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Sword animations #2
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@ -43,6 +43,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Reworked spacing and labels in crafting menu.
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- Reworked design of repair equipment interface in crafting menu.
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- Help command can be used on client commands too.
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- Sword animations.
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### Removed
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@ -338,7 +338,7 @@ impl Animation for MultiAction {
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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Vec3::new(-s_a.sc.0 + 4.0 + move1 * -12.0, -2.0 + move1 * 3.0, 0.0);
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next.hand_r.orientation = Quaternion::rotation_x(move1 * 0.5);
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
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@ -805,19 +805,30 @@ impl Animation for MultiAction {
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next.control.orientation =
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Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * -0.2);
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next.chest.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.head.orientation = Quaternion::rotation_z(move1 * 0.1);
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next.chest.orientation = Quaternion::rotation_y(move1 * 0.05 + move2 * -0.1)
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* Quaternion::rotation_z(move1 * -0.4 + move2 * 0.8);
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next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
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next.head.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.1 + move2 * -0.24);
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next.belt.orientation = Quaternion::rotation_z(move1 * 0.1);
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next.control.orientation.rotate_y(move1 * 2.1);
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next.control.orientation.rotate_z(move1 * -0.4);
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next.control.position += Vec3::new(move1 * 8.0, 0.0, move1 * 3.0);
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next.foot_l.position += Vec3::new(0.0, move1 * -1.0, 0.0);
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next.foot_r.position += Vec3::new(0.0, move1 * -3.0, 0.0);
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next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);
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next.chest.orientation.rotate_z(move2 * 1.1);
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next.head.orientation.rotate_z(move2 * -0.6);
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next.belt.orientation.rotate_z(move2 * -0.5);
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next.foot_l.position += Vec3::new(0.0, move2 * 4.0, 0.0);
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next.foot_r.position += Vec3::new(0.0, move2 * 3.0, 0.0);
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next.chest.orientation.rotate_z(move2 * 0.7);
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next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
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next.head.orientation.rotate_z(move2 * 0.1);
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next.head.position += Vec3::new(0.0, move2 * 1.0, 0.0);
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next.shorts.orientation.rotate_z(move2 * -1.4);
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next.belt.orientation.rotate_z(move2 * -0.7);
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next.control.orientation.rotate_y(move2 * -0.9);
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next.control.orientation.rotate_z(move2 * 2.7);
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next.control.position += Vec3::new(move2 * -7.0, 0.0, move2 * 6.0);
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next.control.orientation.rotate_z(move2 * 2.5);
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next.control.position += Vec3::new(move2 * -7.0, move2 * 8.0, move2 * 6.0);
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},
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Some("common.abilities.sword.crippling_eviscerate") => {
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let move1 = move1base.powf(0.25) * multi_action_pullback;
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@ -839,7 +850,9 @@ impl Animation for MultiAction {
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next.foot_r.orientation = Quaternion::identity();
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next.chest.orientation = Quaternion::rotation_z(move1 * 1.2);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
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next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
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* Quaternion::rotation_y(move1 * 0.2 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.72 + move2 * -0.1);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.9);
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next.control.orientation.rotate_x(move1 * 0.4);
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@ -856,7 +869,8 @@ impl Animation for MultiAction {
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next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);
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next.chest.orientation.rotate_z(move2 * -2.3);
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next.head.orientation.rotate_z(move2 * 1.5);
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next.chest.position += Vec3::new(0.0, move2 * 1.0, 0.0);
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next.head.orientation.rotate_z(move2 * 1.4);
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next.belt.orientation.rotate_z(move2 * 1.2);
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next.shorts.orientation.rotate_z(move2 * 2.2);
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next.shorts.orientation.rotate_x(move2 * 0.5);
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@ -864,8 +878,8 @@ impl Animation for MultiAction {
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next.belt.orientation.rotate_x(move2 * 0.3);
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next.belt.position += Vec3::new(0.0, move2 * -1.0, move2 * -1.0);
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next.shorts.position += Vec3::new(move2 * 0.5, move2 * 0.0, 0.0);
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next.control.orientation.rotate_z(move2 * -1.8);
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next.control.position += Vec3::new(move2 * 14.0, 0.0, 0.0);
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next.control.orientation.rotate_z(move2 * -2.2);
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next.control.position += Vec3::new(move2 * 14.0, move2 * 6.0, 0.0);
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},
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Some("common.abilities.sword.cleaving_sky_splitter") => {
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let move1 = move1base.powf(0.25) * multi_action_pullback;
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@ -877,17 +891,22 @@ impl Animation for MultiAction {
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.chest.position += Vec3::new(0.0, move1 * 1.0, 0.0);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation =
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Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * -0.2);
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next.foot_r.position += Vec3::new(0.0, move1 * 1.0, 0.0);
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next.chest.orientation = Quaternion::rotation_x(move1 * -0.6);
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next.control.orientation = Quaternion::rotation_x(move1 * -1.1);
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next.control.position += Vec3::new(move1 * 6.0, move1 * 4.0, move1 * 3.0);
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next.foot_l.position += Vec3::new(0.0, move2 * -1.0, 0.0);
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next.foot_r.position += Vec3::new(0.0, move2 * -1.0, 0.0);
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next.chest.orientation = Quaternion::rotation_x(move1 * -0.7);
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next.chest.position += Vec3::new(0.0, move2 * -1.0, 0.0);
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next.control.orientation = Quaternion::rotation_x(move1 * -0.9);
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next.control.position += Vec3::new(move1 * 6.0, move1 * 8.0, move1 * 3.0);
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next.chest.orientation.rotate_x(move2 * 1.1);
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next.chest.orientation.rotate_x(move2 * 1.2);
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next.control.orientation.rotate_x(move2 * 2.7);
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next.control.position += Vec3::new(0.0, move2 * -9.0, move2 * 17.0);
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next.control.position += Vec3::new(0.0, move2 * -11.0, move2 * 22.0);
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},
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Some(
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"common.abilities.sword.cleaving_whirlwind_slice"
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@ -917,10 +936,6 @@ impl Animation for MultiAction {
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next.control.orientation =
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Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * PI);
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if move2 < f32::EPSILON {
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next.main_weapon_trail = false;
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next.off_weapon_trail = false;
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}
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next.chest.orientation = Quaternion::rotation_z(move1 * 1.2);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.3);
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@ -929,19 +944,23 @@ impl Animation for MultiAction {
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next.foot_r
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.orientation
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.rotate_x(move1 * -0.4 + move2_pre * 0.4);
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next.foot_r.orientation.rotate_z(move1 * 1.4);
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next.foot_r.orientation.rotate_z(move1 * 1.2);
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}
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next.control.orientation.rotate_y(move2_pre * -1.6);
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next.control.position += Vec3::new(0.0, 0.0, move2_pre * 4.0);
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next.torso.orientation.rotate_z(move2_no_pullback * TAU);
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next.chest.orientation.rotate_z(move2 * -2.0);
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next.head.orientation.rotate_z(move2 * 1.3);
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next.chest.orientation.rotate_x(move2 * -0.1);
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next.chest.orientation.rotate_y(move2 * -0.2);
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next.chest.orientation.rotate_z(move2 * -1.8);
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next.head.orientation.rotate_y(move2 * -0.1);
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next.head.orientation.rotate_z(move2 * 1.1);
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next.belt.orientation.rotate_z(move2 * 0.6);
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next.shorts.orientation.rotate_z(move2 * 1.5);
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next.foot_r.orientation.rotate_z(move2_pre * -1.7);
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next.control.orientation.rotate_z(move2 * -1.8);
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next.control.position += Vec3::new(move2 * 14.0, 0.0, 0.0);
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next.shorts.orientation.rotate_z(move2 * 1.1);
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next.foot_r.position += Vec3::new(0.0, move2_pre * -3.0, 0.0);
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next.foot_r.orientation.rotate_z(move2_pre * -1.5);
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next.control.orientation.rotate_z(move2 * -1.4);
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next.control.position += Vec3::new(move2 * 16.0, 0.0, -1.0);
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},
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Some(
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"common.abilities.sword.agile_perforate"
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@ -962,20 +981,29 @@ impl Animation for MultiAction {
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.chest.orientation = Quaternion::rotation_z(move1 * 0.7);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.chest.orientation =
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Quaternion::rotation_y(move1 * 0.05) * Quaternion::rotation_z(move1 * 0.6);
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next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.05) * Quaternion::rotation_z(move1 * -0.4);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.8);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.control.orientation.rotate_x(move1 * -1.1);
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next.control.orientation.rotate_z(move1 * -0.7);
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next.control.position += Vec3::new(move1 * 1.0, move1 * -1.0, move1 * 4.0);
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next.control.position += Vec3::new(move1 * 1.0, move1 * -4.0, move1 * 4.0);
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next.foot_l.position += Vec3::new(0.0, move1 * 0.5, 0.0);
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next.foot_r.position += Vec3::new(0.0, move1 * -2.5, 0.0);
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next.chest.orientation.rotate_z(move2 * -1.2);
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next.chest.orientation.rotate_y(move2 * -0.1);
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next.chest.orientation.rotate_z(move2 * -1.0);
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next.chest.position += Vec3::new(0.0, move2 * 2.0, 0.0);
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next.head.orientation.rotate_x(move2 * -0.1);
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next.head.orientation.rotate_z(move2 * 0.6);
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next.belt.orientation.rotate_z(move2 * 0.3);
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next.shorts.orientation.rotate_z(move2 * 0.7);
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next.control.orientation.rotate_z(move2 * 1.2);
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next.control.position += Vec3::new(0.0, move2 * 12.0, 0.0);
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next.head.position += Vec3::new(0.0, move2 * 0.5, 0.0);
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next.belt.orientation.rotate_z(move2 * 0.4);
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next.shorts.orientation.rotate_z(move2 * 0.8);
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next.control.orientation.rotate_z(move2 * 1.1);
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next.control.position += Vec3::new(0.0, move2 * 16.0, 0.0);
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},
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Some(
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"common.abilities.sword.agile_dual_perforate"
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@ -1000,23 +1028,38 @@ impl Animation for MultiAction {
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next.control_l.orientation.rotate_x(move1 * -1.1);
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next.control_l.orientation.rotate_z(move1 * 0.7);
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next.control_l.position += Vec3::new(move1 * 1.0, move1 * -1.0, move1 * 4.0);
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next.control_l.position += Vec3::new(move1 * 1.0, move1 * -2.0, move1 * 3.0);
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next.control_r.orientation.rotate_x(move1 * -1.1);
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next.control_r.orientation.rotate_z(move1 * -0.7);
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next.control_r.position += Vec3::new(move1 * -1.0, move1 * -1.0, move1 * 4.0);
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next.control_r.position += Vec3::new(move1 * -1.0, move1 * -2.0, move1 * 3.0);
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next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
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next.foot_r.orientation.rotate_z(move1 * -0.2);
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next.foot_l.position += Vec3::new(0.0, move1 * 0.5, 0.0);
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next.foot_r.position += Vec3::new(0.0, move1 * -1.5, 0.0);
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next.chest.orientation.rotate_z(move2 * -1.2 * dir);
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next.head.orientation.rotate_z(move2 * 0.6 * dir);
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next.belt.orientation.rotate_z(move2 * 0.3 * dir);
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next.shorts.orientation.rotate_z(move2 * 0.7 * dir);
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next.chest.position += Vec3::new(0.0, move2 * 2.0, 0.0);
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next.chest.orientation = Quaternion::rotation_y(move2 * -0.05)
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* Quaternion::rotation_z(move2 * -1.2 * dir);
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next.head.orientation = Quaternion::rotation_x(move2 * -0.1)
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* Quaternion::rotation_z(move2 * 0.45 * dir);
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next.belt.orientation.rotate_z(move2 * 0.4 * dir);
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next.shorts.orientation.rotate_z(move2 * 0.8 * dir);
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next.control_l
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.orientation
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.rotate_z(move2 * 1.2 * dir.max(0.0));
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next.control_l.position += Vec3::new(0.0, move2 * 18.0 * dir.max(0.0), 0.0);
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next.control_l.position += Vec3::new(
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move2 * -12.0 * dir.max(0.0),
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move2 * 18.0 * dir.max(0.0),
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0.0,
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);
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next.control_r
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.orientation
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.rotate_z(move2 * 1.2 * dir.min(0.0));
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next.control_r.position += Vec3::new(0.0, move2 * 18.0 * -(dir.min(0.0)), 0.0);
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next.control_r.position += Vec3::new(
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move2 * -12.0 * dir.min(0.0),
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move2 * 18.0 * -(dir.min(0.0)),
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0.0,
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);
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next.control_l.orientation.rotate_z(move1 * -0.7);
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next.control_r.orientation.rotate_z(move1 * 0.7);
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},
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@ -1041,28 +1084,46 @@ impl Animation for MultiAction {
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.chest.orientation = Quaternion::rotation_z(move1 * 0.4);
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next.chest.orientation =
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Quaternion::rotation_y(move1 * -0.05) * Quaternion::rotation_z(move1 * 0.4);
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next.chest.position += Vec3::new(0.0, move1 * 0.5, 0.0);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.8);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.control.orientation.rotate_y(move1 * -1.2);
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next.control.position += Vec3::new(0.0, 0.0, move1 * 10.0);
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next.control.position += Vec3::new(0.0, move1 * 2.0, move1 * 10.0);
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next.foot_l.position += Vec3::new(0.0, move1 * 3.5, 0.0);
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next.foot_r.position += Vec3::new(0.0, move1 * -1.5, 0.0);
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next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.1);
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next.foot_r.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.chest.orientation.rotate_z(move2a * -0.2);
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next.chest.orientation.rotate_y(move2a * 0.05);
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next.chest.orientation.rotate_z(move2a * -0.3);
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next.head.orientation.rotate_z(move2a * -0.1);
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next.chest.position += Vec3::new(0.0, move2 * 0.05, 0.0);
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next.control.orientation.rotate_z(move2a * -2.0);
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next.control.position += Vec3::new(move2a * 12.0, 0.0, move2a * -6.0);
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next.control.position += Vec3::new(move2a * 18.0, move2a * 5.0, move2a * -5.0);
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next.chest.orientation.rotate_z(move2b * 0.2);
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next.chest.orientation.rotate_y(move2b * -0.05);
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next.chest.orientation.rotate_z(move2b * 0.3);
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next.head.orientation.rotate_z(move2b * 0.1);
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next.chest.position += Vec3::new(0.0, move2b * 0.05, 0.0);
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next.control.orientation.rotate_z(move2b * 2.9);
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next.control.position += Vec3::new(move2b * -12.0, 0.0, 0.0);
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next.control.position += Vec3::new(move2b * -18.0, move2b * -5.0, 0.0);
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next.chest.orientation.rotate_z(move2c * -0.2);
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next.chest.orientation.rotate_y(move2c * 0.05);
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next.chest.orientation.rotate_z(move2c * -0.3);
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next.head.orientation.rotate_z(move2c * -0.1);
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next.chest.position += Vec3::new(0.0, move2c * 0.05, 0.0);
|
||||
next.control.orientation.rotate_z(move2c * -2.3);
|
||||
next.control.position += Vec3::new(move2c * 12.0, 0.0, move2c * 12.0);
|
||||
next.control.position += Vec3::new(move2c * 18.0, move2c * 5.0, move2c * 10.0);
|
||||
|
||||
next.chest.orientation.rotate_z(move2d * -0.2);
|
||||
next.chest.orientation.rotate_y(move2d * 0.05);
|
||||
next.chest.orientation.rotate_z(move2d * -0.3);
|
||||
next.head.orientation.rotate_z(move2d * 0.1);
|
||||
next.chest.position += Vec3::new(0.0, move2d * 0.05, 0.0);
|
||||
next.control.orientation.rotate_z(move2d * -2.7);
|
||||
next.control.position += Vec3::new(move2d * 12.0, 0.0, move2a * -6.0);
|
||||
next.control.position += Vec3::new(move2d * 18.0, move2d * 5.0, move2a * -5.0);
|
||||
},
|
||||
Some("common.abilities.sword.crippling_mutilate") => {
|
||||
let pullback = 1.0 - move3base.powi(4);
|
||||
@ -1086,20 +1147,29 @@ impl Animation for MultiAction {
|
||||
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.chest.orientation = Quaternion::rotation_z(move1 * 0.7);
|
||||
next.head.orientation = Quaternion::rotation_z(move1 * -0.4);
|
||||
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
|
||||
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_y(move1 * 0.05) * Quaternion::rotation_z(move1 * 0.5);
|
||||
next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_y(move1 * 0.1) * Quaternion::rotation_z(move1 * -0.4);
|
||||
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.8);
|
||||
next.belt.orientation = Quaternion::rotation_z(move1 * -0.4);
|
||||
next.control.orientation.rotate_x(move1 * -0.6);
|
||||
next.control.orientation.rotate_z(move1 * -0.7);
|
||||
next.control.position += Vec3::new(move1 * 1.0, move1 * -4.0, move1 * 4.0);
|
||||
next.control.position += Vec3::new(move1 * 1.0, move1 * -4.0, move1 * 2.0);
|
||||
next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.1);
|
||||
next.foot_r.orientation = Quaternion::rotation_z(move1 * -0.2);
|
||||
next.foot_l.position += Vec3::new(0.0, move1 * 1.0, 0.0);
|
||||
next.foot_r.position += Vec3::new(0.0, move1 * -3.0, 0.0);
|
||||
|
||||
next.chest.orientation.rotate_z(move2 * -1.2);
|
||||
next.chest.orientation.rotate_y(move2 * -0.1);
|
||||
next.chest.orientation.rotate_z(move2 * -0.8);
|
||||
next.head.orientation.rotate_y(move2 * -0.1);
|
||||
next.head.orientation.rotate_z(move2 * 0.6);
|
||||
next.belt.orientation.rotate_z(move2 * 0.3);
|
||||
next.shorts.orientation.rotate_z(move2 * 0.7);
|
||||
next.control.orientation.rotate_z(move2 * 1.2);
|
||||
next.control.position += Vec3::new(0.0, move2 * 14.0, move2 * 12.0);
|
||||
next.belt.orientation.rotate_z(move2 * 0.4);
|
||||
next.shorts.orientation.rotate_z(move2 * 0.8);
|
||||
next.control.orientation.rotate_z(move2 * 1.1);
|
||||
next.control.position += Vec3::new(0.0, move2 * 14.0, move2 * 10.0);
|
||||
},
|
||||
// ==================================
|
||||
// AXE
|
||||
|
Loading…
Reference in New Issue
Block a user