feat: shooter animation feel — directional lean, slide, composed airborne, weapon hold
Layer a procedural SkeletonModifier3D (ShooterPoseModifier) on top of the base clip so the character reads like a movement-shooter avatar: - Directional lean: banks into the movement direction (right/left/back) and blends smoothly for diagonals, driven by velocity relative to facing. - Slide: leans the torso back and pitches the head up to look forward, instead of the base clip's forward-torso/legs-out "spine break". - Airborne: plays a composed Jump pose (weapon ready) rather than a flailing fall. - Weapon hold: the base clip already keeps the arms down (weapon at the hip); on ADS both arms lift and swing in toward centre-front to aim. ADS is read from the active weapon and synced (synced_is_ads) so remote players raise their weapons too. The controller feeds movement direction + ADS to SkinnedPlayerModel.set_locomotion() each frame (works for local and remote via synced velocity/rotation). All rotations are authored in skeleton space (fwd=+Z, up=+Y, right=-X) and converted per-bone; tuning constants are at the top of ShooterPoseModifier. Verified by rendering the poses (idle/strafe/back/slide/ads) in a real Godot viewport. Smoke test 30/30. Co-Authored-By: Claude Fable 5 <[email protected]>
This commit is contained in:
co-authored by
Claude Fable 5
parent
9939e7e524
commit
29fdca3565
@@ -81,6 +81,7 @@ func _spawn_player(pid: int) -> CharacterBody3D:
|
||||
client_rep_config.add_property(":synced_movement_state")
|
||||
client_rep_config.add_property(":synced_movement_speed")
|
||||
client_rep_config.add_property(":synced_is_crouching")
|
||||
client_rep_config.add_property(":synced_is_ads")
|
||||
client_rep_config.add_property(":synced_grapple_point")
|
||||
client_rep_config.add_property(":synced_is_grapple_shooting")
|
||||
client_rep_config.add_property(":synced_skin_id")
|
||||
|
||||
Reference in New Issue
Block a user