diff --git a/voxygen/src/anim/character/run.rs b/voxygen/src/anim/character/run.rs index 93cfce5321..e1e60cc790 100644 --- a/voxygen/src/anim/character/run.rs +++ b/voxygen/src/anim/character/run.rs @@ -23,26 +23,26 @@ impl Animation for RunAnimation { let lab = 1.0; let long = (((5.0) - / (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 0.66).sin()).powf(2.0 as f32))) + / (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 0.8).sin()).powf(2.0 as f32))) .sqrt()) - * ((anim_time as f32 * lab as f32 * 0.66).sin()); + * ((anim_time as f32 * lab as f32 * 0.8).sin()); let short = (((5.0) - / (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 1.32).sin()).powf(2.0 as f32))) + / (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 1.6).sin()).powf(2.0 as f32))) .sqrt()) - * ((anim_time as f32 * lab as f32 * 1.32).sin()); + * ((anim_time as f32 * lab as f32 * 1.6).sin()); let shortalt = (((5.0) / (1.5 + 3.5 - * ((anim_time as f32 * lab as f32 * 1.32 + PI / 2.0).sin()).powf(2.0 as f32))) + * ((anim_time as f32 * lab as f32 * 1.6 + PI / 2.0).sin()).powf(2.0 as f32))) .sqrt()) - * ((anim_time as f32 * lab as f32 * 1.32 + PI / 2.0).sin()); + * ((anim_time as f32 * lab as f32 * 1.6 + PI / 2.0).sin()); let foot = (((5.0) - / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 1.32).sin()).powf(2.0 as f32))) + / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 1.6).sin()).powf(2.0 as f32))) .sqrt()) - * ((anim_time as f32 * lab as f32 * 1.32).sin()); + * ((anim_time as f32 * lab as f32 * 1.6).sin()); let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0 / 2.0).sin(); @@ -78,26 +78,26 @@ impl Animation for RunAnimation { -3.0 + skeleton_attr.neck_forward, skeleton_attr.neck_height + 13.0 + short * 0.3, ); - next.head.ori = Quaternion::rotation_z(head_look.x + long * 0.1) + next.head.ori = Quaternion::rotation_z(head_look.x + long * -0.1 - short * 0.3) * Quaternion::rotation_x(head_look.y + 0.35); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + short * 1.1); - next.chest.ori = Quaternion::rotation_z(short * 0.2); + next.chest.ori = Quaternion::rotation_z(short * 0.3); next.chest.scale = Vec3::one(); next.belt.offset = Vec3::new(0.0, 0.0, -2.0); - next.belt.ori = Quaternion::rotation_z(short * 0.35); + next.belt.ori = Quaternion::rotation_z(short * 0.25); next.belt.scale = Vec3::one(); next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); - next.shorts.ori = Quaternion::rotation_z(short * 0.6); + next.shorts.ori = Quaternion::rotation_z(short * 0.4); next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new( -6.0 + wave_stop * -1.0, - -0.25 + short * 2.0, - 5.0 + short * -1.5, + -0.25 + short * 3.0, + 4.0 + short * -1.5, ); next.l_hand.ori = Quaternion::rotation_x(0.8 + short * 1.2) * Quaternion::rotation_y(wave_stop * 0.1); @@ -105,8 +105,8 @@ impl Animation for RunAnimation { next.r_hand.offset = Vec3::new( 6.0 + wave_stop * 1.0, - -0.25 + short * -2.0, - 5.0 + short * 1.5, + -0.25 + short * -3.0, + 4.0 + short * 1.5, ); next.r_hand.ori = Quaternion::rotation_x(0.8 + short * -1.2) * Quaternion::rotation_y(wave_stop * -0.1); diff --git a/voxygen/src/anim/character/wield.rs b/voxygen/src/anim/character/wield.rs index 55c9db2257..b6955c0eb9 100644 --- a/voxygen/src/anim/character/wield.rs +++ b/voxygen/src/anim/character/wield.rs @@ -21,19 +21,19 @@ impl Animation for WieldAnimation { let lab = 1.0; let foot = (((5.0) - / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 1.32).sin()).powf(2.0 as f32))) + / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 1.6).sin()).powf(2.0 as f32))) .sqrt()) - * ((anim_time as f32 * lab as f32 * 1.32).sin()); + * ((anim_time as f32 * lab as f32 * 1.6).sin()); let short = (((5.0) - / (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 1.32).sin()).powf(2.0 as f32))) + / (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 1.6).sin()).powf(2.0 as f32))) .sqrt()) - * ((anim_time as f32 * lab as f32 * 1.32).sin()); + * ((anim_time as f32 * lab as f32 * 1.6).sin()); let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin(); let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos(); let long = (((5.0) - / (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 0.66).sin()).powf(2.0 as f32))) + / (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 0.8).sin()).powf(2.0 as f32))) .sqrt()) - * ((anim_time as f32 * lab as f32 * 0.66).sin()); + * ((anim_time as f32 * lab as f32 * 0.8).sin()); let wave = (anim_time as f32 * 1.0).sin(); match active_tool_kind { //TODO: Inventory @@ -216,7 +216,7 @@ impl Animation for WieldAnimation { -3.0 + skeleton_attr.neck_forward, skeleton_attr.neck_height + 13.0 + short * 0.2, ); - next.head.ori = Quaternion::rotation_z(head_look.x + long * 0.1) + next.head.ori = Quaternion::rotation_z(head_look.x + long * 0.1 - short * 0.2) * Quaternion::rotation_x(head_look.y + 0.35); next.head.scale = Vec3::one() * skeleton_attr.head_scale;