Add curve to mermaid tail dependant on seat
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16f2464144
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13
script.lua
13
script.lua
@ -608,13 +608,18 @@ function animateMTail(val)
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local chest_rot = 3
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local period=2*math.pi
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local amplitude_multiplier=1
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local curve=0
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-- TODO vanilla model manipulation broke, add chestplate model
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-- armor_model.CHESTPLATE:setRot(vec( -wave(val, period, math.rad(3)), 0, 0 ))
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-- this makes it work with partial vanilla
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-- vanilla_model.BODY:setRot(vec( -wave(val, period, math.rad(3)), 0, 0 ))
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-- vanilla_model.JACKET:setRot(vec( -wave(val, period, math.rad(3)), 0, 0 ))
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if player:getVehicle() then
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local vehicle = player:getVehicle()
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if vehicle then
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if vehicle:getType() ~= "create:seat" then
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curve=22
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end
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period=4*math.pi
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amplitude_multiplier=0.33
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TAIL_BONES[1]:setRot(vec(85,0,0))
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@ -626,9 +631,9 @@ function animateMTail(val)
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TAIL_BONES[1]:setRot(vec( wave(val-1, period, 7*amplitude_multiplier), 0, 0 ))
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end
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TAIL_BONES[2]:setRot(vec( wave(val-2, period, 8*amplitude_multiplier), 0, 0 ))
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TAIL_BONES[3]:setRot(vec( wave(val-3, period, 12*amplitude_multiplier), 0, 0 ))
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TAIL_BONES[4]:setRot(vec( wave(val-4, period, 15*amplitude_multiplier), 0, 0 ))
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TAIL_BONES[2]:setRot(vec( wave(val-2, period, 8*amplitude_multiplier) + curve, 0, 0 ))
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TAIL_BONES[3]:setRot(vec( wave(val-3, period, 12*amplitude_multiplier) + curve, 0, 0 ))
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TAIL_BONES[4]:setRot(vec( wave(val-4, period, 15*amplitude_multiplier) + curve, 0, 0 ))
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end
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tail_original_rot={}
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for k, v in ipairs(REG_TAIL_BONES) do
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