feat: add rigged+animated Miku player model with auto-rig pipeline
- Add miku_rigged_animated.glb (3.27MB) with 18-bone skeleton and 6 animations (Idle, Walk, Run, Jump, Crouch, Death) via Blender auto-rig script - Add tools/rig_and_animate.py: reusable Blender script for rigging any humanoid mesh with Mixamo-compatible bone naming - Update SkinnedPlayerModel: scale_factor, first-person mode, animation state matching (Idle/Walk/Run/Jump/Crouch/Death) - Update level_runtime.gd: use skinned model for local player, procedural humanoid for remote players - Update skin_manager.gd and test_level_builder.gd to use animated model - Fix Godot 4.2.1 'is not Type' syntax in 5 weapon files - Add editor/import_miku_to_tscn.gd for editor-based GLB import
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@@ -432,7 +432,8 @@ func _spawn_player(pid: int) -> CharacterBody3D:
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# Miku: use the rigged GLB model with its own armature
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var skinned = load("res://characters/skinned_player_model.gd").new()
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skinned.name = "SkinnedModel"
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skinned.model_path = "res://assets/characters/skins/miku_rigged_final.glb"
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skinned.model_path = "res://assets/characters/skins/miku_rigged_animated.glb"
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skinned.scale_factor = 1.0 # Already scaled to 1.8m in Blender
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skinned.position = Vector3.ZERO # Model origin = player origin
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player.add_child(skinned)
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else:
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