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", name: "Adlet",
description: "Ceremonial attire used by members.", description: "Ceremonial attire used by members.",
kind: Armor(( kind: Armor((
kind: Chest("Adlet"), kind: Chest("AdletBow"),
stats: ( stats: (
protection: Normal(2.0), protection: Normal(2.0),
poise_resilience: Normal(1.0), 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", name: "Adlet",
description: "Ceremonial attire used by members..", description: "Ceremonial attire used by members..",
kind: Armor(( kind: Armor((
kind: Hand("Adlet"), kind: Hand("AdletBow"),
stats: ( stats: (
protection: Normal(2.0), protection: Normal(2.0),
poise_resilience: Normal(1.0), 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": ( "Sahagin": (
vox_spec: ("npc.sahagin.male.chest", (-4.5, -8.0, -8.0)), vox_spec: ("npc.sahagin.male.chest", (-4.5, -8.0, -8.0)),
), ),
"Adlet": ( "AdletSpear": (
vox_spec: ("npc.adlet.male.chest", (-5.0, -3.5, -2.0)), 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": ( "Gnarling": (
vox_spec: ("npc.gnarling.male.chest", (-4.5, -3.5, -2.5)), 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)), vox_spec: ("npc.sahagin.male.hand_r", (0.0, -4.0, -13.0)),
) )
), ),
"Adlet": ( "AdletSpear": (
left: ( 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: ( 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": ( "Gnarling": (

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@ -9,8 +9,11 @@
"Sahagin": ( "Sahagin": (
vox_spec: ("npc.sahagin.male.pants", (-2.5, -3.5, -2.0)), vox_spec: ("npc.sahagin.male.pants", (-2.5, -3.5, -2.0)),
), ),
"Adlet": ( "AdletSpear": (
vox_spec: ("npc.adlet.male.pants", (-5.0, -4.5, -3.0)), 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": ( "Gnarling": (
vox_spec: ("npc.gnarling.male.pants", (-3.5, -3.0, -2.5)), 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)), vox_spec: ("npc.haniwa.male.pants", (-4.5, -4.5, -1.5)),
), ),
"Myrmidon": ( "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() Some(ToolKind::Bow) => LoadoutBuilder::new()
.active_item(active_item) .active_item(active_item)
.hands(Some(Item::new_from_asset_expect( .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( .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( .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( .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(), .build(),
_ => LoadoutBuilder::new().active_item(active_item).build(), _ => LoadoutBuilder::new().active_item(active_item).build(),
@ -308,16 +323,46 @@ impl LoadoutBuilder {
Some(ToolKind::Bow) => LoadoutBuilder::new() Some(ToolKind::Bow) => LoadoutBuilder::new()
.active_item(active_item) .active_item(active_item)
.feet(Some(Item::new_from_asset_expect( .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( .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( .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( .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(), .build(),
_ => LoadoutBuilder::new().active_item(active_item).build(), _ => LoadoutBuilder::new().active_item(active_item).build(),
@ -325,46 +370,46 @@ impl LoadoutBuilder {
Sahagin => LoadoutBuilder::new() Sahagin => LoadoutBuilder::new()
.active_item(active_item) .active_item(active_item)
.hands(Some(Item::new_from_asset_expect( .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( .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( .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( .pants(Some(Item::new_from_asset_expect(
"common.items.npc_armor.pants.sahagin", "common.items.npc_armor.pants.sahagin.sahagin",
))) )))
.build(), .build(),
Haniwa => LoadoutBuilder::new() Haniwa => LoadoutBuilder::new()
.active_item(active_item) .active_item(active_item)
.hands(Some(Item::new_from_asset_expect( .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( .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( .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( .pants(Some(Item::new_from_asset_expect(
"common.items.npc_armor.pants.haniwa", "common.items.npc_armor.pants.haniwa.haniwa",
))) )))
.build(), .build(),
Myrmidon => LoadoutBuilder::new() Myrmidon => LoadoutBuilder::new()
.active_item(active_item) .active_item(active_item)
.hands(Some(Item::new_from_asset_expect( .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( .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( .chest(Some(Item::new_from_asset_expect(
"common.items.npc_armor.chest.myrmidon", "common.items.npc_armor.chest.myrmidon.myrmidon",
))) )))
.feet(Some(Item::new_from_asset_expect( .pants(Some(Item::new_from_asset_expect(
"common.items.npc_armor.pants.myrmidon", "common.items.npc_armor.pants.myrmidon.myrmidon",
))) )))
.build(), .build(),
Guard => LoadoutBuilder::new() Guard => LoadoutBuilder::new()

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

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@ -25,10 +25,10 @@ impl Animation for IdleAnimation {
let mut next = (*skeleton).clone(); let mut next = (*skeleton).clone();
let lab = 1.0; 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 slower = (anim_time as f32 * 2.0 + PI).sin() * 1.5;
let slow = (anim_time as f32 * 3.5 + PI).sin(); let slow = (anim_time as f32 * 7.0 + PI).sin() * 1.5;
let look = Vec2::new( let look = Vec2::new(
((global_time + anim_time) as f32 / 8.0) ((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.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.orientation = Quaternion::rotation_x(breathe); 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); 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), (Troll, _) => (1.0, -10.5),
(Dullahan, _) => (0.0, -6.5), (Dullahan, _) => (0.0, -6.5),
(Werewolf, _) => (1.0, -10.0), (Werewolf, _) => (1.0, -10.0),
(Occultsaurok, _) => (0.0, -6.0), (Occultsaurok, _) => (0.0, -5.0),
(Mightysaurok, _) => (0.0, -5.0), (Mightysaurok, _) => (0.0, -5.0),
(Slysaurok, _) => (0.0, -6.0), (Slysaurok, _) => (0.0, -6.0),
(Mindflayer, _) => (3.5, -19.5), (Mindflayer, _) => (3.5, -19.5),

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@ -64,14 +64,16 @@ impl Animation for AlphaAnimation {
let movement2abs = movement2base * pullback; let movement2abs = movement2base * pullback;
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);
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_z(movement1abs * -0.2 + movement2abs * 0.6)
* Quaternion::rotation_y(movement1abs * 0.3 + movement2abs * -0.5); * 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.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.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.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0); next.main.orientation = Quaternion::rotation_x(0.0);
@ -88,20 +90,20 @@ impl Animation for AlphaAnimation {
next.control.position = Vec3::new( next.control.position = Vec3::new(
-3.0 + movement1abs * -3.0 + movement2abs * 5.0, -3.0 + movement1abs * -3.0 + movement2abs * 5.0,
s_a.grip.2 + movement1abs * -12.0 + movement2abs * 17.0, 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 = 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); * Quaternion::rotation_y(-0.3);
next.control_r.orientation = Quaternion::rotation_x( 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); ) * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
next.control.orientation = next.control.orientation =
Quaternion::rotation_x(-1.35 + movement1abs * -0.3 + movement2abs * 1.0) Quaternion::rotation_x(-1.35 + movement1abs * -0.3 + movement2abs * 0.5)
* Quaternion::rotation_z(movement1abs * 1.0 + movement2abs * -1.8) * Quaternion::rotation_z(movement1abs * 1.0 + movement2abs * -1.0)
* Quaternion::rotation_y(movement2abs * 0.5); * Quaternion::rotation_y(movement2abs * 0.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1); 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) 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 { match active_tool_kind {
Some(ToolKind::Bow) => { 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::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::Swing) => (1.0, (anim_time as f32).powf(0.25), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32), Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32),
_ => (0.0, 0.0, 0.0), _ => (0.0, 0.0, 0.0),
}; };
let pullback = 1.0 - movement3; let pullback = 1.0 - move3;
let movement1abs = movement1base * pullback; let move1abs = move1base * pullback;
let movement2abs = movement2base * pullback; let move2abs = move2base * pullback;
next.control_l.position = Vec3::new( next.control_l.position = Vec3::new(
1.0 - s_a.grip.0 * 2.0 + movement2abs * -4.0, 1.0 - s_a.grip.0 * 2.0 + move2abs * -4.0,
movement2abs * -8.0, move2abs * -8.0,
0.0, 0.0,
); );
next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 6.0, -2.0); next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 6.0, -2.0);
next.control.position = Vec3::new( next.control.position = Vec3::new(
-1.0, -1.0,
2.0 + movement1abs * 4.0 + s_a.grip.2, 2.0 + move1abs * 3.0 + s_a.grip.2,
3.0 + movement1abs * 8.0 - s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0, 3.0 + move1abs * 7.0 - s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0,
); );
next.control_l.orientation = 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) 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); * 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); * 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);
},
_ => {}, _ => {},
} }

View File

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

View File

@ -26,7 +26,7 @@ impl Animation for RunAnimation {
let speednorm = (speed / 15.0).powf(0.25); 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 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))) let short = (((1.0) / (0.72 + 0.28 * ((acc_vel * lab as f32 + PI * 0.25).sin()).powi(2)))

View File

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

View File

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

View File

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

View File

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

View File

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