X-Git-Url: http://git.purplebirdman.com/frog-ninja.git/blobdiff_plain/a070d33828371b5c36b891f93bd1708f8da1b451..e290448c2414d818fc183725d32150218218b7a3:/skin/prototype_skin.tscn diff --git a/skin/prototype_skin.tscn b/skin/prototype_skin.tscn index 5195b89..d03466e 100644 --- a/skin/prototype_skin.tscn +++ b/skin/prototype_skin.tscn @@ -60,7 +60,7 @@ min_space = 0.0 max_space = 16.0 [sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_s02u1"] -graph_offset = Vector2(-497.194, 34.4427) +graph_offset = Vector2(-400.628, 24.5853) nodes/Animation/node = SubResource("AnimationNodeAnimation_i12oj") nodes/Animation/position = Vector2(-80, 510) "nodes/Animation 2/node" = SubResource("AnimationNodeAnimation_kang0") @@ -84,80 +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(0.256878, 0.843901, 0.258026) -bones/0/rotation = Quaternion(0.546758, -0.629317, 0.074969, 0.547171) -bones/1/position = Vector3(-0.297376, 0.833315, -0.177307) -bones/1/rotation = Quaternion(0.409985, 0.450475, 0.412098, 0.677613) -bones/3/position = Vector3(-0.00325433, 0.970366, 0.00598553) -bones/3/rotation = Quaternion(0.0140748, -0.330495, -0.00248497, 0.943699) +bones/0/position = Vector3(0.260809, 0.850218, 0.263214) +bones/0/rotation = Quaternion(0.543906, -0.624426, 0.0838056, 0.554288) +bones/1/position = Vector3(-0.300572, 0.836947, -0.174021) +bones/1/rotation = Quaternion(0.407533, 0.452229, 0.412994, 0.677379) +bones/3/position = Vector3(-0.00332663, 0.971291, 0.00832966) +bones/3/rotation = Quaternion(0.0124273, -0.330532, -0.00299457, 0.943708) bones/4/rotation = Quaternion(-0.0801557, -2.41264e-07, -4.07088e-07, 0.996782) -bones/5/rotation = Quaternion(0.094469, 0.0411533, -0.00975032, 0.994629) +bones/5/rotation = Quaternion(0.0926959, 0.0413424, -0.00940879, 0.994791) bones/5/scale = Vector3(1, 1, 1) -bones/6/rotation = Quaternion(0.107191, 0.122674, -0.0113317, 0.986576) +bones/6/rotation = Quaternion(0.10542, 0.123254, -0.0109976, 0.986699) bones/6/scale = Vector3(1, 0.999996, 1) -bones/7/rotation = Quaternion(0.227792, -0.0101386, 0.00275453, 0.973653) -bones/8/rotation = Quaternion(-0.165356, 0.179751, -0.0306637, 0.96923) -bones/9/rotation = Quaternion(-0.0496211, -0.00400065, -0.0175309, 0.998606) -bones/10/position = Vector3(-0.00325435, 0.970366, 0.00598552) -bones/10/rotation = Quaternion(0.261519, 0.851949, 0.44061, -0.107952) -bones/11/position = Vector3(-0.00325421, 0.970366, 0.00598562) -bones/11/rotation = Quaternion(-0.467279, 0.602136, 0.179732, 0.621916) -bones/12/position = Vector3(0.0706382, 0.901904, 0.0434573) -bones/12/rotation = Quaternion(0.921795, 0.0305123, 0.321639, 0.214268) -bones/12/scale = Vector3(1.01669, 0.96744, 1.01669) -bones/13/rotation = Quaternion(-1.2296e-07, -0.0245743, -4.0984e-08, 0.999698) -bones/14/rotation = Quaternion(0.175129, -0.0254096, 0.00435311, 0.984208) -bones/14/scale = Vector3(0.999989, 0.994189, 1.00639) -bones/15/rotation = Quaternion(-3.75792e-08, 0.0369812, 1.07791e-08, 0.999316) -bones/16/rotation = Quaternion(-0.413224, 0.0363462, 0.109024, 0.903349) -bones/16/scale = Vector3(0.985371, 1.00298, 1.0131) -bones/17/rotation = Quaternion(-0.0241389, 0.934344, -0.355343, -0.0122208) +bones/7/rotation = Quaternion(0.230044, -0.00995115, 0.00277355, 0.973125) +bones/8/rotation = Quaternion(-0.165359, 0.179676, -0.0306509, 0.969244) +bones/9/rotation = Quaternion(-0.0600451, -0.00318861, -0.0170214, 0.998045) +bones/10/position = Vector3(-0.00332665, 0.971291, 0.00832966) +bones/10/rotation = Quaternion(0.262533, 0.852293, 0.439544, -0.107119) +bones/11/position = Vector3(-0.00332651, 0.971291, 0.00832975) +bones/11/rotation = Quaternion(-0.467532, 0.602775, 0.17825, 0.621533) +bones/12/position = Vector3(0.0704251, 0.902782, 0.0459904) +bones/12/rotation = Quaternion(0.922238, 0.0302365, 0.321662, 0.212361) +bones/12/scale = Vector3(1.01669, 0.967434, 1.01669) +bones/13/rotation = Quaternion(-1.22834e-07, -0.0245666, -4.08763e-08, 0.999698) +bones/14/rotation = Quaternion(0.1744, -0.0254012, 0.00433313, 0.984338) +bones/14/scale = Vector3(0.999989, 0.994181, 1.0064) +bones/15/rotation = Quaternion(-3.75794e-08, 0.0369689, 1.1106e-08, 0.999317) +bones/16/rotation = Quaternion(-0.414081, 0.0364559, 0.10814, 0.903058) +bones/16/scale = Vector3(0.98537, 1.00297, 1.01311) +bones/17/rotation = Quaternion(-0.024012, 0.934387, -0.355232, -0.012408) bones/17/scale = Vector3(0.999462, 1.00037, 1.00017) -bones/18/position = Vector3(-0.057651, 0.904201, -0.0589328) -bones/18/rotation = Quaternion(0.938388, -0.102159, 0.328258, -0.0351791) -bones/18/scale = Vector3(1.0153, 0.970086, 1.0153) -bones/19/rotation = Quaternion(-7.33728e-10, 0.0869991, 1.2779e-08, 0.996208) -bones/20/rotation = Quaternion(0.213609, 0.0865187, -0.0183792, 0.972907) -bones/20/scale = Vector3(0.999992, 0.992285, 1.00839) -bones/21/rotation = Quaternion(-3.73188e-08, 0.0721384, -7.65122e-09, 0.997395) -bones/22/rotation = Quaternion(-0.560588, 0.0714899, -0.110115, 0.817622) -bones/22/scale = Vector3(0.988373, 0.989873, 1.0228) -bones/23/rotation = Quaternion(-0.00194637, 0.937021, -0.349248, -0.00362355) +bones/18/position = Vector3(-0.057873, 0.905054, -0.0563889) +bones/18/rotation = Quaternion(0.938326, -0.10075, 0.328475, -0.0387085) +bones/18/scale = Vector3(1.01534, 0.970017, 1.01534) +bones/19/rotation = Quaternion(-5.55201e-10, 0.0869997, 1.28147e-08, 0.996208) +bones/20/rotation = Quaternion(0.207993, 0.0867494, -0.017921, 0.974111) +bones/20/scale = Vector3(0.999992, 0.99283, 1.0078) +bones/21/rotation = Quaternion(-3.89034e-08, 0.0721712, -8.62977e-09, 0.997392) +bones/22/rotation = Quaternion(-0.558689, 0.0715777, -0.110921, 0.818804) +bones/22/scale = Vector3(0.988651, 0.990078, 1.02229) +bones/23/rotation = Quaternion(-0.00191557, 0.937032, -0.349221, -0.00355639) bones/23/scale = Vector3(0.999647, 1.00025, 1.0001) -bones/24/position = Vector3(0.0522778, 1.57794, 0.162632) -bones/24/rotation = Quaternion(0.168681, -0.0968575, -0.0623047, 0.97892) -bones/25/position = Vector3(0.0554969, 1.61181, 0.175065) -bones/25/rotation = Quaternion(-0.387017, 0.00471295, -0.369487, 0.844793) -bones/26/position = Vector3(0.0739613, 1.62452, 0.155508) -bones/26/rotation = Quaternion(0.758643, -0.0404215, 0.637601, -0.12764) +bones/24/position = Vector3(0.0543125, 1.58126, 0.159893) +bones/24/rotation = Quaternion(0.155528, -0.0969794, -0.0618814, 0.98111) +bones/25/position = Vector3(0.0576875, 1.61535, 0.171379) +bones/25/rotation = Quaternion(-0.398519, 0.000798905, -0.369819, 0.839295) +bones/26/position = Vector3(0.076152, 1.62748, 0.151458) +bones/26/rotation = Quaternion(0.760778, -0.0326138, 0.63754, -0.117034) bones/26/scale = Vector3(1.00001, 0.999978, 1.00001) bones/27/scale = Vector3(0.999989, 1.00002, 0.999994) -bones/28/position = Vector3(0.0619771, 1.56043, 0.161109) -bones/28/rotation = Quaternion(0.138402, -0.395447, 0.21186, 0.882939) -bones/29/position = Vector3(-0.112546, 1.56432, 0.158827) -bones/29/rotation = Quaternion(0.15862, 0.0876257, 0.146753, 0.972433) -bones/30/position = Vector3(-0.121887, 1.59712, 0.170909) -bones/30/rotation = Quaternion(-0.393805, -0.0562875, 0.428804, 0.811096) -bones/31/position = Vector3(-0.141244, 1.60671, 0.150479) -bones/31/rotation = Quaternion(0.767361, 0.105824, -0.628122, -0.0736326) +bones/28/position = Vector3(0.0639893, 1.56371, 0.1588) +bones/28/rotation = Quaternion(0.126537, -0.391956, 0.216326, 0.88519) +bones/29/position = Vector3(-0.110525, 1.56776, 0.15668) +bones/29/rotation = Quaternion(0.145867, 0.0902686, 0.144719, 0.97449) +bones/30/position = Vector3(-0.119795, 1.60089, 0.167902) +bones/30/rotation = Quaternion(-0.404234, -0.0496072, 0.429242, 0.806155) +bones/31/position = Vector3(-0.139175, 1.60996, 0.147256) +bones/31/rotation = Quaternion(0.767822, 0.0968323, -0.630063, -0.0639819) bones/31/scale = Vector3(1.00001, 0.999994, 1) -bones/33/position = Vector3(-0.119161, 1.54547, 0.156904) -bones/33/rotation = Quaternion(0.110205, 0.384853, -0.135026, 0.906372) -bones/34/position = Vector3(-0.0269115, 1.50433, 0.259308) -bones/34/rotation = Quaternion(-0.599578, -0.0340947, 0.0260301, 0.799166) -bones/35/position = Vector3(-0.0287062, 1.51465, 0.299532) -bones/35/rotation = Quaternion(-0.749103, -0.0386615, 0.0185809, 0.661064) +bones/33/position = Vector3(-0.11717, 1.54888, 0.155269) +bones/33/rotation = Quaternion(0.0983186, 0.383704, -0.140896, 0.907333) +bones/34/position = Vector3(-0.0248074, 1.51034, 0.258574) +bones/34/rotation = Quaternion(-0.610152, -0.0326277, 0.0263909, 0.791172) +bones/35/position = Vector3(-0.0265186, 1.52173, 0.29851) +bones/35/rotation = Quaternion(-0.757839, -0.0372989, 0.0192307, 0.651091) 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(-0.0127844, 1.52266, 0.270168) -bones/37/rotation = Quaternion(-0.12595, 0.584667, 0.775032, 0.204025) -bones/38/position = Vector3(-0.0443478, 1.52004, 0.26943) -bones/38/rotation = Quaternion(0.0592147, 0.597654, 0.758283, -0.253595) -bones/39/position = Vector3(0.0137264, 1.57978, 0.247603) -bones/39/rotation = Quaternion(-0.0340947, 0.599578, 0.799166, -0.0260301) -bones/40/position = Vector3(-0.00865019, 1.56833, 0.263876) -bones/40/rotation = Quaternion(0.717327, 0.587935, 0.287784, -0.238652) +bones/37/position = Vector3(-0.0106351, 1.52893, 0.268918) +bones/37/rotation = Quaternion(-0.127564, 0.595186, 0.767143, 0.202418) +bones/38/position = Vector3(-0.0422035, 1.52635, 0.268303) +bones/38/rotation = Quaternion(0.063662, 0.607427, 0.750407, -0.252724) +bones/39/position = Vector3(0.0159209, 1.58539, 0.2448) +bones/39/rotation = Quaternion(-0.0326277, 0.610152, 0.791172, -0.0263909) +bones/40/position = Vector3(-0.0064448, 1.57441, 0.261408) +bones/40/rotation = Quaternion(0.721115, 0.590974, 0.279516, -0.229375) 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) @@ -165,8 +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(0.0362773, 1.58194, 0.249059) -bones/44/rotation = Quaternion(-0.639293, 0.602227, 0.302652, -0.370175) +bones/44/position = Vector3(0.0385118, 1.58756, 0.246178) +bones/44/rotation = Quaternion(-0.633626, 0.606347, 0.29544, -0.378915) 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) @@ -174,12 +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(0.0137264, 1.57978, 0.247603) -bones/48/rotation = Quaternion(-0.0340947, 0.599579, 0.799165, -0.0260301) -bones/50/position = Vector3(-0.0788118, 1.57212, 0.245441) -bones/50/rotation = Quaternion(-0.0340947, 0.599578, 0.799166, -0.0260301) -bones/51/position = Vector3(-0.0556367, 1.56444, 0.262778) -bones/51/rotation = Quaternion(0.769885, -0.521045, -0.289714, -0.227718) +bones/48/position = Vector3(0.0159209, 1.58539, 0.2448) +bones/48/rotation = Quaternion(-0.0326277, 0.610152, 0.791172, -0.0263909) +bones/50/position = Vector3(-0.076632, 1.57781, 0.242996) +bones/50/rotation = Quaternion(-0.0326277, 0.610152, 0.791172, -0.0263909) +bones/51/position = Vector3(-0.0534387, 1.57056, 0.260492) +bones/51/rotation = Quaternion(0.77221, -0.525617, -0.283235, -0.217248) 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) @@ -187,8 +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(-0.101454, 1.57054, 0.245841) -bones/55/rotation = Quaternion(0.580224, 0.644124, 0.346957, 0.357862) +bones/55/position = Vector3(-0.0992758, 1.57628, 0.243475) +bones/55/rotation = Quaternion(0.576179, 0.648551, 0.337609, 0.365265) 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) @@ -196,190 +196,192 @@ 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) -bones/59/position = Vector3(-0.0788118, 1.57212, 0.245441) -bones/59/rotation = Quaternion(-0.0340947, 0.599578, 0.799166, -0.0260301) -bones/61/position = Vector3(-0.024432, 1.47832, 0.245356) -bones/61/rotation = Quaternion(-0.599579, -0.0340947, 0.0260301, 0.799166) -bones/62/position = Vector3(-0.024858, 1.48664, 0.234095) -bones/62/rotation = Quaternion(-0.509158, -0.0310633, 0.029582, 0.859604) -bones/65/position = Vector3(-0.0310146, 1.57317, 0.190968) -bones/65/rotation = Quaternion(0.98765, 0.0390532, 0.0177444, 0.150693) -bones/66/position = Vector3(-0.0205739, 1.43479, 0.234457) -bones/66/rotation = Quaternion(0.318789, 0.00213084, 0.0428424, 0.946855) +bones/59/position = Vector3(-0.076632, 1.57781, 0.242996) +bones/59/rotation = Quaternion(-0.0326278, 0.610152, 0.791172, -0.0263908) +bones/61/position = Vector3(-0.0223898, 1.48396, 0.245314) +bones/61/rotation = Quaternion(-0.610152, -0.0326277, 0.0263909, 0.791172) +bones/62/position = Vector3(-0.0228228, 1.49199, 0.233837) +bones/62/rotation = Quaternion(-0.520536, -0.0295663, 0.0297805, 0.852808) +bones/65/position = Vector3(-0.0289261, 1.57735, 0.188436) +bones/65/rotation = Quaternion(0.985602, 0.0386778, 0.0162811, 0.163789) +bones/66/position = Vector3(-0.0186139, 1.44016, 0.23557) +bones/66/rotation = Quaternion(0.306211, 0.00325928, 0.0418381, 0.951038) bones/66/scale = Vector3(0.999995, 1.00001, 0.999996) bones/67/scale = Vector3(1.00001, 0.999993, 1) -bones/68/position = Vector3(-0.0210126, 1.45331, 0.186081) -bones/68/rotation = Quaternion(0.822984, 0.027401, 0.0330037, 0.566442) -bones/69/position = Vector3(0.0520187, 1.58005, 0.192908) -bones/69/rotation = Quaternion(0.993665, -0.0483649, -0.0138258, -0.100494) -bones/72/position = Vector3(-0.114063, 1.5663, 0.189022) -bones/72/rotation = Quaternion(0.985697, 0.132494, 0.0286181, -0.100139) -bones/75/position = Vector3(-0.0263315, 1.49438, 0.269722) -bones/75/rotation = Quaternion(-0.441663, -0.389516, -0.462314, 0.66293) +bones/68/position = Vector3(-0.019414, 1.45742, 0.1869) +bones/68/rotation = Quaternion(0.815429, 0.0277015, 0.0315232, 0.577333) +bones/69/position = Vector3(0.0541203, 1.58414, 0.190055) +bones/69/rotation = Quaternion(0.994865, -0.0493679, -0.0139424, -0.0872457) +bones/72/position = Vector3(-0.111986, 1.57055, 0.186813) +bones/72/rotation = Quaternion(0.987063, 0.132045, 0.0261005, -0.0871167) +bones/75/position = Vector3(-0.0242242, 1.50067, 0.269247) +bones/75/rotation = Quaternion(-0.451126, -0.394733, -0.457219, 0.65698) bones/76/rotation = Quaternion(-0.15209, -0.0958223, 0.266082, 0.947041) bones/76/scale = Vector3(0.999994, 1.00001, 0.999993) -bones/77/position = Vector3(-0.0263315, 1.49438, 0.269722) -bones/77/rotation = Quaternion(-0.48293, 0.336218, 0.505015, 0.631423) +bones/77/position = Vector3(-0.0242242, 1.50067, 0.269247) +bones/77/rotation = Quaternion(-0.49062, 0.343779, 0.500441, 0.625033) bones/78/rotation = Quaternion(-0.152094, 0.095823, -0.266084, 0.94704) bones/78/scale = Vector3(0.999994, 1.00001, 0.999994) -bones/79/position = Vector3(-0.0250846, 1.48152, 0.261943) -bones/79/rotation = Quaternion(-0.382914, -0.373475, -0.383459, 0.752896) +bones/79/position = Vector3(-0.0230094, 1.48761, 0.261811) +bones/79/rotation = Quaternion(-0.393505, -0.377613, -0.378704, 0.74776) bones/79/scale = Vector3(1, 0.999999, 1) bones/80/rotation = Quaternion(-0.00824502, 0.0772326, 0.0389061, 0.99622) bones/80/scale = Vector3(1, 0.999999, 1) -bones/81/position = Vector3(-0.0250846, 1.48152, 0.261943) -bones/81/rotation = Quaternion(-0.421241, 0.322986, 0.43524, 0.727188) +bones/81/position = Vector3(-0.0230094, 1.48761, 0.261811) +bones/81/rotation = Quaternion(-0.430275, 0.329661, 0.430724, 0.72157) bones/81/scale = Vector3(0.999996, 1.00001, 0.999996) bones/82/rotation = Quaternion(-0.00825141, -0.0772324, -0.0389073, 0.99622) bones/82/scale = Vector3(1.00001, 0.999987, 1.00001) -bones/83/position = Vector3(0.0377778, 1.58792, 0.25258) -bones/83/rotation = Quaternion(0.152774, 0.47694, 0.649033, 0.572665) +bones/83/position = Vector3(0.0400326, 1.59362, 0.249532) +bones/83/rotation = Quaternion(0.146047, 0.485886, 0.642091, 0.574721) bones/83/scale = Vector3(0.999994, 1.00001, 0.999994) bones/84/rotation = Quaternion(-0.223178, 5.86239e-06, 0.0152086, 0.974659) bones/84/scale = Vector3(1.00001, 0.999993, 1) bones/85/rotation = Quaternion(-0.299458, -3.83782e-06, -0.0939993, 0.949468) bones/86/scale = Vector3(0.999999, 1, 0.999999) -bones/87/position = Vector3(-0.0127831, 1.57363, 0.263456) -bones/87/rotation = Quaternion(-0.386223, 0.0709579, 0.918072, 0.0542209) +bones/87/position = Vector3(-0.0105706, 1.57971, 0.260853) +bones/87/rotation = Quaternion(-0.386085, 0.083486, 0.917332, 0.0497047) bones/87/scale = Vector3(1, 0.999989, 1) bones/88/scale = Vector3(0.999997, 1.00001, 0.999997) -bones/89/position = Vector3(-0.104078, 1.57617, 0.249265) -bones/89/rotation = Quaternion(0.206666, -0.475906, -0.595862, 0.612985) +bones/89/position = Vector3(-0.101886, 1.58201, 0.246753) +bones/89/rotation = Quaternion(0.197642, -0.483431, -0.590102, 0.61564) bones/89/scale = Vector3(0.999998, 1, 0.999998) bones/90/rotation = Quaternion(-0.223161, 1.53166e-06, -0.0151752, 0.974664) bones/90/scale = Vector3(1, 0.999999, 1) bones/91/rotation = Quaternion(-0.29947, -3.38501e-06, 0.0939802, 0.949466) bones/92/rotation = Quaternion(-0.172941, 1.6437e-06, -0.173091, 0.969603) bones/92/scale = Vector3(1, 0.999994, 1) -bones/93/position = Vector3(-0.0524167, 1.57035, 0.26253) -bones/93/rotation = Quaternion(0.357576, 0.103816, 0.919213, -0.1281) +bones/93/position = Vector3(-0.0502105, 1.57646, 0.260081) +bones/93/rotation = Quaternion(0.360097, 0.115652, 0.917546, -0.122739) bones/93/scale = Vector3(0.999998, 1, 0.999998) bones/94/scale = Vector3(1, 0.999989, 1.00001) -bones/95/position = Vector3(0.0440267, 1.5829, 0.223274) -bones/95/rotation = Quaternion(0.486118, -0.282634, -0.102292, 0.820575) -bones/96/position = Vector3(0.0401625, 1.60121, 0.2542) -bones/96/rotation = Quaternion(0.673804, -0.396465, 0.180431, 0.596865) -bones/98/position = Vector3(-0.0148079, 1.58654, 0.281184) -bones/98/rotation = Quaternion(0.758909, -0.408087, 0.493587, 0.117877) -bones/99/position = Vector3(-0.108052, 1.57031, 0.21972) -bones/99/rotation = Quaternion(0.458634, 0.30259, 0.180922, 0.815697) -bones/100/position = Vector3(-0.108688, 1.58888, 0.250722) -bones/100/rotation = Quaternion(0.642823, 0.436692, -0.114846, 0.61878) -bones/102/position = Vector3(-0.0533655, 1.58335, 0.280283) -bones/102/rotation = Quaternion(0.733944, 0.466443, -0.464379, 0.167659) -bones/103/position = Vector3(0.00572706, 1.49675, 0.25014) -bones/103/rotation = Quaternion(-0.360938, -0.28408, -0.316891, 0.829821) -bones/105/position = Vector3(-0.0573998, 1.49152, 0.248665) -bones/105/rotation = Quaternion(-0.390419, 0.233943, 0.375773, 0.807241) -bones/107/position = Vector3(0.0440267, 1.5829, 0.223274) -bones/107/rotation = Quaternion(0.816763, -0.318711, -0.45418, 0.158249) -bones/109/position = Vector3(-0.108052, 1.57031, 0.21972) -bones/109/rotation = Quaternion(0.776893, 0.381229, 0.484577, 0.127621) -bones/111/position = Vector3(-0.0233564, 1.63996, 0.276035) -bones/111/rotation = Quaternion(0.704616, 0.0895055, 0.703573, -0.0221428) -bones/112/position = Vector3(0.00411968, 1.65055, 0.264943) -bones/112/rotation = Quaternion(0.781134, 0.161355, 0.603034, -0.0120263) -bones/113/position = Vector3(0.0259259, 1.65486, 0.244248) -bones/113/rotation = Quaternion(0.918916, 0.151641, 0.362334, 0.0362254) -bones/114/position = Vector3(-0.0534851, 1.63747, 0.275331) -bones/114/rotation = Quaternion(0.725785, -0.0305373, -0.686407, 0.0338925) -bones/115/position = Vector3(-0.081783, 1.64344, 0.262936) -bones/115/rotation = Quaternion(0.805608, -0.0960455, -0.583622, 0.0340056) -bones/116/position = Vector3(-0.103018, 1.64419, 0.241235) -bones/116/rotation = Quaternion(0.936479, -0.0761256, -0.336619, 0.0624508) -bones/117/position = Vector3(-0.0328069, 1.5709, 0.275706) -bones/117/rotation = Quaternion(0.98201, 0.0384326, 0.0190505, 0.183892) +bones/95/position = Vector3(0.0462226, 1.5878, 0.220367) +bones/95/rotation = Quaternion(0.474871, -0.28364, -0.0995455, 0.827126) +bones/96/position = Vector3(0.0424527, 1.60694, 0.250786) +bones/96/rotation = Quaternion(0.665667, -0.39403, 0.184675, 0.606236) +bones/98/position = Vector3(-0.0125464, 1.59308, 0.278235) +bones/98/rotation = Quaternion(0.757386, -0.401954, 0.498242, 0.128666) +bones/99/position = Vector3(-0.105918, 1.57537, 0.217382) +bones/99/rotation = Quaternion(0.448127, 0.305313, 0.175892, 0.821601) +bones/100/position = Vector3(-0.106474, 1.59476, 0.247878) +bones/100/rotation = Quaternion(0.634767, 0.435169, -0.121642, 0.626818) +bones/102/position = Vector3(-0.0511101, 1.58993, 0.277483) +bones/102/rotation = Quaternion(0.731607, 0.459823, -0.471279, 0.176665) +bones/103/position = Vector3(0.00749761, 1.50257, 0.249712) +bones/103/rotation = Quaternion(-0.372414, -0.287302, -0.3134, 0.824952) +bones/105/position = Vector3(-0.0553325, 1.4973, 0.248326) +bones/105/rotation = Quaternion(-0.400628, 0.239885, 0.372357, 0.802061) +bones/107/position = Vector3(0.0462226, 1.5878, 0.220367) +bones/107/rotation = Quaternion(0.813968, -0.325194, -0.450707, 0.169022) +bones/109/position = Vector3(-0.105918, 1.57537, 0.217382) +bones/109/rotation = Quaternion(0.775819, 0.387165, 0.478718, 0.137976) +bones/111/position = Vector3(-0.0210255, 1.64636, 0.271682) +bones/111/rotation = Quaternion(0.705506, 0.0983078, 0.701745, -0.012326) +bones/112/position = Vector3(0.00644714, 1.65661, 0.260267) +bones/112/rotation = Quaternion(0.78185, 0.168766, 0.600189, -0.00132718) +bones/113/position = Vector3(0.0282244, 1.66034, 0.239429) +bones/113/rotation = Quaternion(0.91877, 0.155791, 0.359486, 0.0485797) +bones/114/position = Vector3(-0.051159, 1.64389, 0.271094) +bones/114/rotation = Quaternion(0.724671, -0.0401706, -0.686575, 0.043053) +bones/115/position = Vector3(-0.0794692, 1.64957, 0.258593) +bones/115/rotation = Quaternion(0.804523, -0.104366, -0.582996, 0.0443585) +bones/116/position = Vector3(-0.10074, 1.64978, 0.236916) +bones/116/rotation = Quaternion(0.935225, -0.0812375, -0.336411, 0.0747079) +bones/117/position = Vector3(-0.0305775, 1.57734, 0.273205) +bones/117/rotation = Quaternion(0.979523, 0.0381063, 0.017577, 0.196913) bones/118/scale = Vector3(0.999997, 1.00001, 0.999997) -bones/119/position = Vector3(-0.0282833, 1.51626, 0.275722) -bones/119/rotation = Quaternion(0.984921, 0.0426519, 0.00456037, -0.167603) +bones/119/position = Vector3(-0.0261338, 1.52271, 0.274666) +bones/119/rotation = Quaternion(0.987097, 0.0418359, 0.00328954, -0.154527) bones/119/scale = Vector3(1, 0.999997, 1) -bones/120/position = Vector3(0.0412091, 1.64794, 0.210066) -bones/120/rotation = Quaternion(0.989486, 0.0770902, -1.68663e-05, -0.122368) -bones/121/position = Vector3(-0.115353, 1.63498, 0.206408) -bones/121/rotation = Quaternion(0.992204, 0.00766468, 0.0129585, -0.123713) -bones/122/position = Vector3(0.0427734, 1.37321, 0.0432801) -bones/122/rotation = Quaternion(-0.36216, -0.393026, -0.625511, 0.568425) -bones/123/position = Vector3(0.150674, 1.3684, 0.0519462) -bones/123/rotation = Quaternion(0.917877, 0.15788, 0.36404, 0.00708953) -bones/123/scale = Vector3(1.03797, 0.928178, 1.03797) -bones/124/rotation = Quaternion(2.39953e-08, -0.101141, -4.83e-08, 0.994872) -bones/125/rotation = Quaternion(-0.206807, -0.100215, -0.0194682, 0.973041) -bones/125/scale = Vector3(0.999856, 0.983689, 1.02023) -bones/126/rotation = Quaternion(3.20842e-08, 0.0979968, 9.11706e-09, 0.995187) -bones/127/rotation = Quaternion(-0.10666, 0.0973194, -0.158658, 0.976719) -bones/127/scale = Vector3(0.97634, 1.06203, 0.967389) -bones/128/rotation = Quaternion(-0.0708407, 0.705237, -0.0160981, 0.70524) -bones/129/rotation = Quaternion(-0.154627, -0.00639994, 0.00459388, 0.987942) +bones/120/position = Vector3(0.0434393, 1.65248, 0.20542) +bones/120/rotation = Quaternion(0.991082, 0.076244, -0.00178211, -0.109267) +bones/121/position = Vector3(-0.113147, 1.63966, 0.202368) +bones/121/rotation = Quaternion(0.993777, 0.0069944, 0.0121131, -0.110509) +bones/122/position = Vector3(0.0439993, 1.37437, 0.0433833) +bones/122/rotation = Quaternion(-0.365398, -0.398515, -0.618093, 0.570641) +bones/123/position = Vector3(0.152034, 1.37101, 0.0515237) +bones/123/rotation = Quaternion(0.919211, 0.161082, 0.359186, 0.00949816) +bones/123/scale = Vector3(1.03824, 0.927691, 1.03824) +bones/124/rotation = Quaternion(-1.46959e-08, -0.100083, 7.47384e-08, 0.994979) +bones/125/rotation = Quaternion(-0.210795, -0.0990992, -0.0196473, 0.972296) +bones/125/scale = Vector3(0.999855, 0.982971, 1.02113) +bones/126/rotation = Quaternion(6.5256e-08, 0.098668, 5.88083e-08, 0.995121) +bones/127/rotation = Quaternion(-0.1071, 0.0980205, -0.16455, 0.975625) +bones/127/scale = Vector3(0.977049, 1.06169, 0.967147) +bones/128/rotation = Quaternion(-0.0731249, 0.705143, -0.0139537, 0.705146) +bones/129/rotation = Quaternion(-0.155047, -0.00651886, 0.00452205, 0.987875) bones/130/rotation = Quaternion(-4.31224e-06, 8.13943e-08, 6.78632e-05, 1) -bones/131/rotation = Quaternion(-0.173907, 0.094276, 0.294511, 0.93495) -bones/132/rotation = Quaternion(0.00898102, 0.0261915, -0.00892476, 0.999577) +bones/131/rotation = Quaternion(-0.173412, 0.0939553, 0.292765, 0.935622) +bones/132/rotation = Quaternion(0.00893959, 0.0248256, -0.00803413, 0.99962) bones/133/rotation = Quaternion(0.00626499, 6.74476e-08, -1.43925e-05, 0.99998) -bones/135/rotation = Quaternion(-0.0431512, 0.69872, 0.147342, 0.698726) -bones/136/rotation = Quaternion(-0.200112, 0.00215664, -0.0146126, 0.979662) +bones/135/rotation = Quaternion(-0.0488227, 0.698503, 0.147633, 0.698509) +bones/136/rotation = Quaternion(-0.202828, 0.00136395, -0.015064, 0.979098) bones/137/rotation = Quaternion(4.65474e-06, -7.81623e-08, -2.01332e-05, 1) -bones/139/rotation = Quaternion(-0.115894, 0.67471, 0.275872, 0.674707) -bones/140/rotation = Quaternion(-0.284925, -0.0162799, -0.0300929, 0.957939) +bones/139/rotation = Quaternion(-0.121134, 0.674338, 0.275439, 0.674335) +bones/140/rotation = Quaternion(-0.287817, -0.0175467, -0.0307168, 0.957032) bones/141/rotation = Quaternion(4.3083e-06, -3.352e-08, -1.93224e-06, 1) -bones/143/rotation = Quaternion(-0.112884, 0.666554, 0.315969, 0.665678) -bones/144/rotation = Quaternion(-0.345108, -0.00763498, -0.0566091, 0.936823) +bones/143/rotation = Quaternion(-0.117837, 0.666246, 0.315477, 0.665361) +bones/144/rotation = Quaternion(-0.347964, -0.0089929, -0.0572633, 0.935714) bones/145/rotation = Quaternion(-7.65809e-06, 2.29663e-08, 6.55561e-05, 1) -bones/147/position = Vector3(-0.0432091, 1.37486, 0.0122993) -bones/147/rotation = Quaternion(-0.532369, 0.207071, 0.515342, 0.638849) -bones/148/position = Vector3(-0.13849, 1.36429, -0.0382738) -bones/148/rotation = Quaternion(0.95761, -0.130134, 0.0830815, -0.243197) -bones/148/scale = Vector3(1.02805, 0.946171, 1.02805) -bones/149/rotation = Quaternion(1.69235e-07, 0.0784896, 1.1061e-07, 0.996915) +bones/147/position = Vector3(-0.0420267, 1.3761, 0.0125278) +bones/147/rotation = Quaternion(-0.532395, 0.213218, 0.508462, 0.642309) +bones/148/position = Vector3(-0.137401, 1.36702, -0.0381431) +bones/148/rotation = Quaternion(0.957397, -0.135038, 0.0873326, -0.23985) +bones/148/scale = Vector3(1.02815, 0.945984, 1.02815) +bones/149/rotation = Quaternion(1.87618e-08, 0.0777852, -5.86921e-09, 0.99697) bones/149/scale = Vector3(1, 1, 1) -bones/150/rotation = Quaternion(-0.206246, 0.0779674, 0.015437, 0.975267) -bones/150/scale = Vector3(0.999856, 0.987811, 1.01438) -bones/151/rotation = Quaternion(3.52022e-08, -0.022448, -2.24783e-07, 0.999748) -bones/152/rotation = Quaternion(-0.169745, -0.0223822, -0.127626, 0.976933) -bones/152/scale = Vector3(0.977931, 1.04278, 0.982625) -bones/153/rotation = Quaternion(-0.0264198, -0.706361, -0.0375105, 0.706364) -bones/154/rotation = Quaternion(-0.165204, 0.0105938, -0.00624617, 0.986183) +bones/150/rotation = Quaternion(-0.207097, 0.0768977, 0.0152901, 0.975174) +bones/150/scale = Vector3(0.999856, 0.987839, 1.01435) +bones/151/rotation = Quaternion(2.97942e-08, -0.0219948, -1.54666e-07, 0.999758) +bones/152/rotation = Quaternion(-0.166004, -0.0224551, -0.134659, 0.97663) +bones/152/scale = Vector3(0.978342, 1.04288, 0.982124) +bones/153/rotation = Quaternion(-0.0213379, -0.70655, -0.0334097, 0.706552) +bones/154/rotation = Quaternion(-0.148406, 0.0100726, -0.0081282, 0.988842) bones/155/rotation = Quaternion(8.39836e-07, -2.08393e-07, -6.54599e-05, 1) -bones/156/rotation = Quaternion(-0.241798, -0.0492635, -0.185496, 0.951156) -bones/157/rotation = Quaternion(0.197713, 0.0812624, -0.0213483, 0.976653) +bones/156/rotation = Quaternion(-0.245072, -0.0481661, -0.184453, 0.950577) +bones/157/rotation = Quaternion(0.193105, 0.0818672, -0.0212757, 0.977525) bones/158/rotation = Quaternion(0.00626376, -7.70711e-08, 1.34285e-05, 0.99998) -bones/160/rotation = Quaternion(-0.0615454, -0.702516, -0.0956414, 0.702521) -bones/161/rotation = Quaternion(-0.276936, 0.00972201, 0.0203465, 0.960624) +bones/160/rotation = Quaternion(-0.0615507, -0.702517, -0.0956269, 0.702522) +bones/161/rotation = Quaternion(-0.297813, 0.00981792, 0.0224213, 0.95431) bones/162/rotation = Quaternion(6.46779e-06, 1.28029e-07, 1.90929e-05, 1) -bones/164/rotation = Quaternion(-0.0879215, -0.692117, -0.184984, 0.692116) -bones/165/rotation = Quaternion(-0.327174, -0.0100698, 0.0317775, 0.944376) +bones/164/rotation = Quaternion(-0.0964021, -0.690589, -0.192046, 0.690588) +bones/165/rotation = Quaternion(-0.337576, -0.00922042, 0.0328847, 0.940679) bones/166/rotation = Quaternion(4.68059e-06, -2.29112e-07, 1.73853e-06, 1) -bones/168/rotation = Quaternion(-0.0816415, -0.688954, -0.211769, 0.688354) -bones/169/rotation = Quaternion(-0.356385, -0.0197772, 0.0652451, 0.931848) +bones/168/rotation = Quaternion(-0.0816627, -0.68895, -0.211786, 0.68835) +bones/169/rotation = Quaternion(-0.366493, -0.0201185, 0.0657716, 0.927875) bones/170/rotation = Quaternion(-9.53796e-06, -2.47026e-08, -6.50589e-05, 1) -bones/172/position = Vector3(0.0698903, 1.25705, 0.0832586) -bones/172/rotation = Quaternion(-0.138466, 0.542608, 0.822148, 0.102359) -bones/173/position = Vector3(-0.0935538, 1.26019, 0.0243951) -bones/173/rotation = Quaternion(-0.138466, 0.542608, 0.822148, 0.102359) +bones/172/position = Vector3(0.0706828, 1.25841, 0.0844252) +bones/172/rotation = Quaternion(-0.137078, 0.547015, 0.819355, 0.103158) +bones/173/position = Vector3(-0.0928381, 1.26176, 0.0257663) +bones/173/rotation = Quaternion(-0.137078, 0.547015, 0.819355, 0.103158) -[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(0.19668, -0.770209, -0.606708, -0.606126, 0.390871, -0.692698, 0.770667, 0.503981, -0.389968, 0.256878, 0.843901, 0.258026) +transform = Transform3D(0.206137, -0.772163, -0.601059, -0.586353, 0.394286, -0.707622, 0.783388, 0.4983, -0.371484, 0.260809, 0.850218, 0.263214) 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(0.254495, -0.189111, 0.948404, 0.927862, 0.324174, -0.184343, -0.272587, 0.926902, 0.25797, -0.297376, 0.833315, -0.177307) +transform = Transform3D(0.249849, -0.190911, 0.949278, 0.928103, 0.326706, -0.178572, -0.276043, 0.925644, 0.258812, -0.300572, 0.836947, -0.174021) 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="prototype_sword" parent="hand_R/socket" index="0" instance=ExtResource("2_s02u1")] + [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 @@ -389,3 +391,5 @@ parameters/movement/current_state = "move" parameters/movement/transition_request = "" parameters/movement/current_index = 0 parameters/walking/blend_position = 0.0 + +[connection signal="animation_finished" from="AnimationTree" to="." method="_on_animation_tree_animation_finished"]