Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* ☲ Li (리) - Fire Stance Animations
*
* Precision-focused stance animations for the Li Fire trigram (리괘).
* Emphasizes surgical precision, targeting accuracy, and speed combinations.
*
* **Spear-Hand Formation**: Index and middle fingers extended, ring/pinky curled.
* This hand formation is applied via withSpearHand() method from MartialArtsAnimationBuilder.
* Individual finger bones are not modeled in the current skeletal system; finger positions
* are expressed through wrist angles and hand pose metadata.
*
* Philosophy: 외과적 정밀성 (Surgical Precision), 불꽃의 예리함 (Flame's Sharpness)
* Martial Art Origin: 태권도 정밀 타격 (Taekwondo Precision Strikes)
* Combat Focus: 정확한 신경 타격 (Accurate Nerve Strikes), 속도 연속 공격 (Speed Combinations)
*
* @module systems/animation/catalogs/LiStanceAnimations
* @category Animation - Li Trigram
* @korean 리괘자세애니메이션
*/
import type { SkeletalAnimation } from "@/types/skeletal";
import { BoneName } from "@/types/skeletal";
import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder";
/**
* Li Idle Targeting Animation (리괘 조준 자세)
*
* Idle stance with focused targeting tension and spear-hand readiness.
* Quick breathing rhythm emphasizes alert precision state.
*
* **Korean Philosophy**: 화염의 집중 (Flame's Focus)
* - Fingers splayed in spear-hand formation, ready to strike nerve clusters
* - Eyes tracking target with micro-adjustments
* - Weight on balls of feet for quick darting movements
* - Quick breath cycles maintain alertness without fatigue
*
* **Anatomical Details**:
* - Spear-hand fingers: Index and middle extended, ring/pinky curled
* - Shoulders: Slight forward roll for targeting alignment
* - Head: Micro-rotations tracking opponent's vital points
* - Feet: Weight distributed 60/40 (front/back) for quick darts
*
* **Timing**: 2500ms cycle (2.5 seconds)
* - 0-1250ms: Neutral targeting position with steady gaze
* - 1250ms: Quick breath tension increase, finger extension
* - 1250-2500ms: Return to neutral with maintained readiness
*
* @duration 2500ms (2.5 second cycle)
* @loop true
* @korean 리괘조준자세
*/
export const LI_IDLE_TARGETING: SkeletalAnimation =
MartialArtsAnimationBuilder.create("li_idle_targeting", "리괘 조준 자세")
.asIdle(2.5, true)
// === Keyframe 0ms: Neutral targeting position ===
.at(0, "linear")
// Torso: Slight forward lean for targeting precision
.rotate(BoneName.SPINE_UPPER, 0.08, 0, 0) // 5° forward lean
.rotate(BoneName.SPINE_LOWER, 0.05, 0, 0) // Foundation support
// Head: Eyes on target, micro-focus
.rotate(BoneName.HEAD, 0.05, 0, 0) // 3° forward gaze
// Arms: Forward targeting guard with spear-hands
// Left arm - lead targeting position
.rotate(BoneName.SHOULDER_L, -0.5, 0.35, 0.25) // Forward and slightly out
.rotate(BoneName.ELBOW_L, 0, 0, -1.4) // Bent for quick extension
.rotate(BoneName.WRIST_L, -0.1, 0.15, 0) // Slight dorsiflexion
// Right arm - chambered ready position
.rotate(BoneName.SHOULDER_R, -0.5, -0.3, -0.2) // Chambered at chest
.rotate(BoneName.ELBOW_R, 0, 0, 1.5) // Bent protecting body
.rotate(BoneName.WRIST_R, -0.1, -0.15, 0) // Mirror wrist position
// Legs: Balanced stance on balls of feet
.rotate(BoneName.HIP_R, 0.15, 0, 0) // Slight forward weight
.rotate(BoneName.KNEE_R, -0.25, 0, 0) // Flexed for dart readiness
.rotate(BoneName.HIP_L, 0.1, 0, 0) // Back leg stable
.rotate(BoneName.KNEE_L, -0.22, 0, 0) // Slight bend
.rotate(BoneName.FOOT_R, 0.08, 0, 0) // Weight on ball
.rotate(BoneName.FOOT_L, 0.05, 0, 0) // Back foot grounded
// Pelvis: Neutral, ready to dart
.rotate(BoneName.PELVIS, 0.03, 0, 0)
.position(BoneName.PELVIS, 0, -0.05, 0.02) // Slight forward crouch
.done<MartialArtsAnimationBuilder>()
.withSpearHand("both") // Apply spear-hand pose
// === Keyframe 1250ms: Quick breath tension ===
.at(1.25, "ease-in-out")
// Increased tension - targeting intensifies
.rotate(BoneName.SPINE_UPPER, 0.12, 0, 0) // 7° forward lean (increased)
.rotate(BoneName.SPINE_LOWER, 0.07, 0, 0)
// Head: Micro-adjustment tracking
.rotate(BoneName.HEAD, 0.09, 0.02, 0) // 5° forward + 1° tracking adjustment
// Arms: Extended tension for immediate strike
.rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Extended further forward
.rotate(BoneName.ELBOW_L, 0, 0, -1.3) // Slightly more extended
.rotate(BoneName.SHOULDER_R, -0.55, -0.35, -0.25) // Ready to thrust
.rotate(BoneName.ELBOW_R, 0, 0, 1.45) // Slight tension release
// NOTE: Finger tension expressed through wrist position and hand pose metadata
// Individual finger bones not available in current skeletal system
// Legs: Increased readiness
.rotate(BoneName.HIP_R, 0.18, 0, 0) // More forward weight
.rotate(BoneName.KNEE_R, -0.28, 0, 0) // Deeper crouch
.rotate(BoneName.KNEE_L, -0.24, 0, 0)
.rotate(BoneName.FOOT_R, 0.1, 0, 0) // More on ball
.done<MartialArtsAnimationBuilder>()
.withSpearHand("both")
// === Keyframe 2500ms: Return to neutral ===
.at(2.5, "ease-out")
// Return to neutral targeting position (same as keyframe 0)
.rotate(BoneName.SPINE_UPPER, 0.08, 0, 0)
.rotate(BoneName.SPINE_LOWER, 0.05, 0, 0)
.rotate(BoneName.HEAD, 0.05, 0, 0)
.rotate(BoneName.SHOULDER_L, -0.5, 0.35, 0.25)
.rotate(BoneName.ELBOW_L, 0, 0, -1.4)
.rotate(BoneName.WRIST_L, -0.1, 0.15, 0)
.rotate(BoneName.SHOULDER_R, -0.5, -0.3, -0.2)
.rotate(BoneName.ELBOW_R, 0, 0, 1.5)
.rotate(BoneName.WRIST_R, -0.1, -0.15, 0)
.rotate(BoneName.HIP_R, 0.15, 0, 0)
.rotate(BoneName.KNEE_R, -0.25, 0, 0)
.rotate(BoneName.HIP_L, 0.1, 0, 0)
.rotate(BoneName.KNEE_L, -0.22, 0, 0)
.rotate(BoneName.FOOT_R, 0.08, 0, 0)
.rotate(BoneName.FOOT_L, 0.05, 0, 0)
.rotate(BoneName.PELVIS, 0.03, 0, 0)
.position(BoneName.PELVIS, 0, -0.05, 0.02)
.done<MartialArtsAnimationBuilder>()
.withSpearHand("both")
.build();
/**
* Li Diagonal Dart Step Animation (화염 돌진)
*
* Explosive 45° angle dart movement for rapid position change.
* Lead shoulder drives forward toward target while maintaining strike readiness.
*
* **Korean Philosophy**: 화염의 급습 (Flame's Swift Assault)
* - Explosive diagonal movement for angle exploitation
* - Maintains spear-hand readiness throughout motion
* - Lead shoulder drives forward creating power line
* - Rear leg pushes off explosively for dart acceleration
*
* **Biomechanics**:
* - Initial push: Rear leg generates 45° vector force
* - Lead shoulder: Rotates 15° into direction of travel
* - Hips: Rotate to align with diagonal trajectory
* - Hands: Maintain spear-hand guard during movement
*
* **Combat Application**:
* - Exploits angle to target exposed vital points
* - Creates unpredictable attack vector
* - Maintains offensive capability during repositioning
* - Enables immediate nerve strike from new angle
*
* @duration 400ms (0.4 seconds, 24 frames at 60fps)
* @frames 8-12 frames typical execution
* @korean 화염돌진
*/
export const LI_DIAGONAL_DART_STEP: SkeletalAnimation =
MartialArtsAnimationBuilder.create("li_diagonal_dart_step", "화염 돌진")
.asMovement(0.4, false)
// === Keyframe 0ms: Pre-dart stance ===
.at(0, "linear")
// Torso: Loaded position before dart
.rotate(BoneName.SPINE_UPPER, 0.05, -0.12, 0) // Slight back lean + coil rotation
.rotate(BoneName.SPINE_LOWER, 0.03, -0.08, 0)
.rotate(BoneName.PELVIS, 0, -0.1, 0) // Coiled for diagonal push
// Arms: Spear-hand guard maintained
.rotate(BoneName.SHOULDER_L, -0.5, 0.3, 0.2)
.rotate(BoneName.ELBOW_L, 0, 0, -1.4)
.rotate(BoneName.SHOULDER_R, -0.5, -0.25, -0.2)
.rotate(BoneName.ELBOW_R, 0, 0, 1.5)
// Legs: Rear leg loaded for push
.rotate(BoneName.HIP_R, 0.12, 0, 0)
.rotate(BoneName.KNEE_R, -0.22, 0, 0)
.rotate(BoneName.HIP_L, 0.08, 0, 0)
.rotate(BoneName.KNEE_L, -0.35, 0, 0) // Back knee deeply bent for push
.rotate(BoneName.FOOT_L, 0.15, 0, 0) // Back foot loaded
.done<MartialArtsAnimationBuilder>()
.withSpearHand("both")
// === Keyframe 120ms: Explosive dart launch ===
.at(0.12, "ease-out")
// Torso: Explodes forward at 45° angle
.rotate(BoneName.SPINE_UPPER, 0.12, 0.25, 0.08) // Forward + diagonal rotation + slight lean
.rotate(BoneName.SPINE_LOWER, 0.08, 0.18, 0.05)
.rotate(BoneName.PELVIS, 0.05, 0.2, 0.05) // Diagonal thrust
.position(BoneName.PELVIS, 0.15, 0.02, 0.15) // Diagonal position change
// Arms: Lead shoulder drives forward
.rotate(BoneName.SHOULDER_L, -0.45, 0.5, 0.3) // Extended into dart direction
.rotate(BoneName.ELBOW_L, 0, 0, -1.3)
.rotate(BoneName.SHOULDER_R, -0.55, -0.2, -0.15) // Counterbalance
.rotate(BoneName.ELBOW_R, 0, 0, 1.6)
// Legs: Extension from push
.rotate(BoneName.HIP_R, 0.25, 0.1, 0) // Front leg accepting weight
.rotate(BoneName.KNEE_R, -0.35, 0, 0) // Flexed on landing
.rotate(BoneName.HIP_L, -0.05, 0, 0) // Back leg extending
.rotate(BoneName.KNEE_L, -0.12, 0, 0) // Pushed off
.rotate(BoneName.FOOT_L, -0.08, 0, 0) // Toe pushes off ground
.done<MartialArtsAnimationBuilder>()
.withSpearHand("both")
// === Keyframe 280ms: Mid-dart flight ===
.at(0.28, "linear")
// Torso: Maximum forward extension
.rotate(BoneName.SPINE_UPPER, 0.15, 0.3, 0.1)
.rotate(BoneName.SPINE_LOWER, 0.1, 0.22, 0.06)
.rotate(BoneName.PELVIS, 0.08, 0.25, 0.06)
.position(BoneName.PELVIS, 0.3, 0.03, 0.3) // Peak diagonal displacement
// Arms: Maintained readiness
.rotate(BoneName.SHOULDER_L, -0.42, 0.55, 0.32)
.rotate(BoneName.ELBOW_L, 0, 0, -1.3)
.rotate(BoneName.SHOULDER_R, -0.58, -0.18, -0.12)
.rotate(BoneName.ELBOW_R, 0, 0, 1.65)
// Legs: Transition
.rotate(BoneName.HIP_R, 0.3, 0.12, 0)
.rotate(BoneName.KNEE_R, -0.4, 0, 0)
.rotate(BoneName.HIP_L, -0.1, 0, 0)
.rotate(BoneName.KNEE_L, -0.08, 0, 0)
.done<MartialArtsAnimationBuilder>()
.withSpearHand("both")
// === Keyframe 400ms: Landing and recovery ===
.at(0.4, "ease-in")
// Torso: Stabilizes in new position
.rotate(BoneName.SPINE_UPPER, 0.08, 0.2, 0.05) // Settled forward lean
.rotate(BoneName.SPINE_LOWER, 0.05, 0.15, 0.03)
.rotate(BoneName.PELVIS, 0.03, 0.15, 0.02)
.position(BoneName.PELVIS, 0.35, 0, 0.35) // Final diagonal position
// Arms: Return to guard
.rotate(BoneName.SHOULDER_L, -0.5, 0.4, 0.25)
.rotate(BoneName.ELBOW_L, 0, 0, -1.4)
.rotate(BoneName.SHOULDER_R, -0.5, -0.25, -0.2)
.rotate(BoneName.ELBOW_R, 0, 0, 1.5)
// Legs: Grounded in new stance
.rotate(BoneName.HIP_R, 0.18, 0.08, 0)
.rotate(BoneName.KNEE_R, -0.28, 0, 0) // Flexed for stability
.rotate(BoneName.HIP_L, 0.1, 0, 0)
.rotate(BoneName.KNEE_L, -0.22, 0, 0)
.rotate(BoneName.FOOT_R, 0.08, 0, 0)
.rotate(BoneName.FOOT_L, 0.05, 0, 0)
.done<MartialArtsAnimationBuilder>()
.withSpearHand("both")
.build();
/**
* Li Linear Pierce Step Animation (직선 관통보)
*
* Direct forward thrust movement with hips and shoulders aligned for linear power.
* Hands lead with targeting precision for immediate nerve strike capability.
*
* **Korean Philosophy**: 직선 관통 (Linear Penetration)
* - Pure linear forward thrust motion
* - Zero wasted movement, maximum efficiency
* - Hips square and aligned for forward power transfer
* - Spear-hands lead, targeting never wavers
*
* **Biomechanics**:
* - Hip thrust: Direct forward vector, no rotation
* - Shoulders: Square to target throughout motion
* - Hands: Lead with extended spear-hand formation
* - Feet: Linear stepping pattern, no lateral deviation
*
* **Combat Application**:
* - Closes distance for nerve strike
* - Maintains targeting alignment during approach
* - Generates forward momentum for thrust power
* - Minimizes exposure time with direct path
*
* @duration 467ms (~0.47 seconds, 28 frames at 60fps)
* @frames 10-14 frames typical execution
* @korean 직선관통보
*/
export const LI_LINEAR_PIERCE_STEP: SkeletalAnimation =
MartialArtsAnimationBuilder.create("li_linear_pierce_step", "직선 관통보")
.asMovement(0.467, false)
// === Keyframe 0ms: Pre-step stance ===
.at(0, "linear")
// Torso: Aligned square to target
.rotate(BoneName.SPINE_UPPER, 0.05, 0, 0) // Neutral forward lean
.rotate(BoneName.SPINE_LOWER, 0.03, 0, 0)
.rotate(BoneName.PELVIS, 0, 0, 0) // Square, no rotation
// Arms: Extended targeting position
.rotate(BoneName.SHOULDER_L, -0.52, 0.35, 0.25)
.rotate(BoneName.ELBOW_L, 0, 0, -1.35) // Slightly extended
.rotate(BoneName.WRIST_L, -0.1, 0.15, 0)
.rotate(BoneName.SHOULDER_R, -0.52, -0.3, -0.2)
.rotate(BoneName.ELBOW_R, 0, 0, 1.45)
.rotate(BoneName.WRIST_R, -0.1, -0.15, 0)
// Legs: Ready to step forward
.rotate(BoneName.HIP_R, 0.15, 0, 0)
.rotate(BoneName.KNEE_R, -0.25, 0, 0)
.rotate(BoneName.HIP_L, 0.1, 0, 0)
.rotate(BoneName.KNEE_L, -0.3, 0, 0) // Back leg loaded
.rotate(BoneName.FOOT_L, 0.12, 0, 0)
.done<MartialArtsAnimationBuilder>()
.withSpearHand("both")
// === Keyframe 140ms: Linear thrust begins ===
.at(0.14, "ease-out")
// Torso: Forward thrust initiated
.rotate(BoneName.SPINE_UPPER, 0.1, 0, 0) // Forward lean increases
.rotate(BoneName.SPINE_LOWER, 0.06, 0, 0)
.rotate(BoneName.PELVIS, 0.05, 0, 0) // Hip thrust forward
.position(BoneName.PELVIS, 0, 0.01, 0.12) // Forward displacement begins
// Arms: Hands lead the thrust
.rotate(BoneName.SHOULDER_L, -0.48, 0.4, 0.28) // Extended further forward
.rotate(BoneName.ELBOW_L, 0, 0, -1.25) // More extended
.rotate(BoneName.SHOULDER_R, -0.48, -0.28, -0.18)
.rotate(BoneName.ELBOW_R, 0, 0, 1.35)
// Legs: Push-off phase
.rotate(BoneName.HIP_R, 0.22, 0, 0) // Front leg accepting weight
.rotate(BoneName.KNEE_R, -0.32, 0, 0)
.rotate(BoneName.HIP_L, 0, 0, 0) // Back leg extends
.rotate(BoneName.KNEE_L, -0.15, 0, 0)
.rotate(BoneName.FOOT_L, -0.05, 0, 0) // Pushing off
.done<MartialArtsAnimationBuilder>()
.withSpearHand("both")
// === Keyframe 300ms: Peak forward extension ===
.at(0.3, "linear")
// Torso: Maximum forward position
.rotate(BoneName.SPINE_UPPER, 0.13, 0, 0)
.rotate(BoneName.SPINE_LOWER, 0.08, 0, 0)
.rotate(BoneName.PELVIS, 0.08, 0, 0)
.position(BoneName.PELVIS, 0, 0.02, 0.25) // Peak forward displacement
// Arms: Full extension leading
.rotate(BoneName.SHOULDER_L, -0.45, 0.42, 0.3)
.rotate(BoneName.ELBOW_L, 0, 0, -1.2) // Nearly straight
.rotate(BoneName.SHOULDER_R, -0.45, -0.26, -0.16)
.rotate(BoneName.ELBOW_R, 0, 0, 1.3)
// Legs: Transition phase
.rotate(BoneName.HIP_R, 0.28, 0, 0)
.rotate(BoneName.KNEE_R, -0.38, 0, 0)
.rotate(BoneName.HIP_L, -0.05, 0, 0)
.rotate(BoneName.KNEE_L, -0.1, 0, 0)
.done<MartialArtsAnimationBuilder>()
.withSpearHand("both")
// === Keyframe 467ms: Landing and stabilization ===
.at(0.467, "ease-in")
// Torso: Settles in new forward position
.rotate(BoneName.SPINE_UPPER, 0.08, 0, 0)
.rotate(BoneName.SPINE_LOWER, 0.05, 0, 0)
.rotate(BoneName.PELVIS, 0.03, 0, 0)
.position(BoneName.PELVIS, 0, 0, 0.3) // Final forward position
// Arms: Return to ready targeting guard
.rotate(BoneName.SHOULDER_L, -0.5, 0.35, 0.25)
.rotate(BoneName.ELBOW_L, 0, 0, -1.4)
.rotate(BoneName.WRIST_L, -0.1, 0.15, 0)
.rotate(BoneName.SHOULDER_R, -0.5, -0.3, -0.2)
.rotate(BoneName.ELBOW_R, 0, 0, 1.5)
.rotate(BoneName.WRIST_R, -0.1, -0.15, 0)
// Legs: Grounded in new stance
.rotate(BoneName.HIP_R, 0.18, 0, 0)
.rotate(BoneName.KNEE_R, -0.28, 0, 0)
.rotate(BoneName.HIP_L, 0.12, 0, 0)
.rotate(BoneName.KNEE_L, -0.24, 0, 0)
.rotate(BoneName.FOOT_R, 0.08, 0, 0)
.rotate(BoneName.FOOT_L, 0.05, 0, 0)
.done<MartialArtsAnimationBuilder>()
.withSpearHand("both")
.build();
/**
* Li Forward Targeting Guard Position (불꽃 방어)
*
* Static guard pose with lead hand forward in blade-edge spear-hand ready position.
* Narrow stance allows quick pivoting for angle exploitation.
*
* **Korean Philosophy**: 불꽃의 경계 (Flame's Vigilance)
* - Lead hand: Spear-hand blade-edge forward for immediate strike
* - Rear hand: Chambered at chest level for rapid follow-up
* - Stance: Narrow for quick pivoting and angle changes
* - Head: Aligned with front hand creating targeting sight line
*
* **Biomechanics**:
* - Lead arm: Extended 70% for reach without over-commitment
* - Rear arm: 90° elbow angle protecting centerline
* - Feet: Shoulder-width narrow stance for mobility
* - Weight: 55/45 forward distribution for quick darts
*
* **Combat Application**:
* - Maintains threat with extended spear-hand
* - Quick pivots exploit angular opportunities
* - Immediate nerve strike capability from guard
* - Narrow stance enables rapid direction changes
*
* @duration 100ms (minimal positive duration for animation registry validation; pose is visually static)
* @korean 불꽃방어
*/
export const LI_FORWARD_TARGETING_GUARD: SkeletalAnimation =
MartialArtsAnimationBuilder.create("li_forward_targeting_guard", "불꽃 방어")
.asStance(0.1, false) // Static stance; 0.1s is a minimal positive duration required for animation registry validation, not actual motion
// === Single keyframe: Static guard position ===
.at(0, "linear")
// Torso: Forward lean for aggression
.rotate(BoneName.SPINE_UPPER, 0.1, -0.08, 0) // Forward + slight rotation
.rotate(BoneName.SPINE_LOWER, 0.06, -0.05, 0)
.rotate(BoneName.PELVIS, 0.03, -0.03, 0)
.position(BoneName.PELVIS, 0, -0.06, 0.03) // Slight crouch + forward
// Head: Aligned with lead hand (targeting line)
.rotate(BoneName.HEAD, 0.05, -0.05, 0) // Eyes follow lead hand
// Lead arm (left): Extended spear-hand forward
.rotate(BoneName.SHOULDER_L, -0.45, 0.5, 0.3) // Extended forward and out
.rotate(BoneName.ELBOW_L, 0, 0, -1.2) // 70% extension
.rotate(BoneName.WRIST_L, -0.08, 0.18, 0) // Blade-edge alignment
// Rear arm (right): Chambered at chest level
.rotate(BoneName.SHOULDER_R, -0.6, -0.25, -0.25) // Chambered protecting chest
.rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° angle (π/2 rad)
.rotate(BoneName.WRIST_R, -0.1, -0.15, 0) // Ready to thrust
// Legs: Narrow stance for pivoting
.rotate(BoneName.HIP_R, 0.18, 0, 0) // Front leg slightly forward
.rotate(BoneName.KNEE_R, -0.28, 0, 0) // Flexed for mobility
.rotate(BoneName.FOOT_R, 0.08, 0, 0) // Weight on ball
.rotate(BoneName.HIP_L, 0.12, 0, 0) // Back leg stable
.rotate(BoneName.KNEE_L, -0.24, 0, 0) // Slight flex
.rotate(BoneName.FOOT_L, 0.05, 0, 0) // Grounded
.done<MartialArtsAnimationBuilder>()
.withSpearHand("both") // Both hands in spear-hand formation
.build();
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