Initial bipedlarge beast walk animation

This commit is contained in:
Snowram 2020-08-10 00:29:24 +02:00 committed by Robin Gilh
parent 204fa50de9
commit f4a068c422
6 changed files with 304 additions and 129 deletions

View File

@ -309,7 +309,7 @@
center: ("npc.werewolf.male.torso_upper"),
),
torso_lower: (
offset: (-6.0, -5.5, -4.0),
offset: (-6.0, -5.5, -8.0),
center: ("npc.werewolf.male.torso_lower"),
),
jaw: (
@ -339,7 +339,7 @@
center: ("npc.werewolf.male.torso_upper"),
),
torso_lower: (
offset: (-6.0, -5.5, -4.0),
offset: (-6.0, -5.5, -8.0),
center: ("npc.werewolf.male.torso_lower"),
),
jaw: (

Binary file not shown.

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@ -54,30 +54,37 @@ impl Animation for IdleAnimation {
* 0.125,
);
// Controls for the beast breathing
let intensity = 0.04;
let lenght = 1.0;
let chop = 0.2;
let chop_freq = 40.0;
let breathing = intensity * (lenght * anim_time as f32).sin() + 0.05 * chop * (anim_time as f32 * chop_freq).sin() * (anim_time as f32 * lenght).cos();
next.head.position = Vec3::new(
0.0,
skeleton_attr.head.0,
skeleton_attr.head.1 + torso * 0.2,
) * 1.02;
next.head.orientation =
Quaternion::rotation_z(look.x * 0.6) * Quaternion::rotation_x(look.y * 0.6);
next.head.scale = Vec3::one() * 1.02;
next.head.orientation = Quaternion::rotation_z(look.x * 0.6) * Quaternion::rotation_x(look.y * 0.6 + breathing);
next.head.scale = Vec3::one() * 1.02 + breathing * 0.4;
next.upper_torso.position = Vec3::new(
0.0,
skeleton_attr.upper_torso.0,
skeleton_attr.upper_torso.1 + torso * 0.5,
);
next.upper_torso.orientation = Quaternion::rotation_z(0.0);
next.upper_torso.scale = Vec3::one();
next.upper_torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(- breathing);
next.upper_torso.scale = Vec3::one() - breathing * 0.4;
next.lower_torso.position = Vec3::new(
0.0,
skeleton_attr.lower_torso.0,
skeleton_attr.lower_torso.1 + torso * 0.15,
);
next.lower_torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.lower_torso.scale = Vec3::one() * 1.02;
next.lower_torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(breathing);
next.lower_torso.scale = Vec3::one() * 1.02 + breathing * 0.4;
next.jaw.position = Vec3::new(
0.0,
@ -111,16 +118,16 @@ impl Animation for IdleAnimation {
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.shoulder_l.scale = Vec3::one();
next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(breathing);
next.shoulder_l.scale = Vec3::one() + breathing;
next.shoulder_r.position = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.shoulder_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.shoulder_r.scale = Vec3::one();
next.shoulder_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(breathing);
next.shoulder_r.scale = Vec3::one() + breathing;
next.hand_l.position = Vec3::new(
-skeleton_attr.hand.0,

View File

@ -89,6 +89,7 @@ pub struct SkeletonAttr {
hand: (f32, f32, f32),
leg: (f32, f32, f32),
foot: (f32, f32, f32),
beast: bool,
}
impl<'a> std::convert::TryFrom<&'a comp::Body> for SkeletonAttr {
@ -114,6 +115,7 @@ impl Default for SkeletonAttr {
hand: (0.0, 0.0, 0.0),
leg: (0.0, 0.0, 0.0),
foot: (0.0, 0.0, 0.0),
beast: false,
}
}
}
@ -146,7 +148,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Wendigo, _) => (-1.0, 29.0),
(Troll, _) => (-1.0, 27.5),
(Dullahan, _) => (0.0, 29.0),
(Werewolf, _) => (3.0, 30.5),
(Werewolf, _) => (3.0, 26.5),
},
lower_torso: match (body.species, body.body_type) {
(Ogre, Male) => (1.0, -7.0),
@ -155,7 +157,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Wendigo, _) => (-1.5, -6.0),
(Troll, _) => (1.0, -10.5),
(Dullahan, _) => (0.0, -6.5),
(Werewolf, _) => (1.0, -14.5),
(Werewolf, _) => (1.0, -10.0),
},
tail: match (body.species, body.body_type) {
(Ogre, _) => (0.0, 0.0),
@ -163,7 +165,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Wendigo, _) => (0.0, 0.0),
(Troll, _) => (0.0, 0.0),
(Dullahan, _) => (0.0, 0.0),
(Werewolf, _) => (-5.5, 2.0),
(Werewolf, _) => (-5.5, -2.0),
},
shoulder: match (body.species, body.body_type) {
(Ogre, Male) => (12.0, 0.5, 0.0),
@ -201,6 +203,10 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Dullahan, _) => (4.0, 2.5, 8.0),
(Werewolf, _) => (5.5, 6.5, 6.0),
},
beast: match (body.species, body.body_type) {
(Werewolf, _) => (true),
_ => (false),
},
}
}
}

View File

@ -48,6 +48,13 @@ impl Animation for RunAnimation {
.sqrt())
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
let footrotr2 = (((5.0)
/ (2.5
+ (2.5)
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).cos()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).cos());
let footrotr = (((5.0)
/ (1.0
+ (4.0)
@ -59,129 +66,250 @@ impl Animation for RunAnimation {
let shortalt = (anim_time as f32 * lab as f32 * 16.0 + PI / 2.0).sin();
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
next.head.orientation =
Quaternion::rotation_z(short * -0.18) * Quaternion::rotation_x(-0.05);
next.head.scale = Vec3::one() * 1.02;
if skeleton_attr.beast {
next.head.position = Vec3::new(0.0, skeleton_attr.head.0 - 3.0, skeleton_attr.head.1 + 4.0) * 1.02;
next.head.orientation = Quaternion::rotation_z(short * -0.18) * Quaternion::rotation_x(0.45);
next.head.scale = Vec3::one() * 1.02;
next.upper_torso.position = Vec3::new(
0.0,
skeleton_attr.upper_torso.0,
skeleton_attr.upper_torso.1 + shortalt * -1.5,
);
next.upper_torso.orientation = Quaternion::rotation_z(short * 0.18);
next.upper_torso.scale = Vec3::one();
next.upper_torso.position = Vec3::new(
0.0,
skeleton_attr.upper_torso.0,
skeleton_attr.upper_torso.1 + shortalt * -1.5,
);
next.upper_torso.orientation = Quaternion::rotation_x(-0.45) * Quaternion::rotation_z(short * 0.18);
next.upper_torso.scale = Vec3::one();
next.lower_torso.position = Vec3::new(
0.0,
skeleton_attr.lower_torso.0,
skeleton_attr.lower_torso.1,
);
next.lower_torso.orientation =
Quaternion::rotation_z(short * 0.15) * Quaternion::rotation_x(0.14);
next.lower_torso.scale = Vec3::one() * 1.02;
next.lower_torso.position = Vec3::new(
0.0,
skeleton_attr.lower_torso.0,
skeleton_attr.lower_torso.1,
);
next.lower_torso.orientation = Quaternion::rotation_z(short * 0.15) * Quaternion::rotation_x(0.14);
next.lower_torso.scale = Vec3::one() * 1.02;
next.jaw.position = Vec3::new(0.0, skeleton_attr.jaw.0, skeleton_attr.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(0.0);
next.jaw.scale = Vec3::one() * 1.02;
next.jaw.position = Vec3::new(0.0, skeleton_attr.jaw.0, skeleton_attr.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(0.0);
next.jaw.scale = Vec3::one() * 1.02;
next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
next.tail.orientation =
Quaternion::rotation_x(shortalt * 0.3);
next.tail.scale = Vec3::one();
next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
next.tail.orientation =
Quaternion::rotation_x(shortalt * 0.05 + 0.45);
next.tail.scale = Vec3::one();
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation =
Quaternion::rotation_x(PI) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
next.second.scale = Vec3::one() * 0.0;
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation =
Quaternion::rotation_x(PI) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
next.second.scale = Vec3::one() * 0.0;
next.control.position = Vec3::new(0.0, 0.0, 0.0);
next.control.orientation = Quaternion::rotation_z(0.0);
next.control.scale = Vec3::one();
next.control.position = Vec3::new(0.0, 0.0, 0.0);
next.control.orientation = Quaternion::rotation_z(0.0);
next.control.scale = Vec3::one();
next.main.position = Vec3::new(-5.0, -7.0, 7.0);
next.main.orientation =
Quaternion::rotation_x(PI) * Quaternion::rotation_y(0.6) * Quaternion::rotation_z(1.57);
next.main.scale = Vec3::one() * 1.02;
next.main.position = Vec3::new(-5.0, -7.0, 7.0);
next.main.orientation =
Quaternion::rotation_x(PI) * Quaternion::rotation_y(0.6) * Quaternion::rotation_z(1.57);
next.main.scale = Vec3::one() * 1.02;
next.shoulder_l.position = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1 + foothoril * -3.0,
skeleton_attr.shoulder.2,
);
next.shoulder_l.orientation = Quaternion::rotation_x(footrotl * -0.36)
* Quaternion::rotation_y(0.1)
* Quaternion::rotation_z(footrotl * 0.3);
next.shoulder_l.scale = Vec3::one();
next.shoulder_l.position = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1 + foothoril * -3.0,
skeleton_attr.shoulder.2,
);
next.shoulder_l.orientation = Quaternion::rotation_x(footrotl * -0.36 + 0.45)
* Quaternion::rotation_y(0.1)
* Quaternion::rotation_z(footrotl * 0.3);
next.shoulder_l.scale = Vec3::one();
next.shoulder_r.position = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1 + foothorir * -3.0,
skeleton_attr.shoulder.2,
);
next.shoulder_r.orientation = Quaternion::rotation_x(footrotr * -0.36)
* Quaternion::rotation_y(-0.1)
* Quaternion::rotation_z(footrotr * -0.3);
next.shoulder_r.scale = Vec3::one();
next.shoulder_r.position = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1 + foothorir * -3.0,
skeleton_attr.shoulder.2,
);
next.shoulder_r.orientation = Quaternion::rotation_x(footrotr * -0.36 + 0.45)
* Quaternion::rotation_y(-0.1)
* Quaternion::rotation_z(footrotr * -0.3);
next.shoulder_r.scale = Vec3::one();
next.hand_l.position = Vec3::new(
-1.0 + -skeleton_attr.hand.0,
skeleton_attr.hand.1 + foothoril * -4.0,
skeleton_attr.hand.2 + foothoril * 1.0,
);
next.hand_l.orientation = Quaternion::rotation_x(0.15 + (handhoril * -1.2).max(-0.3))
* Quaternion::rotation_y(handhoril * -0.1);
next.hand_l.scale = Vec3::one() * 1.02;
next.hand_l.position = Vec3::new(
-1.0 + -skeleton_attr.hand.0,
skeleton_attr.hand.1 + foothoril * -4.0 + 2.0,
skeleton_attr.hand.2 + foothoril * 0.5 + 2.0,
);
next.hand_l.orientation = Quaternion::rotation_x(0.15 + (handhoril * -1.2).max(-0.3) + 0.45)
* Quaternion::rotation_y(handhoril * 0.1);
next.hand_l.scale = Vec3::one() * 1.02;
next.hand_r.position = Vec3::new(
1.0 + skeleton_attr.hand.0,
skeleton_attr.hand.1 + foothorir * -4.0,
skeleton_attr.hand.2 + foothorir * 1.0,
);
next.hand_r.orientation = Quaternion::rotation_x(0.15 + (handhorir * -1.2).max(-0.3))
* Quaternion::rotation_y(handhorir * 0.1);
next.hand_r.scale = Vec3::one() * 1.02;
next.hand_r.position = Vec3::new(
1.0 + skeleton_attr.hand.0,
skeleton_attr.hand.1 + foothorir * -4.0 + 2.0,
skeleton_attr.hand.2 + foothorir * 0.5 + 2.0,
);
next.hand_r.orientation = Quaternion::rotation_x(0.15 + (handhorir * -1.2).max(-0.3) + 0.45)
* Quaternion::rotation_y(handhorir * -0.1);
next.hand_r.scale = Vec3::one() * 1.02;
next.leg_l.position = Vec3::new(
-skeleton_attr.leg.0,
skeleton_attr.leg.1,
skeleton_attr.leg.2,
) * 0.98;
next.leg_l.orientation =
Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothoril * 0.3);
next.leg_l.scale = Vec3::one() * 0.98;
next.leg_l.position = Vec3::new(
-skeleton_attr.leg.0,
skeleton_attr.leg.1,
skeleton_attr.leg.2,
) * 0.98;
next.leg_l.orientation =
Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothoril * 0.5 - 0.25);
next.leg_l.scale = Vec3::one() * 0.98;
next.leg_r.position = Vec3::new(
skeleton_attr.leg.0,
skeleton_attr.leg.1,
skeleton_attr.leg.2,
) * 0.98;
next.leg_r.position = Vec3::new(
skeleton_attr.leg.0,
skeleton_attr.leg.1,
skeleton_attr.leg.2,
) * 0.98;
next.leg_r.orientation =
Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothorir * 0.5 - 0.25);
next.leg_r.scale = Vec3::one() * 0.98;
next.leg_r.orientation =
Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothorir * 0.3);
next.leg_r.scale = Vec3::one() * 0.98;
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
4.0 + skeleton_attr.foot.1 + foothoril * 4.5 - 10.0,
skeleton_attr.foot.2 + ((footvertl * 5.0).max(0.0)),
) / 8.0;
next.foot_l.orientation =
Quaternion::rotation_x(-0.5 + footrotl * 0.85);
next.foot_l.scale = Vec3::one() / 8.0;
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
4.0 + skeleton_attr.foot.1 + foothoril * 8.5,
skeleton_attr.foot.2 + ((footvertl * 6.5).max(0.0)),
) / 8.0;
next.foot_l.orientation =
Quaternion::rotation_x(-0.5 + footrotl * 0.85) * Quaternion::rotation_y(0.0);
next.foot_l.scale = Vec3::one() / 8.0;
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
4.0 + skeleton_attr.foot.1 + foothorir * 4.5 - 10.0,
skeleton_attr.foot.2 + ((footvertr * 5.0).max(0.0)),
) / 8.0;
next.foot_r.orientation =
Quaternion::rotation_x(-0.5 + footrotr2 * 0.85);
next.foot_r.scale = Vec3::one() / 8.0;
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
4.0 + skeleton_attr.foot.1 + foothorir * 8.5,
skeleton_attr.foot.2 + ((footvertr * 6.5).max(0.0)),
) / 8.0;
next.foot_r.orientation =
Quaternion::rotation_x(-0.5 + footrotr * 0.85) * Quaternion::rotation_y(0.0);
next.foot_r.scale = Vec3::one() / 8.0;
next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
next.torso.scale = Vec3::one() / 8.0;
next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
next.torso.scale = Vec3::one() / 8.0;
} else {
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
next.head.orientation = Quaternion::rotation_z(short * -0.18) * Quaternion::rotation_x(-0.05);
next.head.scale = Vec3::one() * 1.02;
next.upper_torso.position = Vec3::new(
0.0,
skeleton_attr.upper_torso.0,
skeleton_attr.upper_torso.1 + shortalt * -1.5,
);
next.upper_torso.orientation = Quaternion::rotation_z(short * 0.18);
next.upper_torso.scale = Vec3::one();
next.lower_torso.position = Vec3::new(
0.0,
skeleton_attr.lower_torso.0,
skeleton_attr.lower_torso.1,
);
next.lower_torso.orientation = Quaternion::rotation_z(short * 0.15) * Quaternion::rotation_x(0.14);
next.lower_torso.scale = Vec3::one() * 1.02;
next.jaw.position = Vec3::new(0.0, skeleton_attr.jaw.0, skeleton_attr.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(0.0);
next.jaw.scale = Vec3::one() * 1.02;
next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
next.tail.orientation =
Quaternion::rotation_x(shortalt * 0.3);
next.tail.scale = Vec3::one();
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation =
Quaternion::rotation_x(PI) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
next.second.scale = Vec3::one() * 0.0;
next.control.position = Vec3::new(0.0, 0.0, 0.0);
next.control.orientation = Quaternion::rotation_z(0.0);
next.control.scale = Vec3::one();
next.main.position = Vec3::new(-5.0, -7.0, 7.0);
next.main.orientation =
Quaternion::rotation_x(PI) * Quaternion::rotation_y(0.6) * Quaternion::rotation_z(1.57);
next.main.scale = Vec3::one() * 1.02;
next.shoulder_l.position = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1 + foothoril * -3.0,
skeleton_attr.shoulder.2,
);
next.shoulder_l.orientation = Quaternion::rotation_x(footrotl * -0.36)
* Quaternion::rotation_y(0.1)
* Quaternion::rotation_z(footrotl * 0.3);
next.shoulder_l.scale = Vec3::one();
next.shoulder_r.position = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1 + foothorir * -3.0,
skeleton_attr.shoulder.2,
);
next.shoulder_r.orientation = Quaternion::rotation_x(footrotr * -0.36)
* Quaternion::rotation_y(-0.1)
* Quaternion::rotation_z(footrotr * -0.3);
next.shoulder_r.scale = Vec3::one();
next.hand_l.position = Vec3::new(
-1.0 + -skeleton_attr.hand.0,
skeleton_attr.hand.1 + foothoril * -4.0,
skeleton_attr.hand.2 + foothoril * 1.0,
);
next.hand_l.orientation = Quaternion::rotation_x(0.15 + (handhoril * -1.2).max(-0.3))
* Quaternion::rotation_y(handhoril * -0.1);
next.hand_l.scale = Vec3::one() * 1.02;
next.hand_r.position = Vec3::new(
1.0 + skeleton_attr.hand.0,
skeleton_attr.hand.1 + foothorir * -4.0,
skeleton_attr.hand.2 + foothorir * 1.0,
);
next.hand_r.orientation = Quaternion::rotation_x(0.15 + (handhorir * -1.2).max(-0.3))
* Quaternion::rotation_y(handhorir * 0.1);
next.hand_r.scale = Vec3::one() * 1.02;
next.leg_l.position = Vec3::new(
-skeleton_attr.leg.0,
skeleton_attr.leg.1,
skeleton_attr.leg.2,
) * 0.98;
next.leg_l.orientation =
Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothoril * 0.3);
next.leg_l.scale = Vec3::one() * 0.98;
next.leg_r.position = Vec3::new(
skeleton_attr.leg.0,
skeleton_attr.leg.1,
skeleton_attr.leg.2,
) * 0.98;
next.leg_r.orientation =
Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothorir * 0.3);
next.leg_r.scale = Vec3::one() * 0.98;
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
4.0 + skeleton_attr.foot.1 + foothoril * 8.5,
skeleton_attr.foot.2 + ((footvertl * 6.5).max(0.0)),
) / 8.0;
next.foot_l.orientation =
Quaternion::rotation_x(-0.5 + footrotl * 0.85) * Quaternion::rotation_y(0.0);
next.foot_l.scale = Vec3::one() / 8.0;
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
4.0 + skeleton_attr.foot.1 + foothorir * 8.5,
skeleton_attr.foot.2 + ((footvertr * 6.5).max(0.0)),
) / 8.0;
next.foot_r.orientation =
Quaternion::rotation_x(-0.5 + footrotr * 0.85) * Quaternion::rotation_y(0.0);
next.foot_r.scale = Vec3::one() / 8.0;
next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
next.torso.scale = Vec3::one() / 8.0;
}
next
}
}

View File

@ -27,6 +27,22 @@ impl Animation for WieldAnimation {
let breathe = (anim_time as f32 + 1.5 * PI).sin();
let test = (anim_time as f32 + 36.0 * PI).sin();
let slower = (anim_time as f32 * 1.0 + PI).sin();
let slow = (anim_time as f32 * 3.5 + PI).sin();
let tailmove = Vec2::new(
((global_time + anim_time) as f32 / 2.0)
.floor()
.mul(7331.0)
.sin()
* 0.25,
((global_time + anim_time) as f32 / 2.0)
.floor()
.mul(1337.0)
.sin()
* 0.125,
);
let look = Vec2::new(
((global_time + anim_time) as f32 / 8.0)
.floor()
@ -126,12 +142,17 @@ impl Animation for WieldAnimation {
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
next.lower_torso.scale = Vec3::one() * 1.02;
next.jaw.position = Vec3::new(0.0, skeleton_attr.jaw.0, skeleton_attr.jaw.1 * 0.0);
next.jaw.orientation = Quaternion::rotation_z(0.0);
next.jaw.scale = Vec3::one();
next.jaw.position = Vec3::new(
0.0,
skeleton_attr.jaw.0 - slower * 0.12,
skeleton_attr.jaw.1 + slow * 0.2,
);
next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
next.jaw.scale = Vec3::one() * 1.02;
next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
next.tail.orientation = Quaternion::rotation_z(0.0);
next.tail.orientation =
Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0);
next.tail.scale = Vec3::one();
next.shoulder_l.position = Vec3::new(
@ -214,6 +235,19 @@ impl Animation for WieldAnimation {
Quaternion::rotation_z(short * 0.15) * Quaternion::rotation_x(0.14);
next.lower_torso.scale = Vec3::one() * 1.02;
next.jaw.position = Vec3::new(
0.0,
skeleton_attr.jaw.0 - slower * 0.12,
skeleton_attr.jaw.1 + slow * 0.2,
);
next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
next.jaw.scale = Vec3::one() * 1.02;
next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
next.tail.orientation =
Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0);
next.tail.scale = Vec3::one();
next.shoulder_l.position = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1 + foothoril * -1.0,