From aac897d11bce2c0862886de52dee8f6aa1a38631 Mon Sep 17 00:00:00 2001
From: unknown <robin.gilh@gmail.com>
Date: Sun, 27 Sep 2020 18:03:00 +0200
Subject: [PATCH] Better bipedlarge weild, charge and shoot anims

---
 .../voxel/biped_large_central_manifest.ron    |   4 +-
 voxygen/src/anim/src/biped_large/charge.rs    | 351 ++++++++++++++++++
 voxygen/src/anim/src/biped_large/mod.rs       |  16 +-
 voxygen/src/anim/src/biped_large/shoot.rs     | 340 +++++++++++++++++
 voxygen/src/anim/src/biped_large/wield.rs     | 237 +++++-------
 voxygen/src/scene/figure/mod.rs               |  52 +++
 6 files changed, 856 insertions(+), 144 deletions(-)
 create mode 100644 voxygen/src/anim/src/biped_large/charge.rs
 create mode 100644 voxygen/src/anim/src/biped_large/shoot.rs

diff --git a/assets/voxygen/voxel/biped_large_central_manifest.ron b/assets/voxygen/voxel/biped_large_central_manifest.ron
index ef976dee07..1c2b6921d3 100644
--- a/assets/voxygen/voxel/biped_large_central_manifest.ron
+++ b/assets/voxygen/voxel/biped_large_central_manifest.ron
@@ -505,7 +505,7 @@
             central: ("armor.empty"),
         ),
         main: (
-            offset: (-1.5, -9.0, -10.0),
+            offset: (-2.5, -4.0, -7.0),
             central: ("weapon.bow.longbow_lizardman"),
         )
     ),
@@ -535,7 +535,7 @@
             central: ("armor.empty"),
         ),
         main: (
-            offset: (-1.5, -9.0, -10.0),
+            offset: (-2.5, -4.0, -7.0),
             central: ("weapon.bow.longbow_lizardman"),
         )
     ),
diff --git a/voxygen/src/anim/src/biped_large/charge.rs b/voxygen/src/anim/src/biped_large/charge.rs
new file mode 100644
index 0000000000..8a21bd9bfd
--- /dev/null
+++ b/voxygen/src/anim/src/biped_large/charge.rs
@@ -0,0 +1,351 @@
+use super::{
+    super::{vek::*, Animation},
+    BipedLargeSkeleton, SkeletonAttr,
+};
+use common::comp::item::{Hands, ToolKind};
+use std::{f32::consts::PI, ops::Mul};
+
+pub struct ChargeAnimation;
+
+impl Animation for ChargeAnimation {
+    type Dependency = (
+        Option<ToolKind>,
+        Option<ToolKind>,
+        f32,
+        Vec3<f32>,
+        Vec3<f32>,
+        f64,
+    );
+    type Skeleton = BipedLargeSkeleton;
+
+    #[cfg(feature = "use-dyn-lib")]
+    const UPDATE_FN: &'static [u8] = b"biped_large_charge\0";
+
+    #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_charge")]
+    fn update_skeleton_inner(
+        skeleton: &Self::Skeleton,
+        (active_tool_kind, second_tool_kind, velocity, orientation, last_ori, global_time): Self::Dependency,
+        anim_time: f64,
+        _rate: &mut f32,
+        skeleton_attr: &SkeletonAttr,
+    ) -> Self::Skeleton {
+        let mut next = (*skeleton).clone();
+
+        let lab = 0.55;
+        let breathe = (anim_time as f32 + 1.5 * PI).sin();
+        let test = (anim_time as f32 + 36.0 * PI).sin();
+
+        let slower = (anim_time as f32 * 1.0 + PI).sin();
+        let slow = (anim_time as f32 * 3.5 + PI).sin();
+        
+        let tailmove = Vec2::new(
+            ((global_time + anim_time) as f32 / 2.0)
+                .floor()
+                .mul(7331.0)
+                .sin()
+                * 0.25,
+            ((global_time + anim_time) as f32 / 2.0)
+                .floor()
+                .mul(1337.0)
+                .sin()
+                * 0.125,
+        );
+
+        let look = Vec2::new(
+            ((global_time + anim_time) as f32 / 8.0)
+                .floor()
+                .mul(7331.0)
+                .sin()
+                * 0.5,
+            ((global_time + anim_time) as f32 / 8.0)
+                .floor()
+                .mul(1337.0)
+                .sin()
+                * 0.25,
+        );
+
+        let foothoril = (((1.0)
+            / (0.4
+                + (0.6)
+                    * ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
+        .sqrt())
+            * ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
+        let foothorir = (((1.0)
+            / (0.4
+                + (0.6)
+                    * ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
+        .sqrt())
+            * ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
+
+        let footvertl = (anim_time as f32 * 16.0 * lab as f32).sin();
+        let footvertr = (anim_time as f32 * 16.0 * lab as f32 + PI).sin();
+
+        let footrotl = (((5.0)
+            / (2.5
+                + (2.5)
+                    * ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
+        .sqrt())
+            * ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
+
+        let footrotr = (((5.0)
+            / (1.0
+                + (4.0)
+                    * ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
+        .sqrt())
+            * ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
+
+        let quick = (((5.0)
+            / (3.5 + 1.5 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32)))
+        .sqrt())
+            * ((anim_time as f32 * lab as f32 * 8.0).sin());
+        let quicka = (((5.0)
+            / (3.5
+                + 1.5
+                    * ((anim_time as f32 * lab as f32 * 8.0 + PI / 2.0).sin()).powf(2.0 as f32)))
+        .sqrt())
+            * ((anim_time as f32 * lab as f32 * 8.0 + PI / 2.0).sin());
+            let stress = (((5.0)
+            / (0.5 + 4.5 * ((anim_time as f32 * lab as f32 * 20.0).cos()).powf(2.0 as f32)))
+        .sqrt())
+            * ((anim_time as f32 * lab as f32 * 20.0).cos());
+
+        let short = (anim_time as f32 * lab as f32 * 16.0).sin();
+        let shortalt = (anim_time as f32 * lab as f32 * 16.0 + PI / 2.0).sin();
+        let stop = ((anim_time as f32).powf(0.3 as f32)).min(1.2);
+        let stopa = ((anim_time as f32).powf(0.9 as f32)).min(5.0);
+
+        let ori: Vec2<f32> = Vec2::from(orientation);
+        let last_ori = Vec2::from(last_ori);
+        let tilt = if ::vek::Vec2::new(ori, last_ori)
+            .map(|o| o.magnitude_squared())
+            .map(|m| m > 0.001 && m.is_finite())
+            .reduce_and()
+            && ori.angle_between(last_ori).is_finite()
+        {
+            ori.angle_between(last_ori).min(0.2)
+                * last_ori.determine_side(Vec2::zero(), ori).signum()
+        } else {
+            0.0
+        } * 1.3;
+
+        next.head.position = Vec3::new(
+            stop * -2.0,
+            -3.5 + stop * 2.5 + skeleton_attr.head.0,
+            skeleton_attr.head.1,
+        );
+        next.head.orientation =
+            Quaternion::rotation_z(stop * -1.0 + tilt * -2.0) * Quaternion::rotation_y(stop * -0.3);
+        next.head.scale = Vec3::one() * 1.02;
+
+        next.upper_torso.position = Vec3::new(0.0, skeleton_attr.upper_torso.0, skeleton_attr.upper_torso.1);
+        next.upper_torso.orientation =
+            Quaternion::rotation_z(stop * 1.2 + stress * stop * 0.02 + tilt * -2.0);
+
+
+        next.lower_torso.position = Vec3::new(0.0, skeleton_attr.lower_torso.0, skeleton_attr.lower_torso.1);
+        next.lower_torso.orientation = Quaternion::rotation_z(stop * -0.7 + tilt * 4.0);
+
+        if velocity < 0.5 {
+            next.jaw.position = Vec3::new(
+                0.0,
+                skeleton_attr.jaw.0 - slower * 0.12,
+                skeleton_attr.jaw.1 + slow * 0.2,
+            );
+            next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
+            next.jaw.scale = Vec3::one() * 1.02;
+    
+            next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
+            next.tail.orientation =
+                Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0);
+            next.tail.scale = Vec3::one();
+
+            next.shoulder_l.position = Vec3::new(
+                -skeleton_attr.shoulder.0,
+                skeleton_attr.shoulder.1,
+                skeleton_attr.shoulder.2,
+            );
+            next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
+            next.shoulder_l.scale = Vec3::one();
+
+            next.shoulder_r.position = Vec3::new(
+                skeleton_attr.shoulder.0,
+                skeleton_attr.shoulder.1,
+                skeleton_attr.shoulder.2,
+            );
+            next.shoulder_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
+            next.shoulder_r.scale = Vec3::one();
+
+            next.leg_l.position = Vec3::new(
+                -skeleton_attr.leg.0,
+                skeleton_attr.leg.1,
+                skeleton_attr.leg.2 + breathe * 0.2,
+            ) * 1.02;
+            next.leg_l.orientation = Quaternion::rotation_z(0.0);
+            next.leg_l.scale = Vec3::one() * 1.02;
+
+            next.leg_r.position = Vec3::new(
+                skeleton_attr.leg.0,
+                skeleton_attr.leg.1,
+                skeleton_attr.leg.2 + breathe * 0.2,
+            ) * 1.02;
+            next.leg_r.orientation = Quaternion::rotation_z(0.0);
+            next.leg_r.scale = Vec3::one() * 1.02;
+
+            next.foot_l.position = Vec3::new(
+                -skeleton_attr.foot.0,
+                skeleton_attr.foot.1,
+                skeleton_attr.foot.2,
+            ) / 8.0;
+            next.foot_l.orientation = Quaternion::rotation_z(0.0);
+            next.foot_l.scale = Vec3::one() / 8.0;
+
+            next.foot_r.position = Vec3::new(
+                skeleton_attr.foot.0,
+                skeleton_attr.foot.1,
+                skeleton_attr.foot.2,
+            ) / 8.0;
+            next.foot_r.orientation = Quaternion::rotation_z(0.0);
+            next.foot_r.scale = Vec3::one() / 8.0;
+
+            next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
+            next.torso.orientation = Quaternion::rotation_z(test * 0.0);
+            next.torso.scale = Vec3::one() / 8.0;
+
+            next.control.position = Vec3::new(7.0, 9.0, -10.0);
+            next.control.orientation = Quaternion::rotation_x(test * 0.02)
+                * Quaternion::rotation_y(test * 0.02)
+                * Quaternion::rotation_z(test * 0.02);
+            next.control.scale = Vec3::one();
+        } else {
+            next.jaw.position = Vec3::new(
+                0.0,
+                skeleton_attr.jaw.0 - slower * 0.12,
+                skeleton_attr.jaw.1 + slow * 0.2,
+            );
+            next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
+            next.jaw.scale = Vec3::one() * 1.02;
+    
+            next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
+            next.tail.orientation =
+                Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0);
+            next.tail.scale = Vec3::one();
+
+            next.shoulder_l.position = Vec3::new(
+                -skeleton_attr.shoulder.0,
+                skeleton_attr.shoulder.1 + foothoril * -1.0,
+                skeleton_attr.shoulder.2,
+            );
+            next.shoulder_l.orientation = Quaternion::rotation_x(0.5 + footrotl * -0.16)
+                * Quaternion::rotation_y(0.1)
+                * Quaternion::rotation_z(footrotl * 0.1);
+            next.shoulder_l.scale = Vec3::one();
+
+            next.shoulder_r.position = Vec3::new(
+                skeleton_attr.shoulder.0,
+                skeleton_attr.shoulder.1 + foothorir * -1.0,
+                skeleton_attr.shoulder.2,
+            );
+            next.shoulder_r.orientation = Quaternion::rotation_x(0.5 + footrotr * -0.16)
+                * Quaternion::rotation_y(-0.1)
+                * Quaternion::rotation_z(footrotr * -0.1);
+            next.shoulder_r.scale = Vec3::one();
+
+            next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
+            next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
+            next.torso.scale = Vec3::one() / 8.0;
+
+            next.leg_l.position = Vec3::new(
+                -skeleton_attr.leg.0,
+                skeleton_attr.leg.1,
+                skeleton_attr.leg.2,
+            ) * 0.98;
+            next.leg_l.orientation =
+                Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothoril * 0.3);
+            next.leg_l.scale = Vec3::one() * 0.98;
+    
+            next.leg_r.position = Vec3::new(
+                skeleton_attr.leg.0,
+                skeleton_attr.leg.1,
+                skeleton_attr.leg.2,
+            ) * 0.98;
+    
+            next.leg_r.orientation =
+                Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothorir * 0.3);
+            next.leg_r.scale = Vec3::one() * 0.98;
+    
+            next.foot_l.position = Vec3::new(
+                -skeleton_attr.foot.0,
+                4.0 + skeleton_attr.foot.1 + foothoril * 8.5,
+                skeleton_attr.foot.2 + ((footvertl * 6.5).max(0.0)),
+            ) / 8.0;
+            next.foot_l.orientation =
+                Quaternion::rotation_x(-0.5 + footrotl * 0.85) * Quaternion::rotation_y(0.0);
+            next.foot_l.scale = Vec3::one() / 8.0;
+    
+            next.foot_r.position = Vec3::new(
+                skeleton_attr.foot.0,
+                4.0 + skeleton_attr.foot.1 + foothorir * 8.5,
+                skeleton_attr.foot.2 + ((footvertr * 6.5).max(0.0)),
+            ) / 8.0;
+            next.foot_r.orientation =
+                Quaternion::rotation_x(-0.5 + footrotr * 0.85) * Quaternion::rotation_y(0.0);
+            next.foot_r.scale = Vec3::one() / 8.0;
+            
+        }
+        match active_tool_kind {
+            Some(ToolKind::Bow(_)) => {
+                next.hand_l.position = Vec3::new(1.0, -2.0 + stop * -1.0, 0.0);
+                next.hand_l.orientation = Quaternion::rotation_x(1.20)
+                    * Quaternion::rotation_y(-0.6)
+                    * Quaternion::rotation_z(-0.3);
+                next.hand_l.scale = Vec3::one() * 1.05;
+                next.hand_r.position = Vec3::new(4.9, 1.0, -5.0);
+                next.hand_r.orientation = Quaternion::rotation_x(1.20)
+                    * Quaternion::rotation_y(-0.6)
+                    * Quaternion::rotation_z(-0.3);
+                next.hand_r.scale = Vec3::one() * 1.05;
+                next.main.position = Vec3::new(8.0, 2.0, -14.0);
+                next.main.orientation = Quaternion::rotation_x(-0.3)
+                    * Quaternion::rotation_y(0.3)
+                    * Quaternion::rotation_z(-0.6);
+
+                next.hold.position = Vec3::new(0.4, -0.3, -5.8);
+                next.hold.orientation = Quaternion::rotation_x(-1.6)
+                    * Quaternion::rotation_y(-0.1)
+                    * Quaternion::rotation_z(0.0);
+                next.hold.scale = Vec3::one() * 1.0;
+
+                next.control.position = Vec3::new(-10.0 + stop * 13.0, 6.0 + stop * 4.0, 4.0);
+                next.control.orientation = Quaternion::rotation_x(0.0)
+                    * Quaternion::rotation_y(stop * -0.4)
+                    * Quaternion::rotation_z(stop * -0.6);
+                next.control.scale = Vec3::one();
+            },
+            Some(ToolKind::Staff(_)) => {
+                next.hand_l.position = Vec3::new(11.0, 5.0, -4.0);
+                next.hand_l.orientation = Quaternion::rotation_x(1.27);
+                next.hand_l.scale = Vec3::one() * 1.05;
+                next.hand_r.position = Vec3::new(12.0, 5.5, 2.0);
+                next.hand_r.orientation =
+                    Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
+                next.hand_r.scale = Vec3::one() * 1.05;
+                next.main.position = Vec3::new(8.0, 8.5, 13.2);
+                next.main.orientation = Quaternion::rotation_x(0.0)
+                    * Quaternion::rotation_y(3.14)
+                    * Quaternion::rotation_z(0.0);
+
+                next.control.position = Vec3::new(
+                    -7.0 + quick * 3.5 * (1.0 / (stopa + 0.1)),
+                    6.0 + quicka * 3.5 * (1.0 / (stopa + 0.1)),
+                    6.0 - stop * 3.0,
+                );
+                next.control.orientation =
+                    Quaternion::rotation_x(stop * -0.2) * Quaternion::rotation_z(stop * 0.2);
+                next.control.scale = Vec3::one();
+            },
+            _ => {},
+        }
+
+        next
+    }
+}
\ No newline at end of file
diff --git a/voxygen/src/anim/src/biped_large/mod.rs b/voxygen/src/anim/src/biped_large/mod.rs
index 58dc05a8f3..695af3e528 100644
--- a/voxygen/src/anim/src/biped_large/mod.rs
+++ b/voxygen/src/anim/src/biped_large/mod.rs
@@ -3,11 +3,13 @@ pub mod idle;
 pub mod jump;
 pub mod run;
 pub mod wield;
+pub mod shoot;
+pub mod charge;
 
 // Reexports
 pub use self::{
     alpha::AlphaAnimation, idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation,
-    wield::WieldAnimation,
+    wield::WieldAnimation, charge::ChargeAnimation, shoot::ShootAnimation,
 };
 
 use super::{make_bone, vek::*, FigureBoneData, Skeleton};
@@ -32,6 +34,7 @@ skeleton_impls!(struct BipedLargeSkeleton {
     + leg_r,
     + foot_l,
     + foot_r,
+    + hold,
     torso,
     control,
 });
@@ -40,7 +43,7 @@ impl Skeleton for BipedLargeSkeleton {
     type Attr = SkeletonAttr;
     type Body = Body;
 
-    const BONE_COUNT: usize = 15;
+    const BONE_COUNT: usize = 16;
     #[cfg(feature = "use-dyn-lib")]
     const COMPUTE_FN: &'static [u8] = b"biped_large_compute_mats\0";
 
@@ -57,6 +60,7 @@ impl Skeleton for BipedLargeSkeleton {
         let lower_torso_mat = upper_torso_mat * Mat4::<f32>::from(self.lower_torso);
         let head_mat = upper_torso_mat * Mat4::<f32>::from(self.head);
         let control_mat = upper_torso_mat * Mat4::<f32>::from(self.control);
+        let hand_l_mat = Mat4::<f32>::from(self.hand_l);
 
         *(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
             make_bone(head_mat),
@@ -74,6 +78,8 @@ impl Skeleton for BipedLargeSkeleton {
             make_bone(lower_torso_mat * Mat4::<f32>::from(self.leg_r)),
             make_bone(base_mat * Mat4::<f32>::from(self.foot_l)),
             make_bone(base_mat * Mat4::<f32>::from(self.foot_r)),
+            // FIXME: Should this be l_control_mat?
+            make_bone(control_mat * hand_l_mat * Mat4::<f32>::from(self.hold)),
         ];
         Vec3::default()
     }
@@ -186,9 +192,9 @@ impl<'a> From<&'a Body> for SkeletonAttr {
                 (Troll, _) => (0.0, 0.0),
                 (Dullahan, _) => (0.0, 0.0),
                 (Werewolf, _) => (-5.5, -2.0),
-                (Occultlizardman, _) => (-5.5, -6.0),
-                (Mightylizardman, _) => (-5.5, -6.0),
-                (Slylizardman, _) => (-5.5, -6.0),
+                (Occultlizardman, _) => (-4.5, -6.0),
+                (Mightylizardman, _) => (-4.5, -6.0),
+                (Slylizardman, _) => (-4.5, -6.0),
             },
             shoulder: match (body.species, body.body_type) {
                 (Ogre, Male) => (12.0, 0.5, 0.0),
diff --git a/voxygen/src/anim/src/biped_large/shoot.rs b/voxygen/src/anim/src/biped_large/shoot.rs
new file mode 100644
index 0000000000..72ff29a36d
--- /dev/null
+++ b/voxygen/src/anim/src/biped_large/shoot.rs
@@ -0,0 +1,340 @@
+use super::{
+    super::{vek::*, Animation},
+    BipedLargeSkeleton, SkeletonAttr,
+};
+use common::comp::item::{Hands, ToolKind};
+use std::{f32::consts::PI, ops::Mul};
+
+pub struct ShootAnimation;
+
+impl Animation for ShootAnimation {
+    type Dependency = (Option<ToolKind>, Option<ToolKind>, f32, f64);
+    type Skeleton = BipedLargeSkeleton;
+
+    #[cfg(feature = "use-dyn-lib")]
+    const UPDATE_FN: &'static [u8] = b"biped_large_shoot\0";
+
+    #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_shoot")]
+    fn update_skeleton_inner(
+        skeleton: &Self::Skeleton,
+        (active_tool_kind, second_tool_kind, velocity, global_time): Self::Dependency,
+        anim_time: f64,
+        _rate: &mut f32,
+        skeleton_attr: &SkeletonAttr,
+    ) -> Self::Skeleton {
+        let mut next = (*skeleton).clone();
+
+        let lab = 0.55;
+        let breathe = (anim_time as f32 + 1.5 * PI).sin();
+        let test = (anim_time as f32 + 36.0 * PI).sin();
+
+        let slower = (anim_time as f32 * 1.0 + PI).sin();
+        let slow = (anim_time as f32 * 3.5 + PI).sin();
+
+        let exp = ((anim_time as f32).powf(0.3 as f32)).min(1.2);
+        
+        let tailmove = Vec2::new(
+            ((global_time + anim_time) as f32 / 2.0)
+                .floor()
+                .mul(7331.0)
+                .sin()
+                * 0.25,
+            ((global_time + anim_time) as f32 / 2.0)
+                .floor()
+                .mul(1337.0)
+                .sin()
+                * 0.125,
+        );
+
+        let look = Vec2::new(
+            ((global_time + anim_time) as f32 / 8.0)
+                .floor()
+                .mul(7331.0)
+                .sin()
+                * 0.5,
+            ((global_time + anim_time) as f32 / 8.0)
+                .floor()
+                .mul(1337.0)
+                .sin()
+                * 0.25,
+        );
+
+        let foothoril = (((1.0)
+            / (0.4
+                + (0.6)
+                    * ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
+        .sqrt())
+            * ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
+        let foothorir = (((1.0)
+            / (0.4
+                + (0.6)
+                    * ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
+        .sqrt())
+            * ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
+
+        let footvertl = (anim_time as f32 * 16.0 * lab as f32).sin();
+        let footvertr = (anim_time as f32 * 16.0 * lab as f32 + PI).sin();
+
+        let footrotl = (((5.0)
+            / (2.5
+                + (2.5)
+                    * ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
+        .sqrt())
+            * ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
+
+        let footrotr = (((5.0)
+            / (1.0
+                + (4.0)
+                    * ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
+        .sqrt())
+            * ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
+
+        let short = (anim_time as f32 * lab as f32 * 16.0).sin();
+        let shortalt = (anim_time as f32 * lab as f32 * 16.0 + PI / 2.0).sin();
+
+        if velocity < 0.5 {
+            next.head.position = Vec3::new(
+                0.0,
+                skeleton_attr.head.0,
+                skeleton_attr.head.1 + breathe * 0.2,
+            ) * 1.02;
+            next.head.orientation =
+                Quaternion::rotation_z(look.x * 0.6) * Quaternion::rotation_x(look.y * 0.6);
+            next.head.scale = Vec3::one() * 1.02;
+
+            next.upper_torso.position = Vec3::new(
+                0.0,
+                skeleton_attr.upper_torso.0,
+                skeleton_attr.upper_torso.1 + breathe * 0.5,
+            );
+            next.upper_torso.orientation =
+                Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
+            next.upper_torso.scale = Vec3::one();
+
+            next.lower_torso.position = Vec3::new(
+                0.0,
+                skeleton_attr.lower_torso.0,
+                skeleton_attr.lower_torso.1 + breathe * 0.15,
+            );
+            next.lower_torso.orientation =
+                Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
+            next.lower_torso.scale = Vec3::one() * 1.02;
+
+            next.jaw.position = Vec3::new(
+                0.0,
+                skeleton_attr.jaw.0 - slower * 0.12,
+                skeleton_attr.jaw.1 + slow * 0.2,
+            );
+            next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
+            next.jaw.scale = Vec3::one() * 1.02;
+    
+            next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
+            next.tail.orientation =
+                Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0);
+            next.tail.scale = Vec3::one();
+
+            next.shoulder_l.position = Vec3::new(
+                -skeleton_attr.shoulder.0,
+                skeleton_attr.shoulder.1,
+                skeleton_attr.shoulder.2,
+            );
+            next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
+            next.shoulder_l.scale = Vec3::one();
+
+            next.shoulder_r.position = Vec3::new(
+                skeleton_attr.shoulder.0,
+                skeleton_attr.shoulder.1,
+                skeleton_attr.shoulder.2,
+            );
+            next.shoulder_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
+            next.shoulder_r.scale = Vec3::one();
+
+            next.leg_l.position = Vec3::new(
+                -skeleton_attr.leg.0,
+                skeleton_attr.leg.1,
+                skeleton_attr.leg.2 + breathe * 0.2,
+            ) * 1.02;
+            next.leg_l.orientation = Quaternion::rotation_z(0.0);
+            next.leg_l.scale = Vec3::one() * 1.02;
+
+            next.leg_r.position = Vec3::new(
+                skeleton_attr.leg.0,
+                skeleton_attr.leg.1,
+                skeleton_attr.leg.2 + breathe * 0.2,
+            ) * 1.02;
+            next.leg_r.orientation = Quaternion::rotation_z(0.0);
+            next.leg_r.scale = Vec3::one() * 1.02;
+
+            next.foot_l.position = Vec3::new(
+                -skeleton_attr.foot.0,
+                skeleton_attr.foot.1,
+                skeleton_attr.foot.2,
+            ) / 8.0;
+            next.foot_l.orientation = Quaternion::rotation_z(0.0);
+            next.foot_l.scale = Vec3::one() / 8.0;
+
+            next.foot_r.position = Vec3::new(
+                skeleton_attr.foot.0,
+                skeleton_attr.foot.1,
+                skeleton_attr.foot.2,
+            ) / 8.0;
+            next.foot_r.orientation = Quaternion::rotation_z(0.0);
+            next.foot_r.scale = Vec3::one() / 8.0;
+
+            next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
+            next.torso.orientation = Quaternion::rotation_z(test * 0.0);
+            next.torso.scale = Vec3::one() / 8.0;
+
+            next.control.position = Vec3::new(7.0, 9.0, -10.0);
+            next.control.orientation = Quaternion::rotation_x(test * 0.02)
+                * Quaternion::rotation_y(test * 0.02)
+                * Quaternion::rotation_z(test * 0.02);
+            next.control.scale = Vec3::one();
+        } else {
+            next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
+            next.head.orientation =
+                Quaternion::rotation_z(short * -0.18) * Quaternion::rotation_x(-0.05);
+            next.head.scale = Vec3::one() * 1.02;
+
+            next.upper_torso.position = Vec3::new(
+                0.0,
+                skeleton_attr.upper_torso.0,
+                skeleton_attr.upper_torso.1 + shortalt * -1.5,
+            );
+            next.upper_torso.orientation = Quaternion::rotation_z(short * 0.18);
+            next.upper_torso.scale = Vec3::one();
+
+            next.lower_torso.position = Vec3::new(
+                0.0,
+                skeleton_attr.lower_torso.0,
+                skeleton_attr.lower_torso.1,
+            );
+            next.lower_torso.orientation =
+                Quaternion::rotation_z(short * 0.15) * Quaternion::rotation_x(0.14);
+            next.lower_torso.scale = Vec3::one() * 1.02;
+
+            next.jaw.position = Vec3::new(
+                0.0,
+                skeleton_attr.jaw.0 - slower * 0.12,
+                skeleton_attr.jaw.1 + slow * 0.2,
+            );
+            next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
+            next.jaw.scale = Vec3::one() * 1.02;
+    
+            next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
+            next.tail.orientation =
+                Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0);
+            next.tail.scale = Vec3::one();
+
+            next.shoulder_l.position = Vec3::new(
+                -skeleton_attr.shoulder.0,
+                skeleton_attr.shoulder.1 + foothoril * -1.0,
+                skeleton_attr.shoulder.2,
+            );
+            next.shoulder_l.orientation = Quaternion::rotation_x(0.5 + footrotl * -0.16)
+                * Quaternion::rotation_y(0.1)
+                * Quaternion::rotation_z(footrotl * 0.1);
+            next.shoulder_l.scale = Vec3::one();
+
+            next.shoulder_r.position = Vec3::new(
+                skeleton_attr.shoulder.0,
+                skeleton_attr.shoulder.1 + foothorir * -1.0,
+                skeleton_attr.shoulder.2,
+            );
+            next.shoulder_r.orientation = Quaternion::rotation_x(0.5 + footrotr * -0.16)
+                * Quaternion::rotation_y(-0.1)
+                * Quaternion::rotation_z(footrotr * -0.1);
+            next.shoulder_r.scale = Vec3::one();
+
+            next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
+            next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
+            next.torso.scale = Vec3::one() / 8.0;
+
+            next.leg_l.position = Vec3::new(
+                -skeleton_attr.leg.0,
+                skeleton_attr.leg.1,
+                skeleton_attr.leg.2,
+            ) * 0.98;
+            next.leg_l.orientation =
+                Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothoril * 0.3);
+            next.leg_l.scale = Vec3::one() * 0.98;
+    
+            next.leg_r.position = Vec3::new(
+                skeleton_attr.leg.0,
+                skeleton_attr.leg.1,
+                skeleton_attr.leg.2,
+            ) * 0.98;
+    
+            next.leg_r.orientation =
+                Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothorir * 0.3);
+            next.leg_r.scale = Vec3::one() * 0.98;
+    
+            next.foot_l.position = Vec3::new(
+                -skeleton_attr.foot.0,
+                4.0 + skeleton_attr.foot.1 + foothoril * 8.5,
+                skeleton_attr.foot.2 + ((footvertl * 6.5).max(0.0)),
+            ) / 8.0;
+            next.foot_l.orientation =
+                Quaternion::rotation_x(-0.5 + footrotl * 0.85) * Quaternion::rotation_y(0.0);
+            next.foot_l.scale = Vec3::one() / 8.0;
+    
+            next.foot_r.position = Vec3::new(
+                skeleton_attr.foot.0,
+                4.0 + skeleton_attr.foot.1 + foothorir * 8.5,
+                skeleton_attr.foot.2 + ((footvertr * 6.5).max(0.0)),
+            ) / 8.0;
+            next.foot_r.orientation =
+                Quaternion::rotation_x(-0.5 + footrotr * 0.85) * Quaternion::rotation_y(0.0);
+            next.foot_r.scale = Vec3::one() / 8.0;
+            
+        }
+        match active_tool_kind {
+            Some(ToolKind::Bow(_)) => {
+                next.hand_l.position =
+                    Vec3::new(1.0 - exp * 2.0, -4.0 - exp * 4.0, -1.0 + exp * 6.0);
+                next.hand_l.orientation = Quaternion::rotation_x(1.20)
+                    * Quaternion::rotation_y(-0.6 + exp * 0.8)
+                    * Quaternion::rotation_z(-0.3 + exp * 0.9);
+                next.hand_l.scale = Vec3::one() * 1.05;
+                next.hand_r.position = Vec3::new(4.9, 3.0, -4.0);
+                next.hand_r.orientation = Quaternion::rotation_x(1.20)
+                    * Quaternion::rotation_y(-0.6)
+                    * Quaternion::rotation_z(-0.3);
+                next.hand_r.scale = Vec3::one() * 1.05;
+                next.main.position = Vec3::new(3.0, 2.0, -13.0);
+                next.main.orientation = Quaternion::rotation_x(-0.3)
+                    * Quaternion::rotation_y(0.3)
+                    * Quaternion::rotation_z(-0.6);
+
+                next.control.position = Vec3::new(-9.0, 6.0, 8.0);
+                next.control.orientation = Quaternion::rotation_x(exp * 0.4)
+                    * Quaternion::rotation_y(0.0)
+                    * Quaternion::rotation_z(0.0);
+                next.control.scale = Vec3::one();
+            },
+            Some(ToolKind::Staff(_)) => {
+                next.hand_l.position = Vec3::new(11.0, 5.0, -4.0);
+                next.hand_l.orientation =
+                    Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
+                next.hand_l.scale = Vec3::one() * 1.05;
+                next.hand_r.position = Vec3::new(12.0, 5.5, 2.0);
+                next.hand_r.orientation =
+                    Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
+                next.hand_r.scale = Vec3::one() * 1.05;
+                next.main.position = Vec3::new(8.0, 8.5, 13.2);
+                next.main.orientation = Quaternion::rotation_x(0.0)
+                    * Quaternion::rotation_y(3.14)
+                    * Quaternion::rotation_z(0.0);
+
+                next.control.position = Vec3::new(-7.0, 6.0, 6.0 - exp * 5.0);
+                next.control.orientation = Quaternion::rotation_x(exp * 1.3)
+                    * Quaternion::rotation_y(0.0)
+                    * Quaternion::rotation_z(exp * 1.5);
+                next.control.scale = Vec3::one();
+            },
+            _ => {},
+        }
+
+        next
+    }
+}
\ No newline at end of file
diff --git a/voxygen/src/anim/src/biped_large/wield.rs b/voxygen/src/anim/src/biped_large/wield.rs
index 84590555b5..fde65bf713 100644
--- a/voxygen/src/anim/src/biped_large/wield.rs
+++ b/voxygen/src/anim/src/biped_large/wield.rs
@@ -30,6 +30,8 @@ impl Animation for WieldAnimation {
 
         let slower = (anim_time as f32 * 1.0 + PI).sin();
         let slow = (anim_time as f32 * 3.5 + PI).sin();
+        let u_slow = (anim_time as f32 * 1.0 + PI).sin();
+        let u_slowalt = (anim_time as f32 * 3.0 + PI).cos();
         
         let tailmove = Vec2::new(
             ((global_time + anim_time) as f32 / 2.0)
@@ -91,17 +93,6 @@ impl Animation for WieldAnimation {
 
         let shortalt = (anim_time as f32 * lab as f32 * 16.0 + PI / 2.0).sin();
 
-        next.main.position = Vec3::new(0.0, 0.0, 0.0);
-        next.main.orientation = Quaternion::rotation_x(0.0)
-            * Quaternion::rotation_y(-1.57)
-            * Quaternion::rotation_z(1.0);
-        next.main.scale = Vec3::one() * 1.02;
-
-        next.second.position = Vec3::new(0.0, 0.0, 0.0);
-        next.second.orientation =
-            Quaternion::rotation_x(PI) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
-        next.second.scale = Vec3::one() * 0.0;
-
         next.hand_l.position = Vec3::new(
             -skeleton_attr.hand.0 - 7.0,
             skeleton_attr.hand.1 - 7.0,
@@ -117,8 +108,81 @@ impl Animation for WieldAnimation {
         );
         next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
         next.hand_r.scale = Vec3::one() * 1.02;
+        next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
+        next.hand_r.scale = Vec3::one() * 1.02;
+        
+        next.control.position = Vec3::new(7.0, 9.0, -10.0);
+        next.control.orientation = Quaternion::rotation_x(test * 0.02)
+            * Quaternion::rotation_y(test * 0.02)
+            * Quaternion::rotation_z(test * 0.02);
+        next.control.scale = Vec3::one();
 
-        if velocity < 0.5 {
+        next.main.position = Vec3::new(0.0, 0.0, 0.0);
+        next.main.orientation = Quaternion::rotation_x(0.0)
+            * Quaternion::rotation_y(-1.57)
+            * Quaternion::rotation_z(1.0);
+        next.main.scale = Vec3::one() * 1.02;
+
+        if velocity > 0.5 {
+            next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
+            next.head.orientation =
+                Quaternion::rotation_z(short * -0.18) * Quaternion::rotation_x(-0.05);
+            next.head.scale = Vec3::one() * 1.02;
+
+            next.upper_torso.position = Vec3::new(
+                0.0,
+                skeleton_attr.upper_torso.0,
+                skeleton_attr.upper_torso.1 + shortalt * -1.5,
+            );
+            next.upper_torso.orientation = Quaternion::rotation_z(short * 0.18);
+            next.upper_torso.scale = Vec3::one();
+
+            next.lower_torso.position = Vec3::new(
+                0.0,
+                skeleton_attr.lower_torso.0,
+                skeleton_attr.lower_torso.1,
+            );
+            next.lower_torso.orientation =
+                Quaternion::rotation_z(short * 0.15) * Quaternion::rotation_x(0.14);
+            next.lower_torso.scale = Vec3::one() * 1.02;
+
+            next.jaw.position = Vec3::new(
+                0.0,
+                skeleton_attr.jaw.0 - slower * 0.12,
+                skeleton_attr.jaw.1 + slow * 0.2,
+            );
+            next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
+            next.jaw.scale = Vec3::one() * 1.02;
+    
+            next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
+            next.tail.orientation =
+                Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0);
+            next.tail.scale = Vec3::one();
+
+            next.shoulder_l.position = Vec3::new(
+                -skeleton_attr.shoulder.0,
+                skeleton_attr.shoulder.1 + foothoril * -1.0,
+                skeleton_attr.shoulder.2,
+            );
+            next.shoulder_l.orientation = Quaternion::rotation_x(0.5 + footrotl * -0.16)
+                * Quaternion::rotation_y(0.1)
+                * Quaternion::rotation_z(footrotl * 0.1);
+            next.shoulder_l.scale = Vec3::one();
+
+            next.shoulder_r.position = Vec3::new(
+                skeleton_attr.shoulder.0,
+                skeleton_attr.shoulder.1 + foothorir * -1.0,
+                skeleton_attr.shoulder.2,
+            );
+            next.shoulder_r.orientation = Quaternion::rotation_x(0.5 + footrotr * -0.16)
+                * Quaternion::rotation_y(-0.1)
+                * Quaternion::rotation_z(footrotr * -0.1);
+            next.shoulder_r.scale = Vec3::one();
+
+            next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
+            next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
+            next.torso.scale = Vec3::one() / 8.0;
+        } else {
             next.head.position = Vec3::new(
                 0.0,
                 skeleton_attr.head.0,
@@ -216,135 +280,34 @@ impl Animation for WieldAnimation {
                 * Quaternion::rotation_y(test * 0.02)
                 * Quaternion::rotation_z(test * 0.02);
             next.control.scale = Vec3::one();
-        } else {
-            next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
-            next.head.orientation =
-                Quaternion::rotation_z(short * -0.18) * Quaternion::rotation_x(-0.05);
-            next.head.scale = Vec3::one() * 1.02;
-
-            next.upper_torso.position = Vec3::new(
-                0.0,
-                skeleton_attr.upper_torso.0,
-                skeleton_attr.upper_torso.1 + shortalt * -1.5,
-            );
-            next.upper_torso.orientation = Quaternion::rotation_z(short * 0.18);
-            next.upper_torso.scale = Vec3::one();
-
-            next.lower_torso.position = Vec3::new(
-                0.0,
-                skeleton_attr.lower_torso.0,
-                skeleton_attr.lower_torso.1,
-            );
-            next.lower_torso.orientation =
-                Quaternion::rotation_z(short * 0.15) * Quaternion::rotation_x(0.14);
-            next.lower_torso.scale = Vec3::one() * 1.02;
-
-            next.jaw.position = Vec3::new(
-                0.0,
-                skeleton_attr.jaw.0 - slower * 0.12,
-                skeleton_attr.jaw.1 + slow * 0.2,
-            );
-            next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
-            next.jaw.scale = Vec3::one() * 1.02;
-    
-            next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
-            next.tail.orientation =
-                Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0);
-            next.tail.scale = Vec3::one();
-
-            next.shoulder_l.position = Vec3::new(
-                -skeleton_attr.shoulder.0,
-                skeleton_attr.shoulder.1 + foothoril * -1.0,
-                skeleton_attr.shoulder.2,
-            );
-            next.shoulder_l.orientation = Quaternion::rotation_x(0.5 + footrotl * -0.16)
-                * Quaternion::rotation_y(0.1)
-                * Quaternion::rotation_z(footrotl * 0.1);
-            next.shoulder_l.scale = Vec3::one();
-
-            next.shoulder_r.position = Vec3::new(
-                skeleton_attr.shoulder.0,
-                skeleton_attr.shoulder.1 + foothorir * -1.0,
-                skeleton_attr.shoulder.2,
-            );
-            next.shoulder_r.orientation = Quaternion::rotation_x(0.5 + footrotr * -0.16)
-                * Quaternion::rotation_y(-0.1)
-                * Quaternion::rotation_z(footrotr * -0.1);
-            next.shoulder_r.scale = Vec3::one();
-
-            next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
-            next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
-            next.torso.scale = Vec3::one() / 8.0;
-
-            next.leg_l.position = Vec3::new(
-                -skeleton_attr.leg.0,
-                skeleton_attr.leg.1,
-                skeleton_attr.leg.2,
-            ) * 0.98;
-            next.leg_l.orientation =
-                Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothoril * 0.3);
-            next.leg_l.scale = Vec3::one() * 0.98;
-    
-            next.leg_r.position = Vec3::new(
-                skeleton_attr.leg.0,
-                skeleton_attr.leg.1,
-                skeleton_attr.leg.2,
-            ) * 0.98;
-    
-            next.leg_r.orientation =
-                Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothorir * 0.3);
-            next.leg_r.scale = Vec3::one() * 0.98;
-    
-            next.foot_l.position = Vec3::new(
-                -skeleton_attr.foot.0,
-                4.0 + skeleton_attr.foot.1 + foothoril * 8.5,
-                skeleton_attr.foot.2 + ((footvertl * 6.5).max(0.0)),
-            ) / 8.0;
-            next.foot_l.orientation =
-                Quaternion::rotation_x(-0.5 + footrotl * 0.85) * Quaternion::rotation_y(0.0);
-            next.foot_l.scale = Vec3::one() / 8.0;
-    
-            next.foot_r.position = Vec3::new(
-                skeleton_attr.foot.0,
-                4.0 + skeleton_attr.foot.1 + foothorir * 8.5,
-                skeleton_attr.foot.2 + ((footvertr * 6.5).max(0.0)),
-            ) / 8.0;
-            next.foot_r.orientation =
-                Quaternion::rotation_x(-0.5 + footrotr * 0.85) * Quaternion::rotation_y(0.0);
-            next.foot_r.scale = Vec3::one() / 8.0;
-            
         }
         match active_tool_kind {
             Some(ToolKind::Bow(_)) => {
-                next.hand_l.position = Vec3::new(
-                    -skeleton_attr.hand.0 - 7.0,
-                    skeleton_attr.hand.1 - 7.0,
-                    skeleton_attr.hand.2 + 10.0,
-                );
-                next.hand_l.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
-                next.hand_l.scale = Vec3::one() * 1.02;
-        
-                next.hand_r.position = Vec3::new(
-                    skeleton_attr.hand.0 - 7.0,
-                    skeleton_attr.hand.1 - 7.0,
-                    skeleton_attr.hand.2 + 10.0,
-                );
-                next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
-                next.hand_r.scale = Vec3::one() * 1.02;
-                next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
-                next.hand_r.scale = Vec3::one() * 1.02;
-                
-                next.control.position = Vec3::new(7.0, 9.0, -10.0);
-                next.control.orientation = Quaternion::rotation_x(test * 0.02)
-                    * Quaternion::rotation_y(test * 0.02)
-                    * Quaternion::rotation_z(test * 0.02);
-                next.control.scale = Vec3::one();
+                next.hand_l.position = Vec3::new(2.0, 1.5, 0.0);
+                next.hand_l.orientation = Quaternion::rotation_x(1.20)
+                    * Quaternion::rotation_y(-0.6)
+                    * Quaternion::rotation_z(-0.3);
+                next.hand_l.scale = Vec3::one() * 1.05;
+                next.hand_r.position = Vec3::new(5.9, 4.5, -5.0);
+                next.hand_r.orientation = Quaternion::rotation_x(1.20)
+                    * Quaternion::rotation_y(-0.6)
+                    * Quaternion::rotation_z(-0.3);
+                next.hand_r.scale = Vec3::one() * 1.05;
+                next.main.position = Vec3::new(8.0, 8.0, -13.0);
+                next.main.orientation = Quaternion::rotation_x(-0.3)
+                    * Quaternion::rotation_y(0.3)
+                    * Quaternion::rotation_z(-0.6);
 
-                next.main.position = Vec3::new(0.0, 0.0, 0.0);
-                next.main.orientation = Quaternion::rotation_x(0.0)
-                    * Quaternion::rotation_y(-1.57)
-                    * Quaternion::rotation_z(1.0);
-                next.main.scale = Vec3::one() * 1.02;
+                next.hold.position = Vec3::new(1.2, -1.0, -5.2);
+                next.hold.orientation = Quaternion::rotation_x(-1.7)
+                    * Quaternion::rotation_y(0.0)
+                    * Quaternion::rotation_z(-0.1);
+                next.hold.scale = Vec3::one() * 1.0;
+
+                next.control.position = Vec3::new(-7.0, 3.0, -6.0);
+                next.control.orientation =
+                    Quaternion::rotation_x(u_slow * 0.2) * Quaternion::rotation_z(u_slowalt * 0.1);
+                next.control.scale = Vec3::one();
             },
             Some(ToolKind::Hammer(_)) => {
                 next.hand_l.position = Vec3::new(
diff --git a/voxygen/src/scene/figure/mod.rs b/voxygen/src/scene/figure/mod.rs
index 9a049922b1..c5b0f9dc99 100644
--- a/voxygen/src/scene/figure/mod.rs
+++ b/voxygen/src/scene/figure/mod.rs
@@ -2265,6 +2265,58 @@ impl FigureMgr {
                                 skeleton_attr,
                             )
                         },
+                        CharacterState::BasicRanged(data) => {
+                            if data.exhausted {
+                                anim::biped_large::ShootAnimation::update_skeleton(
+                                    &target_base,
+                                    (active_tool_kind, second_tool_kind, vel.0.magnitude(), time),
+                                    state.state_time,
+                                    &mut state_animation_rate,
+                                    skeleton_attr,
+                                )
+                            } else {
+                                anim::biped_large::ChargeAnimation::update_skeleton(
+                                    &target_base,
+                                    (
+                                        active_tool_kind,
+                                        second_tool_kind,
+                                        vel.0.magnitude(),
+                                        ori,
+                                        state.last_ori,
+                                        time,
+                                    ),
+                                    state.state_time,
+                                    &mut state_animation_rate,
+                                    skeleton_attr,
+                                )
+                            }
+                        },
+                        CharacterState::ChargedRanged(data) => {
+                            if data.exhausted {
+                                anim::biped_large::ShootAnimation::update_skeleton(
+                                    &target_base,
+                                    (active_tool_kind, second_tool_kind, vel.0.magnitude(), time),
+                                    state.state_time,
+                                    &mut state_animation_rate,
+                                    skeleton_attr,
+                                )
+                            } else {
+                                anim::biped_large::ChargeAnimation::update_skeleton(
+                                    &target_base,
+                                    (
+                                        active_tool_kind,
+                                        second_tool_kind,
+                                        vel.0.magnitude(),
+                                        ori,
+                                        state.last_ori,
+                                        time,
+                                    ),
+                                    state.state_time,
+                                    &mut state_animation_rate,
+                                    skeleton_attr,
+                                )
+                            }
+                        },
                         // TODO!
                         _ => target_base,
                     };