From f4a068c422b6341c65ccb5c825ee18b8f1e945f4 Mon Sep 17 00:00:00 2001 From: Snowram Date: Mon, 10 Aug 2020 00:29:24 +0200 Subject: [PATCH] Initial bipedlarge beast walk animation --- .../voxel/biped_large_central_manifest.ron | 4 +- .../voxygen/voxel/npc/werewolf/male/head.vox | 2 +- voxygen/src/anim/src/biped_large/idle.rs | 29 +- voxygen/src/anim/src/biped_large/mod.rs | 12 +- voxygen/src/anim/src/biped_large/run.rs | 342 ++++++++++++------ voxygen/src/anim/src/biped_large/wield.rs | 44 ++- 6 files changed, 304 insertions(+), 129 deletions(-) diff --git a/assets/voxygen/voxel/biped_large_central_manifest.ron b/assets/voxygen/voxel/biped_large_central_manifest.ron index b970f0daed..199f727236 100644 --- a/assets/voxygen/voxel/biped_large_central_manifest.ron +++ b/assets/voxygen/voxel/biped_large_central_manifest.ron @@ -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: ( diff --git a/assets/voxygen/voxel/npc/werewolf/male/head.vox b/assets/voxygen/voxel/npc/werewolf/male/head.vox index 281899787f..a904b6a4bf 100644 --- a/assets/voxygen/voxel/npc/werewolf/male/head.vox +++ b/assets/voxygen/voxel/npc/werewolf/male/head.vox @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:aa85a80b433ef459045f23bf68a5c8a6685c22cad6d2eddedf7cadb3493ceaec +oid sha256:6658545f1c8a2c54d314704a7a074421f4a7f925ba180cf26e1fb757f8d8326d size 3360 diff --git a/voxygen/src/anim/src/biped_large/idle.rs b/voxygen/src/anim/src/biped_large/idle.rs index c06c237236..9407f44a38 100644 --- a/voxygen/src/anim/src/biped_large/idle.rs +++ b/voxygen/src/anim/src/biped_large/idle.rs @@ -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, diff --git a/voxygen/src/anim/src/biped_large/mod.rs b/voxygen/src/anim/src/biped_large/mod.rs index 6ea0b0c2b7..767e77a36d 100644 --- a/voxygen/src/anim/src/biped_large/mod.rs +++ b/voxygen/src/anim/src/biped_large/mod.rs @@ -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), + }, } } } diff --git a/voxygen/src/anim/src/biped_large/run.rs b/voxygen/src/anim/src/biped_large/run.rs index c443c98aad..2bb1dfad87 100644 --- a/voxygen/src/anim/src/biped_large/run.rs +++ b/voxygen/src/anim/src/biped_large/run.rs @@ -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 } } diff --git a/voxygen/src/anim/src/biped_large/wield.rs b/voxygen/src/anim/src/biped_large/wield.rs index b26a8322cb..6f07366117 100644 --- a/voxygen/src/anim/src/biped_large/wield.rs +++ b/voxygen/src/anim/src/biped_large/wield.rs @@ -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,