultra_slow * 0.4); next.shorts.ori = Quaternion::rotation_y(0.0); - next.shorts.scale = Vec3::one() / SCALE; + next.shorts.scale = Vec3::one(); - next.l_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3, 7.5, 12.5 + 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); 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, 12.5 + waveultra_slow * 1.1) / SCALE; - next.r_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06); + next.l_hand.scale = Vec3::one(); - next.l_foot.offset = Vec3::new(5.0, 3.4, 8.0) / SCALE; + next.r_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3 , - 7.5, 12.5 + waveultra_slow * 1.1); + next.r_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06); + next.r_hand.scale = Vec3::one(); + + next.l_foot.offset = Vec3::new(5.0, 3.4, 8.0); next.l_foot.ori = Quaternion::rotation_y(0.04 + waveultra_slow * 0.04); - next.r_foot.offset = Vec3::new(5.0, -3.4, 8.0) / SCALE; + next.l_foot.scale = Vec3::one(); + + next.r_foot.offset = Vec3::new(5.0, -3.4, 8.0); next.r_foot.ori = Quaternion::rotation_y(0.04 + waveultra_slow * 0.04); + next.r_foot.scale = Vec3::one(); + next.back.offset = Vec3::new(-4.5, 14.0, 13.0); next.back.ori = Quaternion::rotation_x(2.5); @@ -65,15 +72,15 @@ impl Animation for IdleAnimation { next.torso.offset = Vec3::new(0.0, 0.0, 0.0); next.torso.ori = Quaternion::rotation_y(0.0); - next.torso.scale = Vec3::one(); + next.torso.scale = Vec3::one() / 11.0; - next.l_shoulder.offset = Vec3::new(2.9, 6.0, 18.0) / SCALE; + next.l_shoulder.offset = Vec3::new(2.9, 6.0, 18.0); next.l_shoulder.ori = Quaternion::rotation_y(0.0); - next.l_shoulder.scale = Vec3::one() / SCALE; + next.l_shoulder.scale = Vec3::one(); - next.r_shoulder.offset = Vec3::new(2.9, -6.0, 18.0) / SCALE; + next.r_shoulder.offset = Vec3::new(2.9, -6.0, 18.0); next.r_shoulder.ori = Quaternion::rotation_y(0.0); - next.r_shoulder.scale = Vec3::one() / SCALE; + next.r_shoulder.scale = Vec3::one(); next } diff --git a/voxygen/src/anim/character/run.rs b/voxygen/src/anim/character/run.rs index f2a769fcb3..ee1808a2d1 100644 --- a/voxygen/src/anim/character/run.rs +++ b/voxygen/src/anim/character/run.rs @@ -32,32 +32,37 @@ impl Animation for RunAnimation { let wave_dip = (wave_slow.abs() - 0.5).abs(); - next.head.offset = Vec3::new(6.0, 0.0, 12.0 + wavecos * 1.3) / SCALE; + next.head.offset = Vec3::new(6.0, 0.0, 12.0 + wavecos * 1.3); // / SCALE; next.head.ori = Quaternion::rotation_y(-0.15); + next.head.scale = Vec3::one(); // / SCALE; - next.chest.offset = Vec3::new(2.5, 0.0, 8.0 + wavecos * 1.1) / SCALE; + next.chest.offset = Vec3::new(2.5, 0.0, 8.0 + wavecos * 1.1); next.chest.ori = Quaternion::rotation_z(wave * 0.1); - next.chest.scale = Vec3::one() / SCALE; + next.chest.scale = Vec3::one(); - next.belt.offset = Vec3::new(2.5, 0.0, 6.0 + wavecos * 1.1) / SCALE; + next.belt.offset = Vec3::new(2.5, 0.0, 6.0 + wavecos * 1.1); next.belt.ori = Quaternion::rotation_z(wave * 0.25); - next.belt.scale = Vec3::one() /SCALE; + next.belt.scale = Vec3::one(); - next.shorts.offset = Vec3::new(2.5, 0.0, 3.0 + wavecos * 1.1) / SCALE; + next.shorts.offset = Vec3::new(2.5, 0.0, 3.0 + wavecos * 1.1); next.shorts.ori = Quaternion::rotation_z(wave * 0.6); - next.shorts.scale = Vec3::one() /SCALE; + next.shorts.scale = Vec3::one(); - next.l_hand.offset = Vec3::new(2.0 - wavecos * 2.5, 7.5, 12.0 + wave * 1.5) / SCALE; + next.l_hand.offset = Vec3::new(2.0 - wavecos * 2.5, 7.5, 12.0 + wave * 1.5); next.l_hand.ori = Quaternion::rotation_y(wavecos * 0.9); + next.l_hand.scale = Vec3::one(); - next.r_hand.offset = Vec3::new(2.0 + wavecos * 2.5, -7.5, 12.0 - wave * 1.5) / SCALE; + next.r_hand.offset = Vec3::new(2.0 + wavecos * 2.5, -7.5, 12.0 - wave * 1.5); next.r_hand.ori = Quaternion::rotation_y(wavecos * -0.9); + next.r_hand.scale = Vec3::one(); - next.l_foot.offset = Vec3::new(3.5 + wave * 1.0, 3.4, 6.0) / SCALE; + next.l_foot.offset = Vec3::new(3.5 + wave * 1.0, 3.4, 6.0); next.l_foot.ori = Quaternion::rotation_y(-0.0 - wave * 1.5); + next.l_foot.scale = Vec3::one(); - next.r_foot.offset = Vec3::new(3.5 - wave * 1.0, -3.4, 6.0) / SCALE; + next.r_foot.offset = Vec3::new(3.5 - wave * 1.0, -3.4, 6.0); next.r_foot.ori = Quaternion::rotation_y(-0.0 + wave * 1.5); + next.r_foot.scale = Vec3::one(); next.back.offset = Vec3::new(-5.0, 14.0, 13.0); next.back.ori = Quaternion::rotation_x(2.5); @@ -65,17 +70,16 @@ impl Animation for RunAnimation { next.torso.offset = Vec3::new(0.0, 0.0, 0.0); next.torso.ori = Quaternion::rotation_y(0.25 + wavecos * 0.1); - next.torso.scale = Vec3::one(); + next.torso.scale = Vec3::one() / 11.0; - next.l_shoulder.offset = Vec3::new(3.0, 6.0, 18.0) / SCALE; + next.l_shoulder.offset = Vec3::new(3.0, 6.0, 18.0); next.l_shoulder.ori = Quaternion::rotation_y(0.0); - next.l_shoulder.scale = Vec3::one() / SCALE; + next.l_shoulder.scale = Vec3::one(); - next.r_shoulder.offset = Vec3::new(3.0, -6.0, 18.0) / SCALE; + next.r_shoulder.offset = Vec3::new(3.0, -6.0, 18.0); next.r_shoulder.ori = Quaternion::rotation_y(0.0); - next.r_shoulder.scale = Vec3::one() / SCALE; //???why are shoulder scales like this - + next.r_shoulder.scale = Vec3::one(); next