fixed tiny feet in char creation

This commit is contained in:
jshipsey 2019-08-28 01:24:57 -04:00
parent f8d0b1040a
commit d84c07c1cb
2 changed files with 9 additions and 1 deletions

View File

@ -75,6 +75,14 @@ impl Animation for IdleAnimation {
next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06);
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0);
next.l_foot.ori = Quaternion::identity();
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, -0.1, 8.0);
next.r_foot.ori = Quaternion::identity();
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(
-7.0 + skeleton_attr.weapon_x,
-5.0 + skeleton_attr.weapon_y,

View File

@ -702,7 +702,7 @@ impl FigureMgr {
state.last_movement_change.elapsed().as_secs_f64();
let time_since_action_change = state.last_action_change.elapsed().as_secs_f64();
let target_base = match &character.movement {
let target_base = match dbg!(&character).movement {
Stand => anim::character::StandAnimation::update_skeleton(
&CharacterSkeleton::new(),
time,