Dual Cross Cut

This commit is contained in:
uniior 2024-07-08 12:02:01 -04:00
parent ef3489806e
commit fc6b87d5ca

View File

@ -790,21 +790,27 @@ impl Animation for MultiAction {
next.control_r.position = Vec3::new(-s_a.sc.0, s_a.sc.1, s_a.sc.2); next.control_r.position = Vec3::new(-s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control_r.orientation = Quaternion::rotation_x(-s_a.sc.3); next.control_r.orientation = Quaternion::rotation_x(-s_a.sc.3);
next.control_l.position += Vec3::new(move1 * 3.0, move1 * 4.0, move1 * 8.0); next.control_l.position += Vec3::new(move1 * 1.0, move1 * 6.0, move1 * 13.0);
next.control_l.orientation.rotate_x(move1 * 1.0); next.control_l.orientation.rotate_x(move1 * 1.0);
next.control_l.orientation.rotate_z(move1 * -0.5); next.control_l.orientation.rotate_z(move1 * -0.5);
next.control_l.orientation.rotate_y(move1 * -0.3); next.control_l.orientation.rotate_y(move1 * -0.3);
next.control_r.position += Vec3::new(move1 * -3.0, move1 * 4.0, move1 * 8.0); next.control_r.position += Vec3::new(move1 * -1.0, move1 * 6.0, move1 * 13.0);
next.control_r.orientation.rotate_x(move1 * -1.0); next.control_r.orientation.rotate_x(move1 * -1.0);
next.control_r.orientation.rotate_z(move1 * 0.5); next.control_r.orientation.rotate_z(move1 * 0.5);
next.control_r.orientation.rotate_y(move1 * 0.3); next.control_r.orientation.rotate_y(move1 * 0.3);
next.head.orientation = Quaternion::rotation_x(move1 * 0.15 + move2 * -0.3);
next.foot_r.position += Vec3::new(0.0, move1 * -1.0, 0.0);
next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
next.control_l.orientation.rotate_x(move2 * -1.9); next.head.position += Vec3::new(0.0, move2 * 1.0, 0.0);
next.foot_l.position += Vec3::new(0.0, move2 * 2.0, 0.0);
next.chest.position += Vec3::new(0.0, move2 * 2.0, 0.0);
next.control_l.orientation.rotate_x(move2 * -2.3);
next.control_l.orientation.rotate_z(move2 * -0.4); next.control_l.orientation.rotate_z(move2 * -0.4);
next.control_l.position += Vec3::new(move2 * 8.0, move2 * 2.0, move2 * -9.0); next.control_l.position += Vec3::new(move2 * 11.0, move2 * 2.0, move2 * -14.0);
next.control_r.orientation.rotate_x(move2 * -1.5); next.control_r.orientation.rotate_x(move2 * -1.6);
next.control_r.orientation.rotate_z(move2 * 0.4); next.control_r.orientation.rotate_z(move2 * 0.4);
next.control_r.position += Vec3::new(move2 * -8.0, move2 * 2.0, move2 * -9.0); next.control_r.position += Vec3::new(move2 * -11.0, move2 * 2.0, move2 * -14.0);
}, },
Some("common.abilities.sword.crippling_bloody_gash") => { Some("common.abilities.sword.crippling_bloody_gash") => {
let move1 = move1base.powf(0.25) * multi_action_pullback; let move1 = move1base.powf(0.25) * multi_action_pullback;