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Better walking animation
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110e36e468
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@ -433,8 +433,8 @@ impl CharacterSkeleton {
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* ((acc_vel * lab * 1.6).sin());
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self.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
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self.lantern.orientation =
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Quaternion::rotation_x(shorte * 0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4);
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self.lantern.orientation = Quaternion::rotation_x(shorte * 0.7 * speednorm.powi(2) + 0.4)
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* Quaternion::rotation_y(shorte * 0.4 * speednorm.powi(2));
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self.lantern.scale = Vec3::one() * 0.65;
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self.hold.scale = Vec3::one() * 0.0;
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@ -152,7 +152,7 @@ impl Animation for RunAnimation {
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next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
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next.back.orientation =
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Quaternion::rotation_x(-0.05 + short * 0.02 + noisea * 0.02 + noiseb * 0.02)
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* Quaternion::rotation_y(foothorir * 0.2);
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* Quaternion::rotation_y(foothorir * 0.35 * speednorm.powi(2));
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next.shorts.position = Vec3::new(0.0, 0.65 + s_a.shorts.0, 0.65 * speednorm + s_a.shorts.1);
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next.shorts.orientation = Quaternion::rotation_x(0.2 * speednorm)
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@ -163,22 +163,24 @@ impl Animation for RunAnimation {
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-s_a.hand.0 * 1.2 - foothorir * 1.3 * speednorm
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+ (foothoril.abs().powi(2) - 0.5) * speednorm * 4.0,
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s_a.hand.1 * 1.3 + foothorir * -7.0 * speednorm.powi(2) * (1.0 - sideabs),
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s_a.hand.2 - foothorir * 2.75 * speednorm + foothoril.abs().powi(3) * speednorm * 8.0,
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s_a.hand.2 - foothorir * 2.75 * speednorm
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+ foothoril.abs().powi(3) * speednorm.powi(2) * 8.0,
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);
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next.hand_l.orientation =
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Quaternion::rotation_x(
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0.6 * speednorm + (footrotr * -1.5 + 0.5) * speednorm * (1.0 - sideabs),
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0.6 * speednorm + (footrotr * -1.5 + 0.5) * speednorm.powi(2) * (1.0 - sideabs),
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) * Quaternion::rotation_y(footrotr * 0.4 * speednorm + PI * 0.07);
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next.hand_r.position = Vec3::new(
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s_a.hand.0 * 1.2 + foothoril * 1.3 * speednorm
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- (foothorir.abs().powi(2) - 0.5) * speednorm * 4.0,
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s_a.hand.1 * 1.3 + foothoril * -7.0 * speednorm.powi(2) * (1.0 - sideabs),
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s_a.hand.2 - foothoril * 2.75 * speednorm + foothorir.abs().powi(3) * speednorm * 8.0,
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s_a.hand.2 - foothoril * 2.75 * speednorm
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+ foothorir.abs().powi(3) * speednorm.powi(2) * 8.0,
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);
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next.hand_r.orientation =
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Quaternion::rotation_x(
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0.6 * speednorm + (footrotl * -1.5 + 0.5) * speednorm * (1.0 - sideabs),
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0.6 * speednorm + (footrotl * -1.5 + 0.5) * speednorm.powi(2) * (1.0 - sideabs),
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) * Quaternion::rotation_y(footrotl * -0.4 * speednorm - PI * 0.07);
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next.foot_l.position = Vec3::new(
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