]> Untitled Git - frog-ninja.git/blobdiff - skin/prototype_skin.tscn
Added shooting, more proper sword stuff
[frog-ninja.git] / skin / prototype_skin.tscn
index c653b43f0db9738f73a7ca1a66d3a448d2eff203..d34935c649450744d134b2ba26f9ebae201b2762 100644 (file)
@@ -2,8 +2,8 @@
 
 [ext_resource type="PackedScene" uid="uid://bnmnurravolxk" path="res://model/prototype.glb" id="1_jji2g"]
 [ext_resource type="Script" uid="uid://cirxg6yaodoab" path="res://skin/skin.gd" id="2_bmadk"]
-[ext_resource type="PackedScene" uid="uid://c465xpmcc4rh1" path="res://skin/prototype_sword_skin.tscn" id="2_s02u1"]
 [ext_resource type="PackedScene" uid="uid://bfolm8rrgm87w" path="res://skin/prototype_gun_skin.tscn" id="3_bmadk"]
+[ext_resource type="PackedScene" uid="uid://b3idqb7fb550a" path="res://player/sword.tscn" id="4_bmadk"]
 
 [sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_kang0"]
 animation = &"attack-gunfire"
@@ -60,6 +60,7 @@ min_space = 0.0
 max_space = 16.0
 
 [sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_s02u1"]
+graph_offset = Vector2(-351.668, 53.3853)
 nodes/Animation/node = SubResource("AnimationNodeAnimation_i12oj")
 nodes/Animation/position = Vector2(-80, 510)
 "nodes/Animation 2/node" = SubResource("AnimationNodeAnimation_kang0")
@@ -73,7 +74,7 @@ nodes/TimeScale/position = Vector2(890, 90)
 nodes/dashing/node = SubResource("AnimationNodeAnimation_gs4tf")
 nodes/dashing/position = Vector2(-150, 310)
 nodes/movement/node = SubResource("AnimationNodeTransition_i12oj")
-nodes/movement/position = Vector2(510, 120)
+nodes/movement/position = Vector2(500, 120)
 nodes/output/position = Vector2(1210, 100)
 nodes/walking/node = SubResource("AnimationNodeBlendSpace1D_gs4tf")
 nodes/walking/position = Vector2(-250, 100)
@@ -83,80 +84,80 @@ node_connections = [&"TimeScale", 0, &"movement", &"TimeScale 2", 0, &"Animation
 script = ExtResource("2_bmadk")
 
 [node name="Skeleton3D" parent="." index="0"]
-bones/0/position = Vector3(0.255873, 0.842351, 0.257018)
-bones/0/rotation = Quaternion(0.547158, -0.630382, 0.0729679, 0.545812)
-bones/1/position = Vector3(-0.296739, 0.832353, -0.17782)
-bones/1/rotation = Quaternion(0.410752, 0.449975, 0.41196, 0.677565)
-bones/3/position = Vector3(-0.00317644, 0.970107, 0.00542627)
-bones/3/rotation = Quaternion(0.0145589, -0.330526, -0.00234417, 0.943682)
+bones/0/position = Vector3(0.262053, 0.82787, 0.248012)
+bones/0/rotation = Quaternion(0.556195, -0.611889, 0.0754563, 0.557266)
+bones/1/position = Vector3(-0.282775, 0.821772, -0.183114)
+bones/1/rotation = Quaternion(0.411676, 0.450333, 0.41405, 0.67549)
+bones/3/position = Vector3(0.00461849, 0.967352, 0.000256157)
+bones/3/rotation = Quaternion(0.0189196, -0.330894, -0.0030936, 0.943473)
 bones/4/rotation = Quaternion(-0.0801557, -2.41264e-07, -4.07088e-07, 0.996782)
-bones/5/rotation = Quaternion(0.0948791, 0.0410984, -0.00984408, 0.994591)
+bones/5/rotation = Quaternion(0.10004, 0.0414301, -0.0106079, 0.994064)
 bones/5/scale = Vector3(1, 1, 1)
-bones/6/rotation = Quaternion(0.107621, 0.122443, -0.0114329, 0.986557)
+bones/6/rotation = Quaternion(0.112859, 0.123421, -0.0121759, 0.985841)
 bones/6/scale = Vector3(1, 0.999996, 1)
-bones/7/rotation = Quaternion(0.226928, -0.010138, 0.00281294, 0.973855)
-bones/8/rotation = Quaternion(-0.165356, 0.179767, -0.0306663, 0.969227)
-bones/9/rotation = Quaternion(-0.0485325, -0.00390478, -0.0174275, 0.998662)
-bones/10/position = Vector3(-0.00317646, 0.970107, 0.00542627)
-bones/10/rotation = Quaternion(0.261209, 0.851849, 0.440938, -0.108155)
-bones/11/position = Vector3(-0.00317632, 0.970107, 0.00542637)
-bones/11/rotation = Quaternion(-0.467207, 0.601908, 0.180107, 0.622082)
-bones/12/position = Vector3(0.0707533, 0.901658, 0.0428463)
-bones/12/rotation = Quaternion(0.921665, 0.0305327, 0.321693, 0.214745)
-bones/12/scale = Vector3(1.01669, 0.967441, 1.01669)
-bones/13/rotation = Quaternion(-1.22986e-07, -0.0245759, -4.10061e-08, 0.999698)
-bones/14/rotation = Quaternion(0.175418, -0.0254255, 0.00436322, 0.984156)
-bones/14/scale = Vector3(0.999989, 0.994191, 1.00639)
-bones/15/rotation = Quaternion(-3.75791e-08, 0.0369838, 1.0712e-08, 0.999316)
-bones/16/rotation = Quaternion(-0.41303, 0.0362973, 0.109206, 0.903417)
-bones/16/scale = Vector3(0.985371, 1.00299, 1.01309)
-bones/17/rotation = Quaternion(-0.024165, 0.934336, -0.355366, -0.0121824)
+bones/7/rotation = Quaternion(0.206167, -0.0102952, 0.00383805, 0.978455)
+bones/8/rotation = Quaternion(-0.165318, 0.180943, -0.030867, 0.969008)
+bones/9/rotation = Quaternion(-0.0669052, -0.00504943, -0.0278085, 0.997359)
+bones/10/position = Vector3(0.00461848, 0.967352, 0.000256154)
+bones/10/rotation = Quaternion(0.25993, 0.850151, 0.444681, -0.109262)
+bones/11/position = Vector3(0.00461861, 0.967352, 0.000256251)
+bones/11/rotation = Quaternion(-0.464996, 0.600531, 0.183025, 0.624214)
+bones/12/position = Vector3(0.0786043, 0.898698, 0.0371982)
+bones/12/rotation = Quaternion(0.920193, 0.0263784, 0.321288, 0.222088)
+bones/12/scale = Vector3(1.01676, 0.967304, 1.01676)
+bones/13/rotation = Quaternion(-1.20094e-07, -0.0243985, -3.85265e-08, 0.999702)
+bones/14/rotation = Quaternion(0.181014, -0.0243744, 0.00432022, 0.983169)
+bones/14/scale = Vector3(0.999989, 0.993999, 1.0066)
+bones/15/rotation = Quaternion(-3.75836e-08, 0.0366999, 1.82359e-08, 0.999326)
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+bones/16/scale = Vector3(0.98543, 1.00332, 1.01272)
+bones/17/rotation = Quaternion(-0.0228111, 0.935177, -0.353005, -0.0176651)
 bones/17/scale = Vector3(0.999462, 1.00037, 1.00017)
-bones/18/position = Vector3(-0.0575325, 0.903964, -0.0595477)
-bones/18/rotation = Quaternion(0.938392, -0.102573, 0.328216, -0.0342664)
-bones/18/scale = Vector3(1.01532, 0.970059, 1.01532)
-bones/19/rotation = Quaternion(-7.70385e-10, 0.086999, 1.27716e-08, 0.996208)
-bones/20/rotation = Quaternion(0.215068, 0.0864443, -0.018495, 0.97259)
-bones/20/scale = Vector3(0.999992, 0.992173, 1.00852)
-bones/21/rotation = Quaternion(-3.69935e-08, 0.0721317, -7.4503e-09, 0.997395)
-bones/22/rotation = Quaternion(-0.561055, 0.0714733, -0.109943, 0.817326)
-bones/22/scale = Vector3(0.988316, 0.989831, 1.02291)
-bones/23/rotation = Quaternion(-0.00195269, 0.937019, -0.349253, -0.00363733)
+bones/18/position = Vector3(-0.0496132, 0.901705, -0.065263)
+bones/18/rotation = Quaternion(0.937905, -0.110583, 0.327875, -0.0245877)
+bones/18/scale = Vector3(1.016, 0.968744, 1.016)
+bones/19/rotation = Quaternion(3.33886e-09, 0.0870118, 1.35935e-08, 0.996207)
+bones/20/rotation = Quaternion(0.228565, 0.0864795, -0.019731, 0.969479)
+bones/20/scale = Vector3(0.999994, 0.990947, 1.00987)
+bones/21/rotation = Quaternion(-1.73251e-08, 0.0714689, 4.8656e-09, 0.997443)
+bones/22/rotation = Quaternion(-0.562268, 0.070568, -0.110012, 0.816561)
+bones/22/scale = Vector3(0.987866, 0.989292, 1.02398)
+bones/23/rotation = Quaternion(-0.00183115, 0.937092, -0.349063, -0.00337386)
 bones/23/scale = Vector3(0.999647, 1.00025, 1.0001)
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-bones/24/rotation = Quaternion(0.1702, -0.0970898, -0.0620517, 0.97865)
-bones/25/position = Vector3(0.0549644, 1.6112, 0.175643)
-bones/25/rotation = Quaternion(-0.385611, 0.00480359, -0.369344, 0.845498)
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-bones/26/rotation = Quaternion(0.758216, -0.0410669, 0.637793, -0.129004)
+bones/24/position = Vector3(0.0591595, 1.57526, 0.161271)
+bones/24/rotation = Quaternion(0.144751, -0.0981269, -0.071335, 0.982003)
+bones/25/position = Vector3(0.0631231, 1.60957, 0.172062)
+bones/25/rotation = Quaternion(-0.407157, 0.00223336, -0.378116, 0.831412)
+bones/26/position = Vector3(0.0819499, 1.62071, 0.15176)
+bones/26/rotation = Quaternion(0.762214, -0.0343937, 0.638181, -0.102823)
 bones/26/scale = Vector3(1.00001, 0.999978, 1.00001)
 bones/27/scale = Vector3(0.999989, 1.00002, 0.999994)
-bones/28/position = Vector3(0.0614886, 1.55988, 0.161545)
-bones/28/rotation = Quaternion(0.139772, -0.396061, 0.211622, 0.882505)
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-bones/29/rotation = Quaternion(0.159985, 0.0870801, 0.147275, 0.972179)
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-bones/30/rotation = Quaternion(-0.392741, -0.0573782, 0.42884, 0.811516)
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-bones/31/rotation = Quaternion(0.767459, 0.107051, -0.627688, -0.074525)
+bones/28/position = Vector3(0.0685826, 1.55728, 0.160451)
+bones/28/rotation = Quaternion(0.113933, -0.390131, 0.210787, 0.889037)
+bones/29/position = Vector3(-0.10582, 1.5649, 0.158545)
+bones/29/rotation = Quaternion(0.137339, 0.0912337, 0.133476, 0.97724)
+bones/30/position = Vector3(-0.114358, 1.59843, 0.169137)
+bones/30/rotation = Quaternion(-0.412192, -0.0402602, 0.421712, 0.80662)
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+bones/31/rotation = Quaternion(0.768693, 0.0825171, -0.631128, -0.0630855)
 bones/31/scale = Vector3(1.00001, 0.999994, 1)
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-bones/33/rotation = Quaternion(0.111481, 0.384738, -0.134101, 0.906403)
-bones/34/position = Vector3(-0.0274365, 1.50341, 0.2595)
-bones/34/rotation = Quaternion(-0.598382, -0.034649, 0.0260155, 0.800038)
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-bones/35/rotation = Quaternion(-0.748107, -0.0392015, 0.0184541, 0.662162)
+bones/33/position = Vector3(-0.112858, 1.54613, 0.157522)
+bones/33/rotation = Quaternion(0.0932082, 0.382244, -0.15425, 0.906316)
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+bones/34/rotation = Quaternion(-0.618207, -0.0251232, 0.0191175, 0.785381)
+bones/35/position = Vector3(-0.0224686, 1.51994, 0.301167)
+bones/35/rotation = Quaternion(-0.764541, -0.0284765, 0.0136292, 0.643801)
 bones/35/scale = Vector3(1.00001, 0.999983, 1.00001)
 bones/36/rotation = Quaternion(0.172811, -6.05809e-08, 3.59375e-07, 0.984955)
 bones/36/scale = Vector3(0.99999, 1.00002, 0.999994)
-bones/37/position = Vector3(-0.0133304, 1.52172, 0.270425)
-bones/37/rotation = Quaternion(-0.126146, 0.583386, 0.775924, 0.204179)
-bones/38/position = Vector3(-0.0448914, 1.51908, 0.269655)
-bones/38/rotation = Quaternion(0.0583374, 0.596639, 0.759112, -0.253707)
-bones/39/position = Vector3(0.0131592, 1.57892, 0.248052)
-bones/39/rotation = Quaternion(-0.034649, 0.598383, 0.800038, -0.0260155)
-bones/40/position = Vector3(-0.00922233, 1.56741, 0.264273)
-bones/40/rotation = Quaternion(0.716653, 0.587847, 0.288865, -0.239586)
+bones/37/position = Vector3(-0.0065094, 1.52625, 0.271411)
+bones/37/rotation = Quaternion(-0.122491, 0.604244, 0.75922, 0.208496)
+bones/38/position = Vector3(-0.0381879, 1.52434, 0.270883)
+bones/38/rotation = Quaternion(0.0733172, 0.613822, 0.746908, -0.244899)
+bones/39/position = Vector3(0.0211195, 1.58169, 0.246151)
+bones/39/rotation = Quaternion(-0.0251232, 0.618207, 0.785381, -0.0191175)
+bones/40/position = Vector3(-0.00136522, 1.57144, 0.26293)
+bones/40/rotation = Quaternion(0.729785, 0.585885, 0.275263, -0.219963)
 bones/40/scale = Vector3(0.999995, 1.00001, 0.999995)
 bones/41/rotation = Quaternion(0.0748491, -0.0181048, -0.043127, 0.996097)
 bones/41/scale = Vector3(1.00001, 0.999982, 1.00001)
@@ -164,8 +165,8 @@ bones/42/rotation = Quaternion(0.274347, -0.0136375, -0.129823, 0.95273)
 bones/42/scale = Vector3(0.999995, 1.00001, 0.999997)
 bones/43/rotation = Quaternion(0.278039, -0.00341864, 0.067147, 0.958214)
 bones/43/scale = Vector3(1, 0.999998, 1)
-bones/44/position = Vector3(0.0357074, 1.5811, 0.249532)
-bones/44/rotation = Quaternion(-0.640169, 0.601701, 0.303175, -0.369085)
+bones/44/position = Vector3(0.0437177, 1.58342, 0.247428)
+bones/44/rotation = Quaternion(-0.623155, 0.615409, 0.294075, -0.382713)
 bones/44/scale = Vector3(1, 0.999997, 1)
 bones/45/rotation = Quaternion(0.216098, -2.38372e-06, 7.31266e-05, 0.976372)
 bones/45/scale = Vector3(0.999997, 1, 0.999998)
@@ -173,12 +174,12 @@ bones/46/rotation = Quaternion(0.356984, 0.00871236, -0.115499, 0.926902)
 bones/46/scale = Vector3(0.999999, 1, 0.999997)
 bones/47/rotation = Quaternion(0.0323356, 0.0279349, -0.125373, 0.991189)
 bones/47/scale = Vector3(1.00001, 0.999983, 1.00001)
-bones/48/position = Vector3(0.0131592, 1.57892, 0.248052)
-bones/48/rotation = Quaternion(-0.034649, 0.598383, 0.800038, -0.0260155)
-bones/50/position = Vector3(-0.079372, 1.57121, 0.245794)
-bones/50/rotation = Quaternion(-0.034649, 0.598383, 0.800038, -0.0260155)
-bones/51/position = Vector3(-0.0562052, 1.56349, 0.263127)
-bones/51/rotation = Quaternion(0.769834, -0.52026, -0.290266, -0.228977)
+bones/48/position = Vector3(0.0211195, 1.58169, 0.246151)
+bones/48/rotation = Quaternion(-0.0251232, 0.618206, 0.785382, -0.0191175)
+bones/50/position = Vector3(-0.0715137, 1.57596, 0.244635)
+bones/50/rotation = Quaternion(-0.0251232, 0.618207, 0.785381, -0.0191175)
+bones/51/position = Vector3(-0.0484347, 1.56857, 0.262224)
+bones/51/rotation = Quaternion(0.768476, -0.536656, -0.276603, -0.21198)
 bones/51/scale = Vector3(1, 0.999997, 1)
 bones/52/rotation = Quaternion(0.0748466, 0.0181067, 0.0431008, 0.996099)
 bones/52/scale = Vector3(0.999999, 1, 0.999999)
@@ -186,8 +187,8 @@ bones/53/rotation = Quaternion(0.274349, 0.0136351, 0.129833, 0.952728)
 bones/53/scale = Vector3(0.999999, 1, 0.999999)
 bones/54/rotation = Quaternion(0.27804, 0.00341749, -0.0671438, 0.958214)
 bones/54/scale = Vector3(0.999997, 1.00001, 0.999996)
-bones/55/position = Vector3(-0.102013, 1.56961, 0.246172)
-bones/55/rotation = Quaternion(0.580394, 0.643669, 0.348264, 0.357136)
+bones/55/position = Vector3(-0.0941834, 1.5749, 0.245189)
+bones/55/rotation = Quaternion(0.579674, 0.646186, 0.326737, 0.373718)
 bones/55/scale = Vector3(1.00001, 0.999987, 1.00001)
 bones/56/rotation = Quaternion(0.216093, 4.47298e-06, -8.28337e-05, 0.976373)
 bones/56/scale = Vector3(0.999988, 1.00002, 0.999992)
@@ -195,197 +196,197 @@ bones/57/rotation = Quaternion(0.356984, -0.0087149, 0.115506, 0.926901)
 bones/57/scale = Vector3(1, 0.999998, 0.999997)
 bones/58/rotation = Quaternion(0.0323454, -0.0279339, 0.125381, 0.991188)
 bones/58/scale = Vector3(1, 0.999999, 1)
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-bones/61/rotation = Quaternion(-0.598383, -0.034649, 0.0260155, 0.800038)
-bones/62/position = Vector3(-0.0253514, 1.4858, 0.234235)
-bones/62/rotation = Quaternion(-0.507873, -0.0316159, 0.0296277, 0.860342)
-bones/65/position = Vector3(-0.0315332, 1.57246, 0.191362)
-bones/65/rotation = Quaternion(0.987853, 0.0393023, 0.0182398, 0.149227)
-bones/66/position = Vector3(-0.0210323, 1.43396, 0.234446)
-bones/66/rotation = Quaternion(0.320187, 0.00180486, 0.0432909, 0.946363)
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+bones/148/rotation = Quaternion(0.958477, -0.12053, 0.0628, -0.250701)
+bones/148/scale = Vector3(1.02767, 0.946872, 1.02767)
+bones/149/rotation = Quaternion(-3.82286e-08, 0.0825394, 3.99747e-08, 0.996588)
 bones/149/scale = Vector3(1, 1, 1)
-bones/150/rotation = Quaternion(-0.205993, 0.0782149, 0.0154665, 0.9753)
-bones/150/scale = Vector3(0.999856, 0.987805, 1.01439)
-bones/151/rotation = Quaternion(3.24168e-08, -0.0224224, -2.1788e-07, 0.999749)
-bones/152/rotation = Quaternion(-0.170169, -0.0223036, -0.125861, 0.97709)
-bones/152/scale = Vector3(0.977873, 1.04274, 0.982711)
-bones/153/rotation = Quaternion(-0.0284983, -0.706273, -0.0392449, 0.706276)
-bones/154/rotation = Quaternion(-0.172835, 0.0108008, -0.00539202, 0.984877)
+bones/150/rotation = Quaternion(-0.19902, 0.0820798, 0.0156588, 0.976427)
+bones/150/scale = Vector3(0.999857, 0.988587, 1.01346)
+bones/151/rotation = Quaternion(3.99426e-08, -0.0183733, -5.53192e-08, 0.999831)
+bones/152/rotation = Quaternion(-0.180462, -0.018633, -0.118719, 0.976213)
+bones/152/scale = Vector3(0.977567, 1.04171, 0.983983)
+bones/153/rotation = Quaternion(-0.0205262, -0.706535, -0.0345411, 0.706537)
+bones/154/rotation = Quaternion(-0.1467, 0.00988873, -0.00833214, 0.989097)
 bones/155/rotation = Quaternion(8.39836e-07, -2.08393e-07, -6.54599e-05, 1)
-bones/156/rotation = Quaternion(-0.241371, -0.0494914, -0.185957, 0.951163)
-bones/157/rotation = Quaternion(0.198406, 0.0808352, -0.0210107, 0.976555)
+bones/156/rotation = Quaternion(-0.247655, -0.0476644, -0.185024, 0.949822)
+bones/157/rotation = Quaternion(0.189681, 0.0803685, -0.0195457, 0.978356)
 bones/158/rotation = Quaternion(0.00626376, -7.70711e-08, 1.34285e-05, 0.99998)
-bones/160/rotation = Quaternion(-0.0615444, -0.702516, -0.0956443, 0.702521)
-bones/161/rotation = Quaternion(-0.273156, 0.0096884, 0.0199679, 0.961714)
+bones/160/rotation = Quaternion(-0.0616642, -0.702533, -0.0953121, 0.702538)
+bones/161/rotation = Quaternion(-0.267093, 0.00973364, 0.0193973, 0.963426)
 bones/162/rotation = Quaternion(6.46779e-06, 1.28029e-07, 1.90929e-05, 1)
-bones/164/rotation = Quaternion(-0.0864229, -0.692378, -0.183734, 0.692377)
-bones/165/rotation = Quaternion(-0.325274, -0.010218, 0.0315797, 0.945037)
+bones/164/rotation = Quaternion(-0.0847148, -0.692734, -0.181839, 0.692732)
+bones/165/rotation = Quaternion(-0.3225, -0.0104283, 0.0312938, 0.945994)
 bones/166/rotation = Quaternion(4.68059e-06, -2.29112e-07, 1.73853e-06, 1)
-bones/168/rotation = Quaternion(-0.0816372, -0.688954, -0.211765, 0.688355)
-bones/169/rotation = Quaternion(-0.354561, -0.0197138, 0.0651481, 0.932552)
+bones/168/rotation = Quaternion(-0.0807186, -0.689132, -0.210949, 0.688536)
+bones/169/rotation = Quaternion(-0.351943, -0.0195946, 0.0650183, 0.933555)
 bones/170/rotation = Quaternion(-9.53796e-06, -2.47026e-08, -6.50589e-05, 1)
-bones/172/position = Vector3(0.0697247, 1.25667, 0.0830353)
-bones/172/rotation = Quaternion(-0.138904, 0.541454, 0.822843, 0.102291)
-bones/173/position = Vector3(-0.0936833, 1.25978, 0.0240712)
-bones/173/rotation = Quaternion(-0.138904, 0.541454, 0.822843, 0.102291)
+bones/172/position = Vector3(0.0768334, 1.25227, 0.0809554)
+bones/172/rotation = Quaternion(-0.139631, 0.529198, 0.830977, 0.0996484)
+bones/173/position = Vector3(-0.0867218, 1.25535, 0.0223565)
+bones/173/rotation = Quaternion(-0.139631, 0.529198, 0.830977, 0.0996484)
 
-[node name="weapon_L" type="BoneAttachment3D" parent="." index="2"]
+[node name="hand_L" type="BoneAttachment3D" parent="." index="2"]
 unique_name_in_owner = true
-transform = Transform3D(0.194587, -0.769492, -0.608291, -0.610185, 0.390587, -0.689287, 0.767991, 0.505296, -0.393529, 0.255873, 0.842351, 0.257018)
-visible = false
+transform = Transform3D(0.239796, -0.764758, -0.598033, -0.596561, 0.369907, -0.712238, 0.765907, 0.527555, -0.367522, 0.262053, 0.82787, 0.248012)
 bone_name = "weapon.L"
 bone_idx = 0
 use_external_skeleton = true
 external_skeleton = NodePath("../Skeleton3D")
 
-[node name="prototype_gun" parent="weapon_L" index="0" instance=ExtResource("3_bmadk")]
+[node name="socket" type="Node3D" parent="hand_L" index="0"]
 transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
 
-[node name="weapon_R" type="BoneAttachment3D" parent="." index="3"]
+[node name="prototype_gun" parent="hand_L/socket" index="0" instance=ExtResource("3_bmadk")]
+
+[node name="hand_R" type="BoneAttachment3D" parent="." index="3"]
 unique_name_in_owner = true
-transform = Transform3D(0.255623, -0.188605, 0.948201, 0.927916, 0.323143, -0.185879, -0.271347, 0.927365, 0.257612, -0.296739, 0.832353, -0.17782)
-visible = false
+transform = Transform3D(0.251526, -0.188592, 0.949299, 0.930155, 0.318171, -0.183244, -0.267481, 0.929086, 0.255448, -0.282775, 0.821772, -0.183114)
 bone_name = "weapon.R"
 bone_idx = 1
 use_external_skeleton = true
 external_skeleton = NodePath("../Skeleton3D")
 
-[node name="prototype_sword" parent="weapon_R" index="0" instance=ExtResource("2_s02u1")]
+[node name="socket" type="Node3D" parent="hand_R" index="0"]
 transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
 
+[node name="Sword" parent="hand_R/socket" index="0" instance=ExtResource("4_bmadk")]
+
 [node name="AnimationTree" type="AnimationTree" parent="." index="4"]
-unique_name_in_owner = true
-root_node = NodePath("%AnimationTree/..")
 tree_root = SubResource("AnimationNodeBlendTree_s02u1")
 anim_player = NodePath("../AnimationPlayer")
 parameters/TimeScale/scale = 1.5
 "parameters/TimeScale 2/scale" = 1.5
-"parameters/TimeScale 3/scale" = false
+"parameters/TimeScale 3/scale" = 2.0
 parameters/movement/current_state = "move"
 parameters/movement/transition_request = ""
 parameters/movement/current_index = 0