cleanup, tweak to triplestrike stage 1

This commit is contained in:
jshipsey 2020-03-29 03:53:52 -04:00
parent 86b0b8f644
commit fa54c90558
9 changed files with 142 additions and 187 deletions

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@ -68,7 +68,7 @@ bincode = "1.2"
deunicode = "1.0" deunicode = "1.0"
uvth = "3.1.1" uvth = "3.1.1"
authc = { git = "https://gitlab.com/veloren/auth.git", rev = "65571ade0d954a0e0bd995fdb314854ff146ab97" } authc = { git = "https://gitlab.com/veloren/auth.git", rev = "65571ade0d954a0e0bd995fdb314854ff146ab97" }
const-tweaker = { version = "0.2.4", optional = true } const-tweaker = { version = "0.2.5", optional = true }
[target.'cfg(target_os = "macos")'.dependencies] [target.'cfg(target_os = "macos")'.dependencies]
dispatch = "0.1.4" dispatch = "0.1.4"

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@ -32,11 +32,15 @@ impl Animation for AlphaAnimation {
let accel_slow = 1.0 - (anim_time as f32 * 12.0 * lab as f32).cos(); let accel_slow = 1.0 - (anim_time as f32 * 12.0 * lab as f32).cos();
let accel_fast = 1.0 - (anim_time as f32 * 24.0 * lab as f32).cos(); let accel_fast = 1.0 - (anim_time as f32 * 24.0 * lab as f32).cos();
let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin(); let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin();
let push = anim_time as f32 * lab as f32 * 4.0;
let slow = (((5.0) let slow = (((5.0)
/ (0.6 + 4.4 * ((anim_time as f32 * lab as f32 * 11.0).sin()).powf(2.0 as f32))) / (0.4 + 4.6 * ((anim_time as f32 * lab as f32 * 9.0).sin()).powf(2.0 as f32)))
.sqrt()) .sqrt())
* ((anim_time as f32 * lab as f32 * 11.0).sin()); * ((anim_time as f32 * lab as f32 * 9.0).sin());
let quick = (((5.0)
/ (0.4 + 4.6 * ((anim_time as f32 * lab as f32 * 18.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 18.0).sin());
let slower = (((5.0) let slower = (((5.0)
/ (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powf(2.0 as f32))) / (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powf(2.0 as f32)))
.sqrt()) .sqrt())
@ -54,50 +58,51 @@ impl Animation for AlphaAnimation {
-2.0 + skeleton_attr.neck_forward, -2.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 14.0, skeleton_attr.neck_height + 14.0,
); );
next.head.ori = Quaternion::rotation_z(slow * 0.08) next.head.ori = Quaternion::rotation_z(slow * -0.25)
* Quaternion::rotation_x(0.0 + slow * 0.08) * Quaternion::rotation_x(0.0 + slow * 0.15)
* Quaternion::rotation_y(slow * -0.08); * Quaternion::rotation_y(slow * -0.15);
next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 7.0); next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
next.chest.ori = Quaternion::rotation_z(slow * -0.2) next.chest.ori = Quaternion::rotation_z(slow * 0.4)
* Quaternion::rotation_x(0.0 + slow * -0.2) * Quaternion::rotation_x(0.0 + slow * -0.2)
* Quaternion::rotation_y(slow * 0.2); * Quaternion::rotation_y(slow * 0.2);
next.chest.scale = Vec3::one(); next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0); next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
next.belt.ori = next.chest.ori * -0.2; next.belt.ori = next.chest.ori * -0.3;
next.belt.scale = Vec3::one(); next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
next.shorts.ori = next.chest.ori * -0.15; next.shorts.ori = next.chest.ori * -0.45;
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0); next.l_hand.offset = Vec3::new(-0.25, -5.0, 1.0);
next.l_hand.ori = Quaternion::rotation_x(1.27); next.l_hand.ori = Quaternion::rotation_x(1.27);
next.l_hand.scale = Vec3::one() * 1.04; next.l_hand.scale = Vec3::one() * 1.05;
next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0); next.r_hand.offset = Vec3::new(1.25, -5.5, -2.0);
next.r_hand.ori = Quaternion::rotation_x(1.27); next.r_hand.ori = Quaternion::rotation_x(1.27);
next.r_hand.scale = Vec3::one() * 1.05; next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(0.0, 6.0, -1.0); next.main.offset = Vec3::new(0.0, 0.0, 0.0);
next.main.ori = Quaternion::rotation_x(-0.3) next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0) * Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0); * Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 0.0); next.control.offset = Vec3::new(-10.0 + push * 5.0, 6.0 + push * 5.0, 2.0);
next.control.ori = Quaternion::rotation_x(-1.4) next.control.ori = Quaternion::rotation_x(-1.4 + slow * 0.4)
* Quaternion::rotation_y(slow * 1.5 + 0.7) * Quaternion::rotation_y(slow * -1.3)
* Quaternion::rotation_z(1.4 + slow * 0.5); * Quaternion::rotation_z(1.4 + slow * -0.5);
next.control.scale = Vec3::one(); next.control.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, foot * 3.0 + slow * -5.0, 8.0);
next.l_foot.ori = next.l_foot.offset = Vec3::new(-3.4, slow * -3.0 + quick * 3.0 - 4.0, 8.0);
Quaternion::rotation_x(foot * -0.6) * Quaternion::rotation_y(foot * 0.2); next.l_foot.ori = Quaternion::rotation_x(slow * 0.6)
* Quaternion::rotation_y((slow * -0.2).max(0.0));
next.l_foot.scale = Vec3::one(); next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, foot * -3.0 + slow * 5.0, 8.0); next.r_foot.offset = Vec3::new(3.4, slow * 3.0 + quick * -3.0 + 5.0, 8.0);
next.r_foot.ori = next.r_foot.ori = Quaternion::rotation_x(slow * -0.6)
Quaternion::rotation_x(foot * 0.6) * Quaternion::rotation_y(foot * -0.2); * Quaternion::rotation_y((slow * 0.2).min(0.0));
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_z(0.0) next.torso.ori = Quaternion::rotation_z(0.0)

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@ -1,5 +1,6 @@
use super::{super::Animation, CharacterSkeleton, SkeletonAttr}; use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::ToolKind; use common::comp::item::ToolKind;
use std::f32::consts::PI;
use vek::*; use vek::*;
pub struct ClimbAnimation; pub struct ClimbAnimation;
@ -21,66 +22,69 @@ impl Animation for ClimbAnimation {
*rate = speed; *rate = speed;
let constant = 1.0; let constant = 1.0;
let wave = (anim_time as f32 * constant as f32 * 1.5).sin(); let smooth = (anim_time as f32 * constant as f32 * 1.5).sin();
let wave_cos = (anim_time as f32 * constant as f32 * 1.5).cos(); let smootha = (anim_time as f32 * constant as f32 * 1.5 + PI / 2.0).sin();
let wave_test = (((5.0) let quick = (((5.0)
/ (0.6 + 4.0 * ((anim_time as f32 * constant as f32 * 1.5).sin()).powf(2.0 as f32))) / (0.6 + 4.0 * ((anim_time as f32 * constant as f32 * 1.5).sin()).powf(2.0 as f32)))
.sqrt()) .sqrt())
* ((anim_time as f32 * constant as f32 * 1.5).sin()); * ((anim_time as f32 * constant as f32 * 1.5).sin());
let wave_testc = (((5.0) let quicka = (((5.0)
/ (0.6 + 4.0 * ((anim_time as f32 * constant as f32 * 1.5).cos()).powf(2.0 as f32))) / (0.6
+ 4.0
* ((anim_time as f32 * constant as f32 * 1.5 + PI / 2.0).sin())
.powf(2.0 as f32)))
.sqrt()) .sqrt())
* ((anim_time as f32 * constant as f32 * 1.5).cos()); * ((anim_time as f32 * constant as f32 * 1.5 + PI / 2.0).sin());
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0, 0.0,
-4.0 + skeleton_attr.neck_forward, -4.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 13.50 + wave_cos * 0.2, skeleton_attr.neck_height + 13.50 + smootha * 0.2,
); );
next.head.ori = Quaternion::rotation_z(wave * 0.1) next.head.ori = Quaternion::rotation_z(smooth * 0.1)
* Quaternion::rotation_x(0.6) * Quaternion::rotation_x(0.6)
* Quaternion::rotation_y(wave_test * 0.1); * Quaternion::rotation_y(quick * 0.1);
next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 1.0, 5.0 + wave_cos * 1.1); next.chest.offset = Vec3::new(0.0, 1.0, 5.0 + smootha * 1.1);
next.chest.ori = Quaternion::rotation_z(wave_test * 0.25) next.chest.ori = Quaternion::rotation_z(quick * 0.25)
* Quaternion::rotation_x(-0.15) * Quaternion::rotation_x(-0.15)
* Quaternion::rotation_y(wave_test * -0.12); * Quaternion::rotation_y(quick * -0.12);
next.chest.scale = Vec3::one(); next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 1.0, -2.0); next.belt.offset = Vec3::new(0.0, 1.0, -2.0);
next.belt.ori = Quaternion::rotation_z(wave_test * 0.0) * Quaternion::rotation_x(0.0); next.belt.ori = Quaternion::rotation_z(quick * 0.0) * Quaternion::rotation_x(0.0);
next.belt.scale = Vec3::one(); next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 1.0, -5.0); next.shorts.offset = Vec3::new(0.0, 1.0, -5.0);
next.shorts.ori = Quaternion::rotation_z(wave_test * 0.0) next.shorts.ori = Quaternion::rotation_z(quick * 0.0)
* Quaternion::rotation_x(0.1) * Quaternion::rotation_x(0.1)
* Quaternion::rotation_y(wave_test * 0.10); * Quaternion::rotation_y(quick * 0.10);
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(-6.0, -0.25 + wave_testc * 1.5, 6.0 - wave_test * 4.0); next.l_hand.offset = Vec3::new(-6.0, -0.25 + quicka * 1.5, 6.0 - quick * 4.0);
next.l_hand.ori = Quaternion::rotation_x(2.2 + wave_testc * 0.5); next.l_hand.ori = Quaternion::rotation_x(2.2 + quicka * 0.5);
next.l_hand.scale = Vec3::one(); next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(6.0, -0.25 - wave_testc * 1.5, 6.0 + wave_test * 4.0); next.r_hand.offset = Vec3::new(6.0, -0.25 - quicka * 1.5, 6.0 + quick * 4.0);
next.r_hand.ori = Quaternion::rotation_x(2.2 - wave_testc * 0.5); next.r_hand.ori = Quaternion::rotation_x(2.2 - quicka * 0.5);
next.r_hand.scale = Vec3::one(); next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0 + wave_test * 2.5); next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0 + quick * 2.5);
next.l_foot.ori = Quaternion::rotation_x(0.2 - wave_testc * 0.5); next.l_foot.ori = Quaternion::rotation_x(0.2 - quicka * 0.5);
next.l_foot.scale = Vec3::one(); next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, 1.0, 6.0 - wave_test * 2.5); next.r_foot.offset = Vec3::new(3.4, 1.0, 6.0 - quick * 2.5);
next.r_foot.ori = Quaternion::rotation_x(0.2 + wave_testc * 0.5); next.r_foot.ori = Quaternion::rotation_x(0.2 + quicka * 0.5);
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7); next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
next.l_shoulder.ori = Quaternion::rotation_x(wave_cos * 0.15); next.l_shoulder.ori = Quaternion::rotation_x(smootha * 0.15);
next.l_shoulder.scale = Vec3::one() * 1.1; next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7); next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
next.r_shoulder.ori = Quaternion::rotation_x(wave * 0.15); next.r_shoulder.ori = Quaternion::rotation_x(smooth * 0.15);
next.r_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0); next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
@ -92,8 +96,7 @@ impl Animation for ClimbAnimation {
-5.0 + skeleton_attr.weapon_y, -5.0 + skeleton_attr.weapon_y,
18.0, 18.0,
); );
next.main.ori = next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + smootha * 0.25);
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_cos * 0.25);
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
next.second.offset = Vec3::new( next.second.offset = Vec3::new(
@ -108,7 +111,7 @@ impl Animation for ClimbAnimation {
next.lantern.ori = Quaternion::rotation_x(0.0); next.lantern.ori = Quaternion::rotation_x(0.0);
next.lantern.scale = Vec3::one() * 0.0; next.lantern.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(0.0, -0.2 + wave * -0.08, 0.4) * skeleton_attr.scaler; next.torso.offset = Vec3::new(0.0, -0.2 + smooth * -0.08, 0.4) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); next.torso.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;

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@ -20,7 +20,6 @@ impl Animation for DashAnimation {
) -> Self::Skeleton { ) -> Self::Skeleton {
*rate = 1.0; *rate = 1.0;
let mut next = (*skeleton).clone(); let mut next = (*skeleton).clone();
let constant = 8.0;
let lab = 1.0; let lab = 1.0;
let foot = (((5.0) let foot = (((5.0)
@ -33,11 +32,6 @@ impl Animation for DashAnimation {
.sqrt()) .sqrt())
* ((anim_time as f32 * lab as f32 * 12.4).sin()); * ((anim_time as f32 * lab as f32 * 12.4).sin());
let wave_cos = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 2.4).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * constant as f32 * 1.5).sin());
match active_tool_kind { match active_tool_kind {
//TODO: Inventory //TODO: Inventory
Some(ToolKind::Sword(_)) => { Some(ToolKind::Sword(_)) => {
@ -51,7 +45,7 @@ impl Animation for DashAnimation {
* Quaternion::rotation_y(0.0); * Quaternion::rotation_y(0.0);
next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 2.0); next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + slow * 2.0);
next.chest.ori = Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(-0.7); next.chest.ori = Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(-0.7);
next.chest.scale = Vec3::one(); next.chest.scale = Vec3::one();

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@ -20,12 +20,12 @@ impl Animation for GlidingAnimation {
let speed = Vec2::<f32>::from(velocity).magnitude(); let speed = Vec2::<f32>::from(velocity).magnitude();
let wave_slow = (anim_time as f32 * 7.0).sin(); let quick = (anim_time as f32 * 7.0).sin();
let wave_slow_cos = (anim_time as f32 * 7.0).cos(); let quicka = (anim_time as f32 * 7.0 + PI / 2.0).sin();
let wave_stop = (anim_time as f32 * 1.5).min(PI / 2.0).sin(); let wave_stop = (anim_time as f32 * 1.5).min(PI / 2.0).sin();
let wave_very_slow = (anim_time as f32 * 3.0).sin(); let slow = (anim_time as f32 * 3.0).sin();
let wave_very_slow_alt = (anim_time as f32 * 2.5).sin(); let slowb = (anim_time as f32 * 3.0 + PI).sin();
let wave_very_slow_cos = (anim_time as f32 * 3.0).cos(); let slowa = (anim_time as f32 * 3.0 + PI / 2.0).sin();
let head_look = Vec2::new( let head_look = Vec2::new(
((global_time + anim_time) as f32 / 4.0) ((global_time + anim_time) as f32 / 4.0)
@ -60,48 +60,40 @@ impl Animation for GlidingAnimation {
-2.0 + skeleton_attr.neck_forward, -2.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 12.0, skeleton_attr.neck_height + 12.0,
); );
next.head.ori = Quaternion::rotation_x(0.35 - wave_very_slow * 0.10 + head_look.y) next.head.ori = Quaternion::rotation_x(0.35 - slow * 0.10 + head_look.y)
* Quaternion::rotation_z(head_look.x + wave_very_slow_cos * 0.15); * Quaternion::rotation_z(head_look.x + slowa * 0.15);
next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, -2.0); next.chest.offset = Vec3::new(0.0, 0.0, -2.0);
next.chest.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.2); next.chest.ori = Quaternion::rotation_z(slowa * 0.2);
next.chest.scale = Vec3::one(); next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0); next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
next.belt.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.25); next.belt.ori = Quaternion::rotation_z(slowa * 0.25);
next.belt.scale = Vec3::one(); next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
next.shorts.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.35); next.shorts.ori = Quaternion::rotation_z(slowa * 0.35);
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new( next.l_hand.offset = Vec3::new(-9.5 + slowa * -1.5, -3.0 + slowa * 1.5, 6.0);
-9.5 + wave_very_slow_cos * -1.5, next.l_hand.ori = Quaternion::rotation_x(-2.7 + slowa * -0.1);
-3.0 + wave_very_slow_cos * 1.5,
6.0,
);
next.l_hand.ori = Quaternion::rotation_x(-2.7 + wave_very_slow_cos * -0.1);
next.l_hand.scale = Vec3::one(); next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new( next.r_hand.offset = Vec3::new(9.5 + slowa * -1.5, -3.0 + slowa * -1.5, 6.0);
9.5 + wave_very_slow_cos * -1.5, next.r_hand.ori = Quaternion::rotation_x(-2.7 + slowa * -0.10);
-3.0 + wave_very_slow_cos * -1.5,
6.0,
);
next.r_hand.ori = Quaternion::rotation_x(-2.7 + wave_very_slow_cos * -0.10);
next.r_hand.scale = Vec3::one(); next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, 1.0, -2.0); next.l_foot.offset = Vec3::new(-3.4, 1.0, -2.0);
next.l_foot.ori = Quaternion::rotation_x( next.l_foot.ori = Quaternion::rotation_x(
(wave_stop * -0.7 - wave_slow_cos * -0.21 + wave_very_slow * 0.19) * speed * 0.04, (wave_stop * -0.7 - quicka * -0.21 + slow * 0.19) * speed * 0.04,
); );
next.l_foot.scale = Vec3::one(); next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, 1.0, -2.0); next.r_foot.offset = Vec3::new(3.4, 1.0, -2.0);
next.r_foot.ori = Quaternion::rotation_x( next.r_foot.ori = Quaternion::rotation_x(
(wave_stop * -0.8 + wave_slow * -0.25 + wave_very_slow_alt * 0.13) * speed * 0.04, (wave_stop * -0.8 + quick * -0.25 + slowb * 0.13) * speed * 0.04,
); );
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
@ -113,9 +105,8 @@ impl Animation for GlidingAnimation {
next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, -13.0 + wave_very_slow * 0.10, 6.0); next.glider.offset = Vec3::new(0.0, -13.0 + slow * 0.10, 6.0);
next.glider.ori = next.glider.ori = Quaternion::rotation_x(1.0) * Quaternion::rotation_y(slowa * 0.04);
Quaternion::rotation_x(1.0) * Quaternion::rotation_y(wave_very_slow_cos * 0.04);
next.glider.scale = Vec3::one(); next.glider.scale = Vec3::one();
next.main.offset = Vec3::new( next.main.offset = Vec3::new(
@ -139,7 +130,7 @@ impl Animation for GlidingAnimation {
next.lantern.scale = Vec3::one() * 0.0; next.lantern.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(0.0, 6.0, 15.0) / 11.0 * skeleton_attr.scaler; next.torso.offset = Vec3::new(0.0, 6.0, 15.0) / 11.0 * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(-0.05 * speed.max(12.0) + wave_very_slow * 0.10) next.torso.ori = Quaternion::rotation_x(-0.05 * speed.max(12.0) + slow * 0.10)
* Quaternion::rotation_y(tilt * 16.0); * Quaternion::rotation_y(tilt * 16.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;

View File

@ -17,39 +17,25 @@ impl Animation for IdleAnimation {
) -> Self::Skeleton { ) -> Self::Skeleton {
let mut next = (*skeleton).clone(); let mut next = (*skeleton).clone();
let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin(); let wave_ultra_slow = (anim_time as f32 * 1.0).sin();
let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos(); let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI / 2.0).sin();
let wave_ultra_slow_abs = ((anim_time as f32 * 0.5 + PI).sin()) + 1.0; let head_abs = ((anim_time as f32 * 0.5 + PI).sin()) + 1.0;
/*let head_look = Vec2::new(
((global_time + anim_time) as f32 / 12.0)
.floor()
.mul(7331.0)
.sin()
* 0.5,
((global_time + anim_time) as f32 / 12.0)
.floor()
.mul(1337.0)
.sin()
* 0.25,
);*/
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right, 0.0 + skeleton_attr.neck_right,
-2.0 + skeleton_attr.neck_forward, -2.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 14.0 + wave_ultra_slow * 0.1, skeleton_attr.neck_height + 14.0 + wave_ultra_slow * 0.1 + head_abs * -0.5,
); );
/*next.head.ori =
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());*/
next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.head.scale = Vec3::one() * skeleton_attr.head_scale - head_abs * 0.05;
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_ultra_slow * 0.1); next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_ultra_slow * 0.1);
next.chest.ori = Quaternion::rotation_x(0.0); next.chest.ori = Quaternion::rotation_x(0.0);
next.chest.scale = Vec3::one() + wave_ultra_slow_abs * 0.05; next.chest.scale = Vec3::one() + head_abs * 0.05;
next.belt.offset = Vec3::new(0.0, 0.0, -2.0 + wave_ultra_slow * 0.1); next.belt.offset = Vec3::new(0.0, 0.0, -2.0 + wave_ultra_slow * 0.1);
next.belt.ori = Quaternion::rotation_x(0.0); next.belt.ori = Quaternion::rotation_x(0.0);
next.belt.scale = Vec3::one() + wave_ultra_slow_abs * 0.05; next.belt.scale = Vec3::one() - head_abs * 0.05;
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0 + wave_ultra_slow * 0.1); next.shorts.offset = Vec3::new(0.0, 0.0, -5.0 + wave_ultra_slow * 0.1);
next.shorts.ori = Quaternion::rotation_x(0.0); next.shorts.ori = Quaternion::rotation_x(0.0);
@ -67,10 +53,10 @@ impl Animation for IdleAnimation {
next.r_hand.offset = Vec3::new( next.r_hand.offset = Vec3::new(
7.0, 7.0,
-0.25 + wave_ultra_slow_cos * 0.15, -0.25 + wave_ultra_slow_cos * 0.15,
5.0 + wave_ultra_slow * 0.5 + wave_ultra_slow_abs * -0.05, 5.0 + wave_ultra_slow * 0.5 + head_abs * -0.05,
); );
next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06); next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06);
next.r_hand.scale = Vec3::one() + wave_ultra_slow_abs * -0.05; next.r_hand.scale = Vec3::one() + head_abs * -0.05;
next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0); next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0);
next.l_foot.ori = Quaternion::identity(); next.l_foot.ori = Quaternion::identity();
@ -82,11 +68,11 @@ impl Animation for IdleAnimation {
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 5.0); next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 5.0);
next.l_shoulder.ori = Quaternion::rotation_x(0.0); next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = (Vec3::one() + wave_ultra_slow_abs * -0.05) * 1.15; next.l_shoulder.scale = (Vec3::one() + head_abs * -0.05) * 1.15;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 5.0); next.r_shoulder.offset = Vec3::new(5.0, 0.0, 5.0);
next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = (Vec3::one() + wave_ultra_slow_abs * -0.05) * 1.15; next.r_shoulder.scale = (Vec3::one() + head_abs * -0.05) * 1.15;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0); next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
next.glider.ori = Quaternion::rotation_y(0.0); next.glider.ori = Quaternion::rotation_y(0.0);
@ -98,7 +84,7 @@ impl Animation for IdleAnimation {
18.0, 18.0,
); );
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
next.main.scale = Vec3::one() + wave_ultra_slow_abs * -0.05; next.main.scale = Vec3::one() + head_abs * -0.05;
next.second.offset = Vec3::new( next.second.offset = Vec3::new(
0.0 + skeleton_attr.weapon_x, 0.0 + skeleton_attr.weapon_x,

View File

@ -4,7 +4,6 @@ use std::f32::consts::PI;
use vek::*; use vek::*;
pub struct JumpAnimation; pub struct JumpAnimation;
impl Animation for JumpAnimation { impl Animation for JumpAnimation {
type Dependency = (Option<ToolKind>, f64); type Dependency = (Option<ToolKind>, f64);
type Skeleton = CharacterSkeleton; type Skeleton = CharacterSkeleton;
@ -17,17 +16,16 @@ impl Animation for JumpAnimation {
skeleton_attr: &SkeletonAttr, skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton { ) -> Self::Skeleton {
let mut next = (*skeleton).clone(); let mut next = (*skeleton).clone();
let wave = (anim_time as f32 * 14.0).sin(); let quick = (anim_time as f32 * 14.0).sin();
let wave_slow = (anim_time as f32 * 7.0).sin(); let slow = (anim_time as f32 * 7.0).sin();
let wave_stop = (anim_time as f32 * 4.5).min(PI / 2.0).sin(); let stop = (anim_time as f32 * 1.5).min(PI / 2.0).sin();
let wave_stop_alt = (anim_time as f32 * 5.0).min(PI / 2.0).sin();
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right, 0.0 + skeleton_attr.neck_right,
-3.0 + skeleton_attr.neck_forward, -3.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 13.0, skeleton_attr.neck_height + 13.0,
); );
next.head.ori = Quaternion::rotation_x(0.25 + wave_stop * 0.1 + wave_slow * 0.04); next.head.ori = Quaternion::rotation_x(0.25 + stop * 0.1 + slow * 0.04);
next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 8.0); next.chest.offset = Vec3::new(0.0, 0.0, 8.0);
@ -43,37 +41,37 @@ impl Animation for JumpAnimation {
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new( next.l_hand.offset = Vec3::new(
-6.0 + wave_stop * -1.8, -6.0 + stop * -1.8,
-0.25 + wave_stop * 1.7, -0.25 + stop * 2.0,
2.0 + wave_stop * 3.2 - wave * 0.4, 2.0 + stop * 3.2 - quick * 0.4,
); );
next.l_hand.ori = Quaternion::rotation_x(wave_stop_alt * 1.2 + wave_slow * 0.2) next.l_hand.ori =
* Quaternion::rotation_y(wave_stop_alt * 0.2); Quaternion::rotation_x(stop * 1.2 + slow * 0.3) * Quaternion::rotation_y(stop * 0.2);
next.l_hand.scale = Vec3::one(); next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new( next.r_hand.offset = Vec3::new(
6.0 + wave_stop * 1.8, 6.0 + stop * 1.8,
-0.25 + wave_stop * -1.7, -0.25 + stop * -2.0,
2.0 + wave_stop * 3.2 - wave * 0.4, 2.0 + stop * 3.2 - quick * 0.4,
); );
next.r_hand.ori = Quaternion::rotation_x(-wave_stop_alt * 1.2 + wave_slow * -0.2) next.r_hand.ori =
* Quaternion::rotation_y(wave_stop_alt * -0.2); Quaternion::rotation_x(-stop * 1.2 + slow * -0.3) * Quaternion::rotation_y(stop * -0.2);
next.r_hand.scale = Vec3::one(); next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0); next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0);
next.l_foot.ori = Quaternion::rotation_x(wave_stop * -1.2 + wave_slow * -0.2); next.l_foot.ori = Quaternion::rotation_x(stop * -1.2 + slow * -0.3);
next.l_foot.scale = Vec3::one(); next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, -1.0, 6.0); next.r_foot.offset = Vec3::new(3.4, -1.0, 6.0);
next.r_foot.ori = Quaternion::rotation_x(wave_stop * 1.2 + wave_slow * 0.2); next.r_foot.ori = Quaternion::rotation_x(stop * 1.2 + slow * 0.3);
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7); next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
next.l_shoulder.ori = Quaternion::rotation_x(wave_stop_alt * 0.3); next.l_shoulder.ori = Quaternion::rotation_x(stop * 0.3);
next.l_shoulder.scale = Vec3::one() * 1.1; next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7); next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
next.r_shoulder.ori = Quaternion::rotation_x(-wave_stop_alt * 0.3); next.r_shoulder.ori = Quaternion::rotation_x(-stop * 0.3);
next.r_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, 0.0, 10.0); next.glider.offset = Vec3::new(0.0, 0.0, 10.0);

View File

@ -18,12 +18,10 @@ impl Animation for SitAnimation {
) -> Self::Skeleton { ) -> Self::Skeleton {
let mut next = (*skeleton).clone(); let mut next = (*skeleton).clone();
let wave_slow = (anim_time as f32 * 1.0 + PI).sin(); let slow = (anim_time as f32 * 1.0).sin();
let wave_slow_cos = (anim_time as f32 * 1.0 + PI).cos(); let slowa = (anim_time as f32 * 1.0 + PI / 2.0).sin();
let wave_stop = (anim_time as f32 * 3.0).min(PI / 2.0).sin(); let stop = (anim_time as f32 * 3.0).min(PI / 2.0).sin();
let wave_slow_abs = ((anim_time as f32 * 0.5 + PI).sin()) + 1.0; let slow_abs = ((anim_time as f32 * 0.3).sin()) + 1.0;
let wave_ultra_slow = (anim_time as f32 * 0.3 + PI).sin();
let wave_ultra_slow_cos = (anim_time as f32 * 0.3 + PI).cos();
let head_look = Vec2::new( let head_look = Vec2::new(
((global_time + anim_time) as f32 / 18.0) ((global_time + anim_time) as f32 / 18.0)
@ -40,68 +38,48 @@ impl Animation for SitAnimation {
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right, 0.0 + skeleton_attr.neck_right,
-3.0 + skeleton_attr.neck_forward, -3.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 14.0 + wave_slow * 0.1 + wave_stop * -0.8, skeleton_attr.neck_height + 14.0 + slow * 0.1 + stop * -0.8,
); );
next.head.ori = next.head.ori = Quaternion::rotation_z(head_look.x + slow * 0.2 - slow * 0.1)
Quaternion::rotation_z(head_look.x + wave_ultra_slow * 0.2 - wave_slow * 0.1) * Quaternion::rotation_x((slowa * -0.1 + slow * 0.1 + head_look.y).abs());
* Quaternion::rotation_x(
(wave_ultra_slow_cos * -0.2 + wave_slow * 0.1 + head_look.y).abs(),
);
next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new( next.chest.offset = Vec3::new(0.0, stop * -0.4, 7.0 + slow * 0.1 + stop * -0.8);
0.0, next.chest.ori = Quaternion::rotation_x(stop * 0.15);
wave_stop * -0.4, next.chest.scale = Vec3::one() + slow_abs * 0.05;
7.0 + wave_slow * 0.1 + wave_stop * -0.8,
);
next.chest.ori = Quaternion::rotation_x(wave_stop * 0.15);
next.chest.scale = Vec3::one() + wave_slow_abs * 0.05;
next.belt.offset = Vec3::new(0.0, wave_stop * 1.2, -2.0); next.belt.offset = Vec3::new(0.0, stop * 1.2, -2.0);
next.belt.ori = Quaternion::rotation_x(wave_stop * 0.3); next.belt.ori = Quaternion::rotation_x(stop * 0.3);
next.belt.scale = (Vec3::one() + wave_slow_abs * 0.05) * 1.02; next.belt.scale = (Vec3::one() + slow_abs * 0.05) * 1.02;
next.shorts.offset = Vec3::new(0.0, wave_stop * 2.5, -5.0 + wave_stop * 0.6); next.shorts.offset = Vec3::new(0.0, stop * 2.5, -5.0 + stop * 0.6);
next.shorts.ori = Quaternion::rotation_x(wave_stop * 0.6); next.shorts.ori = Quaternion::rotation_x(stop * 0.6);
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new( next.l_hand.offset = Vec3::new(-6.0, -0.25 + slowa * 0.15, 6.0 + slow * 0.7 + stop * -2.0);
-6.0,
-0.25 + wave_ultra_slow_cos * 0.15,
7.0 + wave_ultra_slow * 0.7 + wave_stop * -2.0,
);
next.l_hand.ori = next.l_hand.ori = Quaternion::rotation_x(0.0 + slowa * -0.1 + slow * 0.1);
Quaternion::rotation_x(0.0 + wave_slow_cos * -0.1 + wave_ultra_slow * 0.1); next.l_hand.scale = Vec3::one() + slow_abs * -0.05;
next.l_hand.scale = Vec3::one() + wave_slow_abs * -0.05;
next.r_hand.offset = Vec3::new( next.r_hand.offset = Vec3::new(6.0, -0.25 + slowa * 0.15, 6.0 + slow * 0.7 + stop * -2.0);
6.0, next.r_hand.ori = Quaternion::rotation_x(0.0 + slow * -0.1 + slowa * 0.1);
-0.25 + wave_ultra_slow_cos * 0.15, next.r_hand.scale = Vec3::one() + slow_abs * -0.05;
7.0 + wave_ultra_slow * 0.7 + wave_stop * -2.0,
);
next.r_hand.ori =
Quaternion::rotation_x(0.0 + wave_slow * -0.1 + wave_ultra_slow_cos * 0.1);
next.r_hand.scale = Vec3::one() + wave_slow_abs * -0.05;
next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0); next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0);
next.l_foot.ori = next.l_foot.ori = Quaternion::rotation_x(slow * 0.1 + stop * 1.2 + slow * 0.1);
Quaternion::rotation_x(wave_slow * 0.1 + wave_stop * 1.2 + wave_ultra_slow * 0.1);
next.l_foot.scale = Vec3::one(); next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, -0.1, 8.0); next.r_foot.offset = Vec3::new(3.4, -0.1, 8.0);
next.r_foot.ori = Quaternion::rotation_x( next.r_foot.ori = Quaternion::rotation_x(slowa * 0.1 + stop * 1.2 + slowa * 0.1);
wave_slow_cos * 0.1 + wave_stop * 1.2 + wave_ultra_slow_cos * 0.1,
);
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7); next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
next.l_shoulder.ori = Quaternion::rotation_x(0.0); next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = (Vec3::one() + wave_slow_abs * -0.05) * 1.15; next.l_shoulder.scale = (Vec3::one() + slow_abs * -0.05) * 1.15;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7); next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = (Vec3::one() + wave_slow_abs * -0.05) * 1.15; next.r_shoulder.scale = (Vec3::one() + slow_abs * -0.05) * 1.15;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0); next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
next.glider.ori = Quaternion::rotation_y(0.0); next.glider.ori = Quaternion::rotation_y(0.0);
@ -113,7 +91,7 @@ impl Animation for SitAnimation {
15.0, 15.0,
); );
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
next.main.scale = Vec3::one() + wave_slow_abs * -0.05; next.main.scale = Vec3::one() + slow_abs * -0.05;
next.second.offset = Vec3::new( next.second.offset = Vec3::new(
0.0 + skeleton_attr.weapon_x, 0.0 + skeleton_attr.weapon_x,
@ -127,7 +105,7 @@ impl Animation for SitAnimation {
next.lantern.ori = Quaternion::rotation_x(0.0); next.lantern.ori = Quaternion::rotation_x(0.0);
next.lantern.scale = Vec3::one() * 0.0; next.lantern.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(0.0, -0.2, wave_stop * -0.16) * skeleton_attr.scaler; next.torso.offset = Vec3::new(0.0, -0.2, stop * -0.16) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(0.0); next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;

View File

@ -36,23 +36,23 @@ impl Animation for StandAnimation {
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right, 0.0 + skeleton_attr.neck_right,
-3.0 + skeleton_attr.neck_forward, -3.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 14.0 + slow * 0.3, //21 skeleton_attr.neck_height + 14.0 + slow * 0.3 + breathe * -0.05,
); );
next.head.ori = next.head.ori =
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs()); Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.head.scale = Vec3::one() * skeleton_attr.head_scale + breathe * -0.05;
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + slow * 0.3); next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + slow * 0.3);
next.chest.ori = Quaternion::rotation_z(head_look.x * 0.6); next.chest.ori = Quaternion::rotation_z(head_look.x * 0.6);
next.chest.scale = Vec3::one() * 1.01; next.chest.scale = Vec3::one() * 1.01 + breathe * 0.05;
next.belt.offset = Vec3::new(0.0, 0.0, -2.0); //5 next.belt.offset = Vec3::new(0.0, 0.0, -2.0); //5
next.belt.ori = Quaternion::rotation_z(head_look.x * -0.1); next.belt.ori = Quaternion::rotation_z(head_look.x * -0.1);
next.belt.scale = Vec3::one() + breathe * 0.05; next.belt.scale = Vec3::one() + breathe * -0.05;
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); //2 next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); //2
next.shorts.ori = Quaternion::rotation_x(head_look.x * -0.2); next.shorts.ori = Quaternion::rotation_x(head_look.x * -0.2);
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one() + breathe * -0.05;
next.l_hand.offset = Vec3::new(-7.0, -0.25 + slow * 0.15, 5.0 + slow * 0.5); next.l_hand.offset = Vec3::new(-7.0, -0.25 + slow * 0.15, 5.0 + slow * 0.5);