From ef3489806e8adc4dda1d966476bf584db805a5b7 Mon Sep 17 00:00:00 2001 From: uniior Date: Sun, 7 Jul 2024 15:20:57 -0400 Subject: [PATCH] Cross Cut --- voxygen/anim/src/character/multi.rs | 42 ++++++++++++++++++----------- 1 file changed, 26 insertions(+), 16 deletions(-) diff --git a/voxygen/anim/src/character/multi.rs b/voxygen/anim/src/character/multi.rs index 2616879bd7..60bae84c5d 100644 --- a/voxygen/anim/src/character/multi.rs +++ b/voxygen/anim/src/character/multi.rs @@ -722,38 +722,48 @@ impl Animation for MultiAction { next.control.orientation = Quaternion::rotation_x(s_a.sc.3); next.control.position += - Vec3::new(move1 * 3.0, move1 * 4.0, move1 * 8.0); + Vec3::new(move1 * 5.0, move1 * 4.0, move1 * 10.0); next.control.orientation.rotate_x(move1 * 1.0); next.control.orientation.rotate_z(move1 * -0.5); next.control.orientation.rotate_y(move1 * -0.3); - next.chest.orientation = Quaternion::rotation_z(move1 * 0.3); - next.head.orientation = Quaternion::rotation_z(move1 * -0.25); + next.chest.orientation = + Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15) + * Quaternion::rotation_z(move1 * 1.2 + move2 * -0.8); + next.chest.position += Vec3::new(0.0, move1 * -1.0, 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 * -0.2); next.belt.orientation = Quaternion::rotation_z(move1 * -0.1); - next.chest.orientation.rotate_z(move2 * -0.8); - next.head.orientation.rotate_z(move2 * 0.5); - next.shorts.orientation.rotate_z(move2 * 0.4); - next.belt.orientation.rotate_z(move2 * 0.2); - next.control.orientation.rotate_x(move2 * -1.9); - next.control.orientation.rotate_z(move2 * -0.4); + next.foot_l.position += Vec3::new(0.0, move2 * 4.0, 0.0); + next.foot_r.position += Vec3::new(0.0, move2 * 1.5, 0.0); + next.chest.orientation.rotate_z(move2 * -0.6); + next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0); + next.head.orientation.rotate_z(move2 * 0.8); + next.shorts.orientation.rotate_z(move2 * 0.8); + next.belt.orientation.rotate_z(move2 * 0.4); + next.control.orientation.rotate_x(move2 * -2.0); + next.control.orientation.rotate_z(move2 * -0.5); next.control.position += - Vec3::new(move2 * 8.0, move2 * 2.0, move2 * -9.0); + Vec3::new(move2 * 8.0, move2 * 2.0, move2 * -12.0); }, 1 => { next.control.position += - Vec3::new(move1 * 5.0, move1 * -2.0, move1 * 9.0); + Vec3::new(move1 * 5.0, move1 * -2.0, move1 * 10.0); next.control.orientation.rotate_x(move1 * 1.6); next.control.orientation.rotate_z(move1 * 1.1); next.control.orientation.rotate_y(move1 * 0.6); + next.foot_r.position += Vec3::new(0.0, move2 * 1.0, 0.0); next.chest.orientation.rotate_z(move2 * 1.1); - next.head.orientation.rotate_z(move2 * -0.6); + next.head.orientation.rotate_z(move2 * -0.3); next.shorts.orientation.rotate_z(move2 * -0.8); - next.belt.orientation.rotate_z(move2 * -0.2); - next.control.position += Vec3::new(move2 * -9.0, 0.0, move2 * -7.0); - next.control.orientation.rotate_x(move2 * -2.1); - next.control.orientation.rotate_z(move2 * 0.4); + next.belt.orientation.rotate_z(move2 * -0.4); + next.control.position += Vec3::new(move2 * -9.0, 0.0, move2 * -5.0); + next.control.orientation.rotate_x(move2 * -2.0); + next.control.orientation.rotate_z(move2 * 0.5); }, _ => {}, }