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Процедурная анимация персонажа Рэя под музыку
$RLegTY = sin((time*3.1415927*30/20.455+ Animation_CTRL.RLeg_Freq_Ofst )* Animation_CTRL.RLeg_Freq )* Animation_CTRL.RLeg_Ampl + Animation_CTRL.RLeg_Ampl_Ofst;
$RFootRX = sin((time*3.1415927*30/20.455+2)*2)*20;
ray_ac_rt_footIK.translateY = $RLegTY;
if ($RLegTY <= 0)
{
ray_ac_rt_footIK.translateY = 0;
ray_ac_rt_footIK.rotateX = 0;
}
else
{
ray_ac_rt_footIK.translateY = $RLegTY;
ray_ac_rt_footIK.rotateX = $RFootRX;
}
ray_ac_cn_upperbody.translateX = sin((time*3.1415927*30/20.455-0.5)*2)*0.25+0.88;
ray_ac_cn_pelvisIK.rotateZ = sin((time*3.1415927*30/20.455+0.75)*2)*10+4.3;
ray_ac_cn_upperbody.translateY = sin((time*3.1415927*30/20.455+2.3)*2)*0.4-0.6;
ray_ac_cn_upperbody.rotateX = -sin((time*3.1415927*30/20.455+1.8)*2)*4+12;
// Naklony spiny, shei i golovy
ray_ac_cn_chest.rotateX = -sin((time*3.1415927*30/20.455+1.6)*2)*4+12;
ray_ac_cn_chest.rotateZ = sin((time*3.1415927*30/20.455/2+1.6)*2)*6-4;
ray_ac_cn_neck.rotateX = -sin((time*3.1415927*30/20.455+1.4)*2)*4-5;
ray_ac_cn_midneck.rotateX = -sin((time*3.1415927*30/20.455+1.2)*2)*4-5;
ray_ac_cn_head.rotateX = -sin((time*3.1415927*30/20.455+1.0)*2)*4-5;
// Vrashchenie shei i golovy
ray_ac_cn_neck.rotateY = -sin((time*3.1415927*30/20.455/4+1.4)*2)*8-5;
ray_ac_cn_midneck.rotateY = -sin((time*3.1415927*30/20.455/4+1.2)*2)*8-5;
ray_ac_cn_head.rotateY = -sin((time*3.1415927*30/20.455/4+1.0)*2)*8-5;
// Vzmahi pravoi rukoi
ray_ac_rt_shoulderFK.rotateY = -sin((time*3.1415927*30/20.455+1.4)*2)*7-1;
ray_ac_rt_elbowFK.rotateY = -sin((time*3.1415927*30/20.455+1.2)*2)*10-105;
ray_ac_rt_handFK.rotateY = -sin((time*3.1415927*30/20.455+1.0)*2)*10+7;
// Vzmahi levoi rukoi
ray_ac_lf_shoulderFK.rotateY = sin((time*3.1415927*30/20.455+1.2)*2)*17-20;
ray_ac_lf_shoulderFK.rotateX = sin((time*3.1415927*30/20.455+1.6)*2)*27-95;
ray_ac_lf_elbowFK.rotateY = -sin((time*3.1415927*30/20.455+1.0)*2)*10-45;
ray_ac_lf_handFK.rotateZ = sin((time*3.1415927*30/20.455+0.8)*2)*20-10;
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