This commit is contained in:
uniior 2024-06-23 14:04:02 -04:00
parent b402fa8473
commit e7eb6b4159

View File

@ -347,24 +347,37 @@ impl Animation for MultiAction {
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4); Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0); Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5); next.hand_r.orientation = Quaternion::rotation_x(move1 * 0.5);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); 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.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = Quaternion::rotation_z(move1 * -1.5); next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
next.head.orientation = Quaternion::rotation_z(move1 * 1.1); next.chest.orientation =
Quaternion::rotation_x(move1 * 0.05)
* Quaternion::rotation_y(move1 * 0.05)
* Quaternion::rotation_z(move1 * -1.0);
next.head.orientation =
Quaternion::rotation_x(move1 * -0.05)
* Quaternion::rotation_y(move1 * -0.05)
* Quaternion::rotation_z(move1 * 1.4);
next.belt.orientation = Quaternion::rotation_z(move1 * 0.4); next.belt.orientation = Quaternion::rotation_z(move1 * 0.4);
next.shorts.orientation = Quaternion::rotation_z(move1 * 1.0); next.shorts.orientation = Quaternion::rotation_z(move1 * 1.0);
next.control.orientation.rotate_y(move1 * -1.9); next.control.orientation.rotate_y(move1 * -1.7);
next.control.orientation.rotate_z(move1 * 0.7); next.control.orientation.rotate_z(move1 * 0.5);
next.control.position += Vec3::new(move1 * 10.0, 0.0, move1 * 9.0); next.control.position += Vec3::new(4.0 + move1 * 10.0, 8.0 + move1 * -8.0, move1 * 9.0);
next.chest.orientation.rotate_z(move2 * 1.4); next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
next.head.orientation.rotate_z(move2 * -0.9); next.chest.orientation.rotate_z(move2 * 0.9);
next.foot_l.position += Vec3::new(0.0, move2 * 2.0, 0.0);
next.head.orientation.rotate_x(move2 * -0.2);
next.head.orientation.rotate_y(move2 * -0.2);
next.head.orientation.rotate_z(move2 * -1.0);
next.belt.orientation.rotate_z(move2 * -0.4); next.belt.orientation.rotate_z(move2 * -0.4);
next.shorts.orientation.rotate_z(move2 * -0.9); next.shorts.orientation.rotate_z(move2 * -0.8);
next.control.orientation.rotate_z(move2 * -1.4); next.control.orientation.rotate_z(move2 * -1.5);
next.control.position += Vec3::new(move2 * 9.0, move2 * 3.0, 0.0); next.control.position += Vec3::new(move2 * -6.0, move2 * 14.0, 0.0);
}, },
Some("common.abilities.sword.crippling_hamstring") => { Some("common.abilities.sword.crippling_hamstring") => {
let move1 = move1base.powf(0.25) * multi_action_pullback; let move1 = move1base.powf(0.25) * multi_action_pullback;