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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
restored previous animations with new bone setup
Former-commit-id: b6bb91e1b8a940caff11f7a78f613806695ce911
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ceb207a1bf
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@ -86,7 +86,7 @@ impl<'a> System<'a> for Sys {
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if control.move_dir.magnitude() > 0.01 {
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Animation::Run
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} else {
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Animation::Attack
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Animation::Idle
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}
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} else if gliding {
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Animation::Gliding
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@ -69,7 +69,7 @@ impl Animation for AttackAnimation {
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9.0,
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) / 11.0;
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next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.5);
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next.l_hand.ori = Quaternion::rotation_x(0.0 + wave * 2.0 )* Quaternion::rotation_z(wave * 2.0);
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next.l_hand.scale = Vec3::one() / 11.0;
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next.r_hand.offset = Vec3::new(
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@ -88,25 +88,25 @@ impl Animation for AttackAnimation {
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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(-12.0, -2.0, 11.0);
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next.weapon.offset = Vec3::new(-9.0, -5.0, 15.0);
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next.weapon.ori = Quaternion::rotation_y(2.5);
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one();
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next.l_shoulder.scale = Vec3::one() * 1.04;
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next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one();
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next.r_shoulder.scale = Vec3::one() * 1.04;
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next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next.left_equip.offset = Vec3::new(-8.0, 4.0, 10.0) / 13.0;
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next.left_equip.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.5) * Quaternion::rotation_z(1.57);
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next.left_equip.offset = Vec3::new(-8.0, 4.0, 9.0) / 11.0;
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next.left_equip.ori = Quaternion::rotation_x(0.0 + wave * 2.0)* Quaternion::rotation_z(1.57 + wave * 2.0);
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next.left_equip.scale = Vec3::one() / 11.0;
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@ -91,22 +91,25 @@ impl Animation for GlidingAnimation {
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);
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(-5.0, -5.0, 12.0);
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next.weapon.offset = Vec3::new(-9.0, -5.0, 15.0);
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next.weapon.ori = Quaternion::rotation_y(2.5);
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one();
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next.l_shoulder.scale = Vec3::one() * 1.04;
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next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one();
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next.r_shoulder.scale = Vec3::one() * 1.04;
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next.draw.offset = Vec3::new(5.5, -9.0 + wave_very_slow * 0.10, 18.0);
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next.draw.ori = Quaternion::rotation_x(0.95 - wave_very_slow * 0.15) * Quaternion::rotation_y(wave_very_slow_cos * 0.04);
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next.draw.scale = Vec3::one();
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next.left_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
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next.left_equip.ori = Quaternion::rotation_x(0.0);;
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next.left_equip.scale = Vec3::one() *0.0;
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next.torso.offset = Vec3::new(-0.5, -0.2, 0.0);
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next.torso.ori = Quaternion::rotation_x(-0.8 + wave_very_slow * 0.10);
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@ -23,13 +23,9 @@ impl Animation for IdleAnimation {
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let wave = (anim_time as f32 * 12.0).sin();
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let wave_cos = (anim_time as f32 * 12.0).cos();
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let wave_slow = (anim_time as f32 * 6.0 + PI).sin();
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let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos();
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let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
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let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 8.0)
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@ -60,18 +56,18 @@ impl Animation for IdleAnimation {
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(
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-6.0,
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-7.5,
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-2.0 + wave_ultra_slow_cos * 0.15,
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11.5 + wave_ultra_slow * 0.5,
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8.0 + wave_ultra_slow * 0.5,
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) / 11.;
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next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.06);
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next.l_hand.scale = Vec3::one() / 11.;
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next.r_hand.offset = Vec3::new(
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9.0,
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7.5,
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-2.0 + wave_ultra_slow_cos * 0.15,
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11.5 + wave_ultra_slow * 0.5,
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8.0 + wave_ultra_slow * 0.5,
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) / 11.;
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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() / 11.;
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@ -84,22 +80,26 @@ impl Animation for IdleAnimation {
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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(-5.0, -5.0, 12.0);
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next.weapon.offset = Vec3::new(-9.0, -5.0, 15.0);
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next.weapon.ori = Quaternion::rotation_y(2.5);
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
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next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one();
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next.l_shoulder.scale = Vec3::one() * 1.04;
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next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
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next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one();
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next.r_shoulder.scale = Vec3::one() * 1.04;
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next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next.left_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
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next.left_equip.ori = Quaternion::rotation_x(0.0);;
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next.left_equip.scale = Vec3::one() *0.0;
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next.torso.offset = Vec3::new(-0.5, -0.2, 0.1);
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next.torso.ori = Quaternion::rotation_x(0.0);
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@ -47,11 +47,11 @@ impl Animation for JumpAnimation {
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next.shorts.ori = Quaternion::rotation_z(0.0);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(-8.0, 0.0 + wave_stop * 3.2, 7.0 + wave_stop * 3.2 -wave * 0.3) / 11.0;
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next.l_hand.offset = Vec3::new(-8.0, 0.0 + wave_stop * 3.8, 7.0 + wave_stop * 3.2 -wave * 0.4) / 11.0;
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next.l_hand.ori = Quaternion::rotation_x(wave_stop_alt * 0.6);
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next.l_hand.scale = Vec3::one() / 11.0;
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next.r_hand.offset = Vec3::new(8.0, 0.0 + wave_stop * -3.2, 7.0 + wave_stop * 3.2 - wave * 0.3) / 11.0;
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next.r_hand.offset = Vec3::new(8.0, 0.0 + wave_stop * -3.8, 7.0 + wave_stop * 3.2 - wave * 0.4) / 11.0;
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next.r_hand.ori = Quaternion::rotation_x(-wave_stop_alt * 0.6);
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next.r_hand.scale = Vec3::one() / 11.0;
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@ -63,23 +63,25 @@ impl Animation for JumpAnimation {
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next.r_foot.ori = Quaternion::rotation_x(wave_stop * 1.2 + wave_slow * 0.2);
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(-5.0, -5.0, 12.0);
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next.weapon.offset = Vec3::new(-9.0, -5.0, 15.0);
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next.weapon.ori = Quaternion::rotation_y(2.5);
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one();
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next.l_shoulder.scale = Vec3::one() * 1.04;
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next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one();
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next.r_shoulder.scale = Vec3::one() * 1.04;
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next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next.left_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
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next.left_equip.ori = Quaternion::rotation_x(0.0);;
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next.left_equip.scale = Vec3::one() *0.0;
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next.torso.offset = Vec3::new(-0.5, -0.2, 0.0);
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next.torso.ori = Quaternion::rotation_x(-0.2);
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@ -46,11 +46,11 @@ impl Animation for RunAnimation {
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(-8.0, 3.0 + wave_cos * 5.0, 9.0 - wave * 2.0) / 11.0;
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next.l_hand.ori = Quaternion::rotation_x(wave_cos * 0.9);
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next.l_hand.ori = Quaternion::rotation_x(wave_cos * 1.1);
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next.l_hand.scale = Vec3::one() / 11.0;
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next.r_hand.offset = Vec3::new(8.0, 3.0 - wave_cos * 5.0, 9.0 + wave * 2.0) / 11.0;
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next.r_hand.ori = Quaternion::rotation_x(wave_cos * -0.9);
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next.r_hand.ori = Quaternion::rotation_x(wave_cos * -1.1);
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next.r_hand.scale = Vec3::one() / 11.0;
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next.l_foot.offset = Vec3::new(-3.4, 0.0 + wave * 1.0, 6.0);
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@ -61,22 +61,26 @@ impl Animation for RunAnimation {
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next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave * 1.5);
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(-5.0, -5.0, 12.0);
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next.weapon.offset = Vec3::new(-9.0, -5.0, 15.0);
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next.weapon.ori = Quaternion::rotation_y(2.5);
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one();
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next.l_shoulder.scale = Vec3::one() * 1.04;
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next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one();
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next.r_shoulder.scale = Vec3::one() * 1.04;
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next.torso.offset = Vec3::new(-0.5, -0.2, 0.4);
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next.torso.ori = Quaternion::rotation_x(-velocity * 0.05 - wave_cos * 0.1);
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next.torso.scale = Vec3::one() / 11.0;
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next.left_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
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next.left_equip.ori = Quaternion::rotation_x(0.0);;
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next.left_equip.scale = Vec3::one() * 0.0;
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next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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