anim tweaks, more loadout setup

This commit is contained in:
jshipsey 2021-02-12 20:01:07 -05:00
parent 130d51786a
commit cb59c8017e
53 changed files with 264 additions and 102 deletions

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@ -2,7 +2,7 @@ ItemDef(
name: "Adlet",
description: "Ceremonial attire used by members.",
kind: Armor((
kind: Chest("Adlet"),
kind: Chest("AdletBow"),
stats: (
protection: Normal(2.0),
poise_resilience: Normal(1.0),

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@ -0,0 +1,12 @@
ItemDef(
name: "Adlet",
description: "Ceremonial attire used by members.",
kind: Armor((
kind: Chest("AdletSpear"),
stats: (
protection: Normal(2.0),
poise_resilience: Normal(1.0),
),
)),
quality: Low,
)

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@ -2,7 +2,7 @@ ItemDef(
name: "Adlet",
description: "Ceremonial attire used by members..",
kind: Armor((
kind: Hand("Adlet"),
kind: Hand("AdletBow"),
stats: (
protection: Normal(2.0),
poise_resilience: Normal(1.0),

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@ -0,0 +1,12 @@
ItemDef(
name: "Adlet",
description: "Ceremonial attire used by members..",
kind: Armor((
kind: Hand("AdletSpear"),
stats: (
protection: Normal(2.0),
poise_resilience: Normal(1.0),
),
)),
quality: Low,
)

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@ -1,12 +0,0 @@
ItemDef(
name: "Haniwa",
description: "Ceremonial attire used by members..",
kind: Armor((
kind: Pants("Adlet"),
stats: (
protection: Normal(2.0),
poise_resilience: Normal(1.0),
),
)),
quality: Low,
)

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@ -0,0 +1,12 @@
ItemDef(
name: "Adlet",
description: "Ceremonial attire used by members..",
kind: Armor((
kind: Pants("AdletBow"),
stats: (
protection: Normal(2.0),
poise_resilience: Normal(1.0),
),
)),
quality: Low,
)

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@ -0,0 +1,12 @@
ItemDef(
name: "Adlet",
description: "Ceremonial attire used by members..",
kind: Armor((
kind: Pants("AdletSpear"),
stats: (
protection: Normal(2.0),
poise_resilience: Normal(1.0),
),
)),
quality: Low,
)

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@ -9,8 +9,11 @@
"Sahagin": (
vox_spec: ("npc.sahagin.male.chest", (-4.5, -8.0, -8.0)),
),
"Adlet": (
vox_spec: ("npc.adlet.male.chest", (-5.0, -3.5, -2.0)),
"AdletSpear": (
vox_spec: ("npc.adlet.male.spear.chest", (-5.0, -3.5, -2.0)),
),
"AdletBow": (
vox_spec: ("npc.adlet.male.bow.chest", (-5.0, -3.5, -2.0)),
),
"Gnarling": (
vox_spec: ("npc.gnarling.male.chest", (-4.5, -3.5, -2.5)),

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@ -24,12 +24,20 @@
vox_spec: ("npc.sahagin.male.hand_r", (0.0, -4.0, -13.0)),
)
),
"Adlet": (
"AdletSpear": (
left: (
vox_spec: ("npc.adlet.male.hand_r", (-4.0, -2.0, -7.0)),
vox_spec: ("npc.adlet.male.spear.hand_r", (-4.0, -2.0, -7.0)),
),
right: (
vox_spec: ("npc.adlet.male.hand_r", (0.0, -2.0, -7.0)),
vox_spec: ("npc.adlet.male.spear.hand_r", (0.0, -2.0, -7.0)),
)
),
"AdletBow": (
left: (
vox_spec: ("npc.adlet.male.bow.hand_r", (-4.0, -2.0, -7.0)),
),
right: (
vox_spec: ("npc.adlet.male.bow.hand_r", (0.0, -2.0, -7.0)),
)
),
"Gnarling": (

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@ -9,8 +9,11 @@
"Sahagin": (
vox_spec: ("npc.sahagin.male.pants", (-2.5, -3.5, -2.0)),
),
"Adlet": (
vox_spec: ("npc.adlet.male.pants", (-5.0, -4.5, -3.0)),
"AdletSpear": (
vox_spec: ("npc.adlet.male.spear.pants", (-5.0, -4.5, -3.0)),
),
"AdletBow": (
vox_spec: ("npc.adlet.male.bow.pants", (-5.0, -4.5, -3.0)),
),
"Gnarling": (
vox_spec: ("npc.gnarling.male.pants", (-3.5, -3.0, -2.5)),
@ -31,7 +34,7 @@
vox_spec: ("npc.haniwa.male.pants", (-4.5, -4.5, -1.5)),
),
"Myrmidon": (
vox_spec: ("npc.myrmidon.male.pants", (-4.5, -4.5, -1.5)),
vox_spec: ("npc.myrmidon.male.pants", (-2.5, -4.5, -1.5)),
),
},
))

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assets/voxygen/voxel/npc/adlet/male/bow/bow_movelater.vox (Stored with Git LFS) Normal file

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assets/voxygen/voxel/npc/adlet/male/bow/chest.vox (Stored with Git LFS) Normal file

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assets/voxygen/voxel/npc/adlet/male/bow/hand_r.vox (Stored with Git LFS) Normal file

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assets/voxygen/voxel/npc/adlet/male/bow/head.vox (Stored with Git LFS) Normal file

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assets/voxygen/voxel/npc/adlet/male/bow/pants.vox (Stored with Git LFS) Normal file

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assets/voxygen/voxel/npc/adlet/male/spear/head.vox (Stored with Git LFS) Normal file

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@ -290,16 +290,31 @@ impl LoadoutBuilder {
Some(ToolKind::Bow) => LoadoutBuilder::new()
.active_item(active_item)
.hands(Some(Item::new_from_asset_expect(
"common.items.npc_armor.hand.adlet",
"common.items.npc_armor.hand.adlet.adlet_bow",
)))
.feet(Some(Item::new_from_asset_expect(
"common.items.npc_armor.foot.adlet",
"common.items.npc_armor.foot.adlet.adlet",
)))
.chest(Some(Item::new_from_asset_expect(
"common.items.npc_armor.chest.adlet",
"common.items.npc_armor.chest.adlet.adlet_bow",
)))
.pants(Some(Item::new_from_asset_expect(
"common.items.npc_armor.pants.adlet",
"common.items.npc_armor.pants.adlet.adlet_bow",
)))
.build(),
Some(ToolKind::Spear) | Some(ToolKind::Staff) => LoadoutBuilder::new()
.active_item(active_item)
.hands(Some(Item::new_from_asset_expect(
"common.items.npc_armor.hand.adlet.adlet_spear",
)))
.feet(Some(Item::new_from_asset_expect(
"common.items.npc_armor.foot.adlet.adlet",
)))
.chest(Some(Item::new_from_asset_expect(
"common.items.npc_armor.chest.adlet.adlet_spear",
)))
.pants(Some(Item::new_from_asset_expect(
"common.items.npc_armor.pants.adlet.adlet_spear",
)))
.build(),
_ => LoadoutBuilder::new().active_item(active_item).build(),
@ -308,16 +323,46 @@ impl LoadoutBuilder {
Some(ToolKind::Bow) => LoadoutBuilder::new()
.active_item(active_item)
.feet(Some(Item::new_from_asset_expect(
"common.items.npc_armor.foot.gnarling",
"common.items.npc_armor.foot.gnarling.gnarling",
)))
.hands(Some(Item::new_from_asset_expect(
"common.items.npc_armor.hand.gnarling",
"common.items.npc_armor.hand.gnarling.gnarling",
)))
.chest(Some(Item::new_from_asset_expect(
"common.items.npc_armor.chest.gnarling",
"common.items.npc_armor.chest.gnarling.gnarling",
)))
.pants(Some(Item::new_from_asset_expect(
"common.items.npc_armor.pants.gnarling",
"common.items.npc_armor.pants.gnarling.gnarling",
)))
.build(),
Some(ToolKind::Staff) => LoadoutBuilder::new()
.active_item(active_item)
.feet(Some(Item::new_from_asset_expect(
"common.items.npc_armor.foot.gnarling.gnarling",
)))
.hands(Some(Item::new_from_asset_expect(
"common.items.npc_armor.hand.gnarling.gnarling",
)))
.chest(Some(Item::new_from_asset_expect(
"common.items.npc_armor.chest.gnarling.gnarling",
)))
.pants(Some(Item::new_from_asset_expect(
"common.items.npc_armor.pants.gnarling.gnarling",
)))
.build(),
Some(ToolKind::Spear) => LoadoutBuilder::new()
.active_item(active_item)
.feet(Some(Item::new_from_asset_expect(
"common.items.npc_armor.foot.gnarling.gnarling",
)))
.hands(Some(Item::new_from_asset_expect(
"common.items.npc_armor.hand.gnarling.gnarling",
)))
.chest(Some(Item::new_from_asset_expect(
"common.items.npc_armor.chest.gnarling.gnarling",
)))
.pants(Some(Item::new_from_asset_expect(
"common.items.npc_armor.pants.gnarling.gnarling",
)))
.build(),
_ => LoadoutBuilder::new().active_item(active_item).build(),
@ -325,46 +370,46 @@ impl LoadoutBuilder {
Sahagin => LoadoutBuilder::new()
.active_item(active_item)
.hands(Some(Item::new_from_asset_expect(
"common.items.npc_armor.hand.sahagin",
"common.items.npc_armor.hand.sahagin.sahagin",
)))
.feet(Some(Item::new_from_asset_expect(
"common.items.npc_armor.foot.sahagin",
"common.items.npc_armor.foot.sahagin.sahagin",
)))
.chest(Some(Item::new_from_asset_expect(
"common.items.npc_armor.chest.sahagin",
"common.items.npc_armor.chest.sahagin.sahagin",
)))
.pants(Some(Item::new_from_asset_expect(
"common.items.npc_armor.pants.sahagin",
"common.items.npc_armor.pants.sahagin.sahagin",
)))
.build(),
Haniwa => LoadoutBuilder::new()
.active_item(active_item)
.hands(Some(Item::new_from_asset_expect(
"common.items.npc_armor.hand.haniwa",
"common.items.npc_armor.hand.haniwa.haniwa",
)))
.feet(Some(Item::new_from_asset_expect(
"common.items.npc_armor.foot.haniwa",
"common.items.npc_armor.foot.haniwa.haniwa",
)))
.chest(Some(Item::new_from_asset_expect(
"common.items.npc_armor.chest.haniwa",
"common.items.npc_armor.chest.haniwa.haniwa",
)))
.pants(Some(Item::new_from_asset_expect(
"common.items.npc_armor.pants.haniwa",
"common.items.npc_armor.pants.haniwa.haniwa",
)))
.build(),
Myrmidon => LoadoutBuilder::new()
.active_item(active_item)
.hands(Some(Item::new_from_asset_expect(
"common.items.npc_armor.hand.myrmidon",
"common.items.npc_armor.hand.myrmidon.myrmidon",
)))
.feet(Some(Item::new_from_asset_expect(
"common.items.npc_armor.foot.myrmidon",
"common.items.npc_armor.foot.myrmidon.myrmidon",
)))
.hands(Some(Item::new_from_asset_expect(
"common.items.npc_armor.chest.myrmidon",
.chest(Some(Item::new_from_asset_expect(
"common.items.npc_armor.chest.myrmidon.myrmidon",
)))
.feet(Some(Item::new_from_asset_expect(
"common.items.npc_armor.pants.myrmidon",
.pants(Some(Item::new_from_asset_expect(
"common.items.npc_armor.pants.myrmidon.myrmidon",
)))
.build(),
Guard => LoadoutBuilder::new()

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@ -59,13 +59,13 @@ impl Body {
quadruped_medium::Species::Antelope => 185.0,
quadruped_medium::Species::Kelpie => 180.0,
quadruped_medium::Species::Horse => 180.0,
quadruped_medium::Species::Barghest => 180.0,
quadruped_medium::Species::Cattle => 180.0,
quadruped_medium::Species::Darkhound => 180.0,
quadruped_medium::Species::Highland => 180.0,
quadruped_medium::Species::Yak => 180.0,
quadruped_medium::Species::Panda => 180.0,
quadruped_medium::Species::Bear => 180.0,
quadruped_medium::Species::Barghest => 80.0,
quadruped_medium::Species::Cattle => 80.0,
quadruped_medium::Species::Darkhound => 160.0,
quadruped_medium::Species::Highland => 80.0,
quadruped_medium::Species::Yak => 90.0,
quadruped_medium::Species::Panda => 90.0,
quadruped_medium::Species::Bear => 90.0,
},
Body::BipedSmall(_) => 80.0,
Body::BirdMedium(_) => 80.0,

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@ -25,10 +25,10 @@ impl Animation for IdleAnimation {
let mut next = (*skeleton).clone();
let lab = 1.0;
let torso = (anim_time as f32 * lab as f32 + 1.5 * PI).sin();
let torso = (anim_time as f32 * lab as f32 + 1.5 * PI).sin() * 1.5;
let slower = (anim_time as f32 * 1.0 + PI).sin();
let slow = (anim_time as f32 * 3.5 + PI).sin();
let slower = (anim_time as f32 * 2.0 + PI).sin() * 1.5;
let slow = (anim_time as f32 * 7.0 + PI).sin() * 1.5;
let look = Vec2::new(
((global_time + anim_time) as f32 / 8.0)
@ -119,13 +119,13 @@ impl Animation for IdleAnimation {
next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.orientation = Quaternion::rotation_x(breathe);
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 + torso * 0.6);
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 + torso * -0.1);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + torso * 0.6);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + torso * -0.1);
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + torso * 0.2);
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + torso * -0.2);
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + torso * 0.2);
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + torso * -0.2);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);

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@ -241,7 +241,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Troll, _) => (1.0, -10.5),
(Dullahan, _) => (0.0, -6.5),
(Werewolf, _) => (1.0, -10.0),
(Occultsaurok, _) => (0.0, -6.0),
(Occultsaurok, _) => (0.0, -5.0),
(Mightysaurok, _) => (0.0, -5.0),
(Slysaurok, _) => (0.0, -6.0),
(Mindflayer, _) => (3.5, -19.5),

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@ -64,14 +64,16 @@ impl Animation for AlphaAnimation {
let movement2abs = movement2base * pullback;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_x(movement1abs * -0.1 + movement2abs * 0.5)
next.head.orientation = Quaternion::rotation_x(movement1abs * 0.2 + movement2abs * 0.3)
* Quaternion::rotation_z(movement1abs * -0.2 + movement2abs * 0.6)
* Quaternion::rotation_y(movement1abs * 0.3 + movement2abs * -0.5);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 13.0;
next.chest.orientation = Quaternion::rotation_z(movement1abs * 0.5 + movement2abs * -0.6);
next.chest.orientation = Quaternion::rotation_x(movement1abs * -0.2 + movement2abs * 0.3)
* Quaternion::rotation_z(movement1abs * 0.5 + movement2abs * -0.6);
next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
next.pants.orientation = Quaternion::rotation_z(movement1abs * -0.2 + movement2abs * 0.2);
next.pants.orientation = Quaternion::rotation_x(movement1abs * 0.2 + movement2abs * -0.3)
* Quaternion::rotation_z(movement1abs * -0.2 + movement2abs * 0.2);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
@ -88,20 +90,20 @@ impl Animation for AlphaAnimation {
next.control.position = Vec3::new(
-3.0 + movement1abs * -3.0 + movement2abs * 5.0,
s_a.grip.2 + movement1abs * -12.0 + movement2abs * 17.0,
-s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + movement2abs * 10.0,
-s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + movement2abs * 5.0,
);
next.control_l.orientation =
Quaternion::rotation_x(PI / 1.5 + movement1abs * -1.0 + movement2abs * 3.0)
Quaternion::rotation_x(PI / 1.5 + movement1abs * -1.5 + movement2abs * 2.5)
* Quaternion::rotation_y(-0.3);
next.control_r.orientation = Quaternion::rotation_x(
PI / 1.5 + s_a.grip.0 * 0.2 + movement1abs * -1.0 + movement2abs * 3.0,
PI / 1.5 + s_a.grip.0 * 0.2 + movement1abs * -1.5 + movement2abs * 2.5,
) * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
next.control.orientation =
Quaternion::rotation_x(-1.35 + movement1abs * -0.3 + movement2abs * 1.0)
* Quaternion::rotation_z(movement1abs * 1.0 + movement2abs * -1.8)
* Quaternion::rotation_y(movement2abs * 0.5);
Quaternion::rotation_x(-1.35 + movement1abs * -0.3 + movement2abs * 0.5)
* Quaternion::rotation_z(movement1abs * 1.0 + movement2abs * -1.0)
* Quaternion::rotation_y(movement2abs * 0.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_x(0.05 * fastalt * speednormcancel)

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@ -84,26 +84,26 @@ impl Animation for ShootAnimation {
match active_tool_kind {
Some(ToolKind::Bow) => {
let (movement1base, movement2base, movement3) = match stage_section {
let (move1base, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0),
Some(StageSection::Swing) => (1.0, (anim_time as f32).powf(0.25), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement3;
let movement1abs = movement1base * pullback;
let movement2abs = movement2base * pullback;
let pullback = 1.0 - move3;
let move1abs = move1base * pullback;
let move2abs = move2base * pullback;
next.control_l.position = Vec3::new(
1.0 - s_a.grip.0 * 2.0 + movement2abs * -4.0,
movement2abs * -8.0,
1.0 - s_a.grip.0 * 2.0 + move2abs * -4.0,
move2abs * -8.0,
0.0,
);
next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 6.0, -2.0);
next.control.position = Vec3::new(
-1.0,
2.0 + movement1abs * 4.0 + s_a.grip.2,
3.0 + movement1abs * 8.0 - s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0,
2.0 + move1abs * 3.0 + s_a.grip.2,
3.0 + move1abs * 7.0 - s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0,
);
next.control_l.orientation =
@ -111,9 +111,44 @@ impl Animation for ShootAnimation {
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
* Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
next.control.orientation = Quaternion::rotation_x(-0.3 + movement1abs * 0.7)
next.control.orientation = Quaternion::rotation_x(-0.3 + move1abs * 0.4)
* Quaternion::rotation_y(0.5 * speednorm);
},
Some(ToolKind::Staff) => {
let (move1base, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0),
Some(StageSection::Swing) => (1.0, (anim_time as f32).powf(0.25), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1abs = move1base * pullback;
let move2abs = move2base * pullback;
next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
next.control_r.position = Vec3::new(
7.0 + s_a.grip.0 * 2.0 + move1abs * -8.0,
-4.0 + move1abs * 4.0,
3.0,
);
next.control.position = Vec3::new(
-5.0,
-1.0 + s_a.grip.2,
-2.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move1abs * 5.0,
);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move1abs * 0.8)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(-0.3);
next.control_r.orientation =
Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2 + move1abs * 0.8)
* Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2 + move1abs * 0.8)
* Quaternion::rotation_z(-0.0);
next.control.orientation = Quaternion::rotation_x(-0.3 + move1abs * -0.6)
* Quaternion::rotation_y(-0.2 * speednorm)
* Quaternion::rotation_z(0.5 + move1abs * 0.6);
},
_ => {},
}

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@ -265,7 +265,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
tempo: match (body.species, body.body_type) {
(Crocodile, _) => (0.7),
(Alligator, _) => (0.7),
(Salamander, _) => (0.75),
(Salamander, _) => (0.85),
(Monitor, _) => (1.4),
(Tortoise, _) => (0.7),
(Rocksnapper, _) => (0.7),

View File

@ -26,7 +26,7 @@ impl Animation for RunAnimation {
let speednorm = (speed / 15.0).powf(0.25);
let lab = 0.7 * s_a.tempo;
let lab = 0.8 * s_a.tempo;
let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude()).max(-0.7) * speednorm;
let short = (((1.0) / (0.72 + 0.28 * ((acc_vel * lab as f32 + PI * 0.25).sin()).powi(2)))

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@ -493,7 +493,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Grolgar, _) => (-0.3),
(Saber, _) => (-0.2),
(Tuskram, _) => (0.3),
(Lion, _) => (0.2),
(Lion, _) => (-0.1),
(Tarasque, _) => (-0.5),
(Catoblepas, _) => (-0.5),
(Bonerattler, _) => (-0.7),

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@ -26,11 +26,13 @@ impl Animation for RunAnimation {
*rate = 1.0;
//let increasefreqtest = (((1.0/speed)*3.0).round()).min(5.0);
let lab = 0.72; //0.72
let amplitude = (speed / 24.0).max(0.125);
let amplitude2 = (speed * 1.4 / 24.0).sqrt().max(0.3);
let amplitude3 = (speed / 24.0).sqrt().max(0.175);
let amplitude = (speed / 24.0).powf(0.4);
let amplitude2 = (speed / 24.0).powf(0.4);
let amplitude3 = (speed / 24.0).powf(0.4);
let speedmult = s_a.tempo;
let canceler = (speed / 24.0).sqrt();
let canceler = (speed / 24.0).powf(0.4);
//println!("{} test", canceler);
let short = (((1.0)
/ (0.72
+ 0.28
@ -106,24 +108,24 @@ impl Animation for RunAnimation {
next.ears.scale = Vec3::one() * 1.02;
//Gallop
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + shortalt * -0.5);
next.head.orientation = Quaternion::rotation_x(
look.y * 0.3 / ((canceler).max(0.5)) + amplitude * short * -0.03 - 0.1,
look.y * 0.3 / ((canceler).max(0.5)) + amplitude * short * 0.05 - 0.1,
) * Quaternion::rotation_z(
look.x * 0.3 / ((canceler).max(0.5)) + tilt * -1.2,
) * Quaternion::rotation_y(tilt * 0.8);
next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1 + shortalt * -0.8);
next.neck.orientation = Quaternion::rotation_z(tilt * -0.8)
* Quaternion::rotation_x(amplitude * short * -0.05)
* Quaternion::rotation_x(amplitude * short * 0.05)
* Quaternion::rotation_y(tilt * 0.3);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(0.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation =
Quaternion::rotation_x(amplitude * shortalt * 0.3) * Quaternion::rotation_z(tilt * 1.5);
next.tail.orientation = Quaternion::rotation_x(amplitude * shortalt * -0.3)
* Quaternion::rotation_z(tilt * 1.5);
next.torso_front.position = Vec3::new(
0.0,
@ -145,7 +147,7 @@ impl Animation for RunAnimation {
s_a.torso_back.0,
s_a.torso_back.1 + amplitude * shortalt * 0.2 - 0.2,
);
next.torso_back.orientation = Quaternion::rotation_x(amplitude * short * -0.1)
next.torso_back.orientation = Quaternion::rotation_x(amplitude * short * -0.07)
* Quaternion::rotation_z(tilt * 1.8)
* Quaternion::rotation_y(tilt * 0.6);

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@ -68,6 +68,7 @@ pub struct SkeletonAttr {
minimize: f32,
spring: f32,
feed: f32,
lateral: f32,
}
impl<'a> std::convert::TryFrom<&'a comp::Body> for SkeletonAttr {
type Error = ();
@ -94,6 +95,7 @@ impl Default for SkeletonAttr {
minimize: 0.0,
spring: 0.0,
feed: 0.0,
lateral: 0.0,
}
}
}
@ -239,7 +241,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Axolotl, _) => (-4.0, -1.0),
(Gecko, _) => (-4.0, 0.0),
(Turtle, _) => (-6.0, -2.0),
(Squirrel, _) => (-5.0, 0.0),
(Squirrel, _) => (-4.0, 0.0),
(Fungome, _) => (-4.0, -2.0),
(Porcupine, _) => (-6.0, 1.0),
(Beaver, _) => (-6.5, -1.0),
@ -263,7 +265,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Axolotl, _) => (0.65),
(Gecko, _) => (0.7),
(Turtle, _) => (0.9),
(Squirrel, _) => (0.7),
(Squirrel, _) => (0.6),
(Fungome, _) => (0.9),
(Porcupine, _) => (0.8),
(Hare, _) => (0.8),
@ -360,6 +362,13 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Hare, _) => (1.2),
_ => (1.0),
},
lateral: match (body.species, body.body_type) {
(Axolotl, _) => (1.0),
(Gecko, _) => (1.0),
(Turtle, _) => (1.0),
(Fungome, _) => (1.0),
_ => (0.0),
},
}
}
}

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@ -51,16 +51,16 @@ impl Animation for RunAnimation {
0.0
} * 1.3;
let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude()) * speednorm;
let vertcancel = 1.0 - s_a.lateral;
next.leg_fl.scale = Vec3::one() * 1.02;
next.leg_fr.scale = Vec3::one() * 1.02;
next.leg_bl.scale = Vec3::one() * 1.02;
next.leg_br.scale = Vec3::one() * 1.02;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_x(x_tilt * -0.5 + short * -0.2)
next.head.orientation = Quaternion::rotation_x(x_tilt * -0.5 + vertcancel * short * -0.2)
* Quaternion::rotation_y(tilt * 0.8)
* Quaternion::rotation_z(tilt * -1.2);
* Quaternion::rotation_z(s_a.lateral * -short * 0.2 + tilt * -1.2);
next.chest.position = Vec3::new(
0.0,
@ -68,9 +68,10 @@ impl Animation for RunAnimation {
s_a.chest.1 + 2.0 * speednorm * s_a.spring + shortalt * 3.0 * s_a.spring,
) / 11.0
* s_a.scaler;
next.chest.orientation = Quaternion::rotation_x(short * 0.2 * s_a.spring + x_tilt)
* Quaternion::rotation_y(tilt * 0.8)
* Quaternion::rotation_z(tilt * -1.5);
next.chest.orientation =
Quaternion::rotation_x(vertcancel * short * 0.2 * s_a.spring + x_tilt)
* Quaternion::rotation_y(tilt * 0.8)
* Quaternion::rotation_z(s_a.lateral * short * 0.2 + tilt * -1.5);
next.chest.scale = Vec3::one() / 11.0 * s_a.scaler;
next.leg_fl.position = Vec3::new(
@ -114,9 +115,9 @@ impl Animation for RunAnimation {
* Quaternion::rotation_z(tilt * -1.5);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_x(short * 0.2 + x_tilt)
next.tail.orientation = Quaternion::rotation_x(vertcancel * short * 0.2 + x_tilt)
* Quaternion::rotation_y(tilt * 0.8)
* Quaternion::rotation_z(tilt * 1.5);
* Quaternion::rotation_z(s_a.lateral * -short * 0.2 + tilt * 1.5);
next
}
}

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@ -670,7 +670,7 @@ impl ParticleMgr {
self.particles.push(Particle::new_directed(
Duration::from_secs(2),
time,
ParticleMode::FlameThrower,
ParticleMode::GroundShockwave,
position_snapped,
Vec3::new(0.0, 0.0, 10.0) + position_snapped,
));