diff --git a/voxygen/anim/src/character/multi.rs b/voxygen/anim/src/character/multi.rs index 322a362479..424d395ddd 100644 --- a/voxygen/anim/src/character/multi.rs +++ b/voxygen/anim/src/character/multi.rs @@ -628,20 +628,27 @@ impl Animation for MultiAction { next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); next.control.orientation = Quaternion::rotation_x(s_a.sc.3); - next.chest.orientation = Quaternion::rotation_z(move1 * 1.2); - next.head.orientation = Quaternion::rotation_z(move1 * -0.7); - next.shorts.orientation = Quaternion::rotation_z(move1 * -0.6); + next.chest.orientation = + Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15) + * Quaternion::rotation_z(move1 * 1.2); + next.chest.position += Vec3::new(0.0, move1 * 3.0, 0.0); + next.head.orientation = + Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2) + * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36) + * Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72); + next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5); next.belt.orientation = Quaternion::rotation_z(move1 * -0.2); next.control.orientation.rotate_x(move1 * -1.0); next.control.orientation.rotate_z(move1 * -1.2); + next.control.position += Vec3::new(0.0, move1 * -6.0, 2.0); next.foot_r.position += Vec3::new(move1 * -1.0, move1 * 6.0, 0.0); next.chest.orientation.rotate_z(move2 * -1.4); - next.head.orientation.rotate_z(move2 * 0.9); + next.head.orientation.rotate_z(move2 * 1.1); next.shorts.orientation.rotate_z(move2 * 0.8); - next.belt.orientation.rotate_z(move2 * 0.3); + next.belt.orientation.rotate_z(move2 * 0.4); next.control.orientation.rotate_z(move2 * 1.4); - next.control.position += Vec3::new(0.0, move2 * 10.0, 0.0); + next.control.position += Vec3::new(0.0, move2 * 12.0, 0.0); }, Some( "common.abilities.sword.basic_cascade"