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fixed tiny feet in char creation
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commit
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@ -75,6 +75,14 @@ impl Animation for IdleAnimation {
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next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06);
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next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0);
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next.l_foot.ori = Quaternion::identity();
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, -0.1, 8.0);
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next.r_foot.ori = Quaternion::identity();
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(
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-7.0 + skeleton_attr.weapon_x,
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-5.0 + skeleton_attr.weapon_y,
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@ -702,7 +702,7 @@ impl FigureMgr {
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state.last_movement_change.elapsed().as_secs_f64();
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let time_since_action_change = state.last_action_change.elapsed().as_secs_f64();
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let target_base = match &character.movement {
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let target_base = match dbg!(&character).movement {
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Stand => anim::character::StandAnimation::update_skeleton(
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&CharacterSkeleton::new(),
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time,
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