diff --git a/voxygen/src/anim/character/mod.rs b/voxygen/src/anim/character/mod.rs index 3d6e3e1dfc..4d442d416e 100644 --- a/voxygen/src/anim/character/mod.rs +++ b/voxygen/src/anim/character/mod.rs @@ -20,10 +20,10 @@ const SCALE: f32 = 11.0; pub struct CharacterSkeleton { head: Bone, chest: Bone, - belt: Bone, - shorts: Bone, - l_hand: Bone, + bl_foot: Bone, + br_foot: Bone, r_hand: Bone, + l_hand: Bone, l_foot: Bone, r_foot: Bone, back: Bone, @@ -34,10 +34,10 @@ impl CharacterSkeleton { Self { head: Bone::default(), chest: Bone::default(), - belt: Bone::default(), - shorts: Bone::default(), - l_hand: Bone::default(), + br_foot: Bone::default(), + bl_foot: Bone::default(), r_hand: Bone::default(), + l_hand: Bone::default(), l_foot: Bone::default(), r_foot: Bone::default(), back: Bone::default(), @@ -52,10 +52,10 @@ impl Skeleton for CharacterSkeleton { [ FigureBoneData::new(self.head.compute_base_matrix()), FigureBoneData::new(chest_mat), - FigureBoneData::new(self.belt.compute_base_matrix()), - FigureBoneData::new(self.shorts.compute_base_matrix()), - FigureBoneData::new(self.l_hand.compute_base_matrix()), + FigureBoneData::new(self.bl_foot.compute_base_matrix()), + FigureBoneData::new(self.br_foot.compute_base_matrix()), FigureBoneData::new(self.r_hand.compute_base_matrix()), + FigureBoneData::new(self.l_hand.compute_base_matrix()), FigureBoneData::new(self.l_foot.compute_base_matrix()), FigureBoneData::new(self.r_foot.compute_base_matrix()), FigureBoneData::new(chest_mat * self.back.compute_base_matrix()), diff --git a/voxygen/src/anim/character/run.rs b/voxygen/src/anim/character/run.rs index e9ee7158f6..340b72deb3 100644 --- a/voxygen/src/anim/character/run.rs +++ b/voxygen/src/anim/character/run.rs @@ -30,44 +30,26 @@ impl Animation for RunAnimation { let wavecos_slow = (time as f32 * 8.0 + PI).cos(); let wave_dip = (wave_slow.abs() - 0.5).abs(); -<<<<<<< HEAD - next.head.offset = Vec3::unit_z() * (12.0 + fuzzwave *0.4)/ SCALE; + next.head.offset = Vec3::unit_z() * (12.0 + fuzzwave *1.0)/ SCALE; - next.chest.offset = Vec3::unit_z() * (8.0 + fuzzwave * 0.3) / SCALE; - next.chest.ori = Quaternion::rotation_z(wave * 0.2); - - next.belt.offset = Vec3::unit_z() * (6.0 + fuzzwave * 0.3)/ SCALE; - next.belt.ori = Quaternion::rotation_z(wave * 0.2); - - next.shorts.offset = Vec3::unit_z() * (3.0 + fuzzwave * 0.3) / SCALE; - next.shorts.ori = Quaternion::rotation_z(wave * 0.1); -======= - next.head.offset = Vec3::unit_z() * (12.0 + fuzzwave *1.0)/ 11.0; - - next.chest.offset = Vec3::unit_z() * (8.0 + fuzzwave * 0.8) / 11.0; + next.chest.offset = Vec3::unit_z() * (8.0 + fuzzwave * 0.8) / SCALE; next.chest.ori = Quaternion::rotation_z(wave * 0.3); - next.belt.offset = Vec3::unit_z() * (6.0 + fuzzwave * 0.8)/ 11.0; + next.belt.offset = Vec3::unit_z() * (6.0 + fuzzwave * 0.8) / SCALE; next.belt.ori = Quaternion::rotation_z(wave * 0.3); - next.shorts.offset = Vec3::unit_z() * (3.0 + fuzzwave * 0.8) / 11.0; + next.shorts.offset = Vec3::unit_z() * (3.0 + fuzzwave * 0.8) / SCALE; next.shorts.ori = Quaternion::rotation_z(wave * 0.2); ->>>>>>> animation minor fixes next.l_hand.offset = Vec3::new(0.0 - wavecos * 1.0, 7.5, 11.0 - wave * 1.0) / SCALE; next.l_hand.ori = Quaternion::rotation_y(wave * -1.8); next.r_hand.offset = Vec3::new(0.0 + wavecos * 1.0, -7.5, 11.0 + wave * 1.0) / SCALE; next.r_hand.ori = Quaternion::rotation_y(wave * 1.8); -<<<<<<< HEAD - next.l_foot.offset = Vec3::new(2.5 - wavecos * 4.0, 3.4, 6.0 + wave * 2.5) / SCALE; + + next.l_foot.offset = Vec3::new(2.5 - wavecos * 4.0, 3.4, 6.0 + wave * 2.9) / SCALE; next.l_foot.ori = Quaternion::rotation_y(wave * -1.0); - next.r_foot.offset = Vec3::new(2.5 + wavecos * 4.0, -3.4, 6.0 - wave * 2.5) / SCALE; -======= - next.l_foot.offset = Vec3::new(2.5 - wavecos * 4.0, 3.4, 6.0 + wave * 2.9) / 11.0; - next.l_foot.ori = Quaternion::rotation_y(wave * -1.0); - next.r_foot.offset = Vec3::new(2.5 + wavecos * 4.0, -3.4, 6.0 - wave * 2.9) / 11.0; ->>>>>>> animation minor fixes + next.r_foot.offset = Vec3::new(2.5 + wavecos * 4.0, -3.4, 6.0 - wave * 2.9) / SCALE; next.r_foot.ori = Quaternion::rotation_y(wave * 1.0); next.back.offset = Vec3::new(-6.0, 16.0, 15.0);