WIP: Start adding model #2
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|
||||
bones/7/rotation = Quaternion(-0.573553, -0.410703, 0.634322, -0.316221)
|
||||
bones/8/position = Vector3(-5.17998e-07, 12.6417, 7.24198e-06)
|
||||
bones/8/rotation = Quaternion(0.172527, -0.218225, 0.436503, 0.855615)
|
||||
bones/9/position = Vector3(5.25072e-07, 21.8647, -1.64733e-06)
|
||||
bones/9/rotation = Quaternion(0.0784446, -0.00225518, 0.650572, 0.755379)
|
||||
bones/9/rotation = Quaternion(0.0784446, -0.00225524, 0.650572, 0.755379)
|
||||
bones/10/position = Vector3(-6.68945e-06, 25.0647, 1.19204e-06)
|
||||
bones/10/rotation = Quaternion(-0.166441, -0.334552, -0.373809, 0.848905)
|
||||
bones/11/rotation = Quaternion(0.0956501, -0.0429417, 0.168576, 0.980097)
|
||||
@ -54,9 +54,9 @@ bones/29/rotation = Quaternion(0.273847, -0.000518838, -0.0143469, 0.961666)
|
||||
bones/30/position = Vector3(0.0139517, 2.09557, -1.09673e-05)
|
||||
bones/31/rotation = Quaternion(0.494488, -0.36288, 0.60222, 0.511009)
|
||||
bones/32/position = Vector3(4.22225e-06, 12.6416, -1.10171e-05)
|
||||
bones/32/rotation = Quaternion(0.37955, 0.030041, -0.743407, 0.549896)
|
||||
bones/32/rotation = Quaternion(0.37955, 0.0300409, -0.743407, 0.549896)
|
||||
bones/33/position = Vector3(-5.33444e-06, 21.8736, 5.47588e-06)
|
||||
bones/33/rotation = Quaternion(0.0292596, 0.00337506, -0.249351, 0.967965)
|
||||
bones/33/rotation = Quaternion(0.0292594, 0.00337502, -0.249351, 0.967965)
|
||||
bones/34/position = Vector3(7.18826e-06, 25.0758, -4.14478e-06)
|
||||
bones/34/rotation = Quaternion(-0.195169, 0.329259, 0.200115, 0.901916)
|
||||
bones/35/rotation = Quaternion(0.296356, -0.111756, -0.179233, 0.931429)
|
||||
@ -93,10 +93,10 @@ bones/53/position = Vector3(0.0101426, 2.38341, 9.88739e-06)
|
||||
bones/53/rotation = Quaternion(0.436353, 0.00101625, 0.00774158, 0.899742)
|
||||
bones/54/position = Vector3(-0.0213175, 2.19929, 1.97887e-05)
|
||||
bones/55/rotation = Quaternion(0.126585, 0.224655, 0.950727, -0.17212)
|
||||
bones/56/rotation = Quaternion(-0.243968, -0.0859721, -0.00367415, 0.965958)
|
||||
bones/57/rotation = Quaternion(0.435122, -0.0653113, -0.00439505, 0.897989)
|
||||
bones/56/rotation = Quaternion(-0.243967, -0.0859724, -0.00367405, 0.965958)
|
||||
bones/57/rotation = Quaternion(0.435121, -0.0653114, -0.00439514, 0.897989)
|
||||
bones/58/rotation = Quaternion(0.351876, -0.0232251, 0.00873377, 0.935718)
|
||||
bones/60/rotation = Quaternion(-0.124929, 0.0737928, 0.986052, 0.0815444)
|
||||
bones/61/rotation = Quaternion(-0.156002, -0.0709137, 0.0190795, 0.985023)
|
||||
bones/62/rotation = Quaternion(0.496513, 0.112741, 0.0299064, 0.860157)
|
||||
bones/60/rotation = Quaternion(-0.124929, 0.0737917, 0.986052, 0.0815441)
|
||||
bones/61/rotation = Quaternion(-0.156, -0.0709137, 0.0190794, 0.985024)
|
||||
bones/62/rotation = Quaternion(0.496512, 0.112741, 0.0299064, 0.860157)
|
||||
bones/63/rotation = Quaternion(0.352338, 0.0234385, -0.00882726, 0.935538)
|
||||
|
@ -17,6 +17,7 @@ shape = SubResource("CylinderShape3D_1sre5")
|
||||
|
||||
[node name="character" parent="CharacterBody3D" instance=ExtResource("2_2couv")]
|
||||
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, 0)
|
||||
visible = false
|
||||
|
||||
[node name="UpperTorso" type="CSGSphere3D" parent="CharacterBody3D"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.2734, 0)
|
||||
|
@ -34,8 +34,8 @@ func _unhandled_input(event: InputEvent) -> void:
|
||||
if mouse_captured: _rotate_camera()
|
||||
if Input.is_action_just_pressed("jump"): jumping = true
|
||||
if Input.is_action_just_pressed("exit"): get_tree().quit()
|
||||
if Input.is_action_just_pressed("shot"): $Body/UpperTorso/Pistol.shot()
|
||||
if Input.is_action_just_pressed("reload"): $Body/UpperTorso/Pistol.reload()
|
||||
if Input.is_action_just_pressed("shot"): $UpperTorso/Pistol.shot()
|
||||
if Input.is_action_just_pressed("reload"): $UpperTorso/Pistol.reload()
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
|
Loading…
Reference in New Issue
Block a user