feat(tools): a weapon hold lab for tuning each character's grip in 3D

I have been guessing at numbers that want an eye on them. This is the
environment to set them instead.

  godot --path . res://debug/weapon_lab.tscn

Pick a character, pick a weapon, pick a pose, drag sliders, press Save.
Thirteen knobs — weapon size, support-hand distance along the barrel, grip
to buttstock, muzzle pitch at low ready, both wrist rolls, three finger
curl amounts, the stock pocket for low-ready and for aiming, and both elbow
poles. Three markers show the points being solved for: red trigger grip,
green support hand, blue buttstock. If a hand is not ON its marker the IK
could not reach it, which is a different problem from the marker being in
the wrong place, and the two used to be indistinguishable.

Results land in assets/characters/weapon_holds.json, resolved in layers so
a number can be set once and contradicted where it matters:

  defaults              every character, every weapon
  skins.<skin>._all     this character, every weapon
  skins.<skin>.<weapon> this character, this weapon

An empty file means "use what the code derives", so the game runs exactly
as before until something is actually tuned. The knobs that CAN be derived
from the skeleton still are — mount rotation, wrist frame, weapon size —
and their sliders read "auto" at zero rather than silently overriding.

Two things this had to get right to be honest rather than merely present.
Slider defaults come from the same table as the code defaults, because a
slider parked at 0 beside a code default of 1.0 means the first touch of
that slider silently switches finger curl off. And the markers are
depth-tested: drawn through the body they look like they are floating in
front of the chest when they are really behind an arm, which is the exact
wrong impression for judging whether a hand is on its target.

`-- shot <path> [skin] [weapon]` renders one framed close-up and quits, so
the lab can be checked without a human at the controls — which is how both
of those bugs were caught.

Co-Authored-By: Claude Opus 5 <[email protected]>
This commit is contained in:
Nicholas Butzke
2026-07-26 21:15:53 -04:00
co-authored by Claude Opus 5
parent 2a6b321984
commit 33d07b3717
6 changed files with 628 additions and 9 deletions
+403
View File
@@ -0,0 +1,403 @@
extends Node3D
## Weapon hold lab — tune how each character holds each gun, in 3D, live.
##
## godot --path . res://debug/weapon_lab.tscn
##
## Every knob in the rifle hold started life as a constant tuned against one rig,
## and every one of them was wrong on the next character imported. The ones that
## CAN be derived from the skeleton now are — the mount rotation, the wrist roll,
## the weapon size. What is left is genuinely art direction: how high the stock
## rides, how far the elbow flares, how hard the fingers close. Those want an eye
## and a slider, not another guess in code.
##
## Pick a character, pick a weapon, pick a pose, drag the sliders, press Save.
## The result lands in assets/characters/weapon_holds.json keyed by character and
## weapon, and the game reads it whenever that gun is equipped.
##
## CONTROLS
## left drag orbit wheel zoom
## middle drag pan F frame the hands
## R reset knobs S save C copy JSON to clipboard
##
## The three coloured markers are the points being solved for — red is the
## trigger grip, green the support hand on the handguard, blue the buttstock. If
## a hand is not on its marker the IK could not reach, which is a different
## problem from the marker being in the wrong place.
const POSES := [
["Low ready", "ground", 0.0, 0.0],
["Aiming", "ground", 0.0, 1.0],
["Running", "ground", 9.0, 0.0],
["Crouched", "ground", 0.0, 0.0],
]
var _model: SkinnedPlayerModel
var _skins: Array = []
var _weapons: Array = []
var _skin := 0
var _weapon := 0
var _pose := 0
var _knobs: Dictionary = {}
var _all: Dictionary = {}
var _sliders: Dictionary = {}
var _status: Label
var _cam: Camera3D
var _yaw := 0.6
var _pitch := -0.1
var _dist := 2.2
var _pivot := Vector3(0, 1.25, 0)
var _markers: Array = []
var _pickers: Dictionary = {}
## Frames to wait before the self-shot below. The model loads asynchronously and
## the cloth solver needs a moment to settle, so an immediate capture shows a
## half-built character.
const SHOT_WARMUP := 40
var _shot_path := ""
var _frames := 0
func _ready() -> void:
_build_world()
_collect_sources()
# `-- shot <path> [skin] [weapon]` renders one frame and quits, so the lab
# can be checked without a human at the controls.
var args := OS.get_cmdline_user_args()
if args.size() >= 2 and String(args[0]) == "shot":
_shot_path = String(args[1])
if args.size() > 2:
_skin = maxi(0, _index_of(_skins, String(args[2])))
if args.size() > 3:
_weapon = maxi(0, _index_of(_weapons, String(args[3])))
_build_ui()
_reload_model()
func _index_of(list: Array, id: String) -> int:
for i in list.size():
if String(list[i].id) == id:
return i
return -1
# ── scene ─────────────────────────────────────────────────────────────────────
func _build_world() -> void:
var env := WorldEnvironment.new()
var e := Environment.new()
e.background_mode = Environment.BG_COLOR
e.background_color = Color(0.17, 0.18, 0.22)
e.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
e.ambient_light_color = Color(0.55, 0.57, 0.65)
e.ambient_light_energy = 1.0
env.environment = e
add_child(env)
var key := DirectionalLight3D.new()
key.rotation_degrees = Vector3(-42, 132, 0)
key.light_energy = 1.5
add_child(key)
var fill := DirectionalLight3D.new()
fill.rotation_degrees = Vector3(-18, -40, 0)
fill.light_energy = 0.5
add_child(fill)
_cam = Camera3D.new()
_cam.fov = 45.0
add_child(_cam)
_update_camera()
# Grip / support / stock, so the points under the sliders are visible.
for c in [Color(1, 0.3, 0.3), Color(0.3, 1, 0.4), Color(0.4, 0.6, 1)]:
var m := MeshInstance3D.new()
var sphere := SphereMesh.new()
sphere.radius = 0.012
sphere.height = 0.024
m.mesh = sphere
var mat := StandardMaterial3D.new()
mat.albedo_color = c
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
# Depth-tested on purpose. Drawn through the body they look like they are
# floating in front of the chest when they are in fact behind an arm,
# which is exactly the wrong impression for judging whether a hand is on
# its target.
mat.no_depth_test = false
m.material_override = mat
add_child(m)
_markers.append(m)
func _collect_sources() -> void:
for id in SkinManager.skins:
var s = SkinManager.skins[id]
# GLB-backed skins only; the colour tints have no skeleton to pose.
if "model_path" in s and String(s.model_path) != "":
_skins.append({"id": id, "name": s.skin_name, "path": s.model_path})
_skins.sort_custom(func(a, b): return a.id < b.id)
for id in LoadoutManager.weapon_db:
var w: Dictionary = LoadoutManager.weapon_db[id]
if String(w.get("script", "")) != "":
_weapons.append({"id": id, "name": w.get("name", id),
"script": w["script"]})
_weapons.sort_custom(func(a, b): return a.id < b.id)
_all = WeaponHoldTuning.load_all()
func _reload_model() -> void:
if _model:
_model.queue_free()
_model = SkinnedPlayerModel.new()
_model.model_path = _skins[_skin].path
_model.skin_id = _skins[_skin].id
add_child(_model)
await get_tree().process_frame
_load_knobs()
_model.set_weapon(_weapons[_weapon].script)
_model.set_hold_tuning(_knobs)
_apply_pose()
func _apply_pose() -> void:
if not _model or not _model.loaded:
return
var p: Array = POSES[_pose]
_model.update_state(p[1], p[2], _pose == 3)
_model.set_locomotion(0.0, 1.0 if p[2] > 0.1 else 0.0, p[3])
func _process(_delta: float) -> void:
_apply_pose()
if _shot_path != "":
_frames += 1
if _frames == SHOT_WARMUP:
# Frame the hands, which is the only part anyone is judging.
if _model and _model._pose_mod:
_pivot = _model.skeleton.global_transform * _model._pose_mod.dbg_grip
_dist = 0.7
_yaw = 1.15
_pitch = -0.15
_update_camera()
elif _frames > SHOT_WARMUP + 2:
var img := get_viewport().get_texture().get_image()
img.save_png(_shot_path)
print("weapon_lab: saved ", _shot_path)
get_tree().quit()
return
if _model and _model._pose_mod and _model.skeleton:
var to_world: Transform3D = _model.skeleton.global_transform
var pm = _model._pose_mod
var pts := [pm.dbg_grip, pm.dbg_fore, pm.dbg_stock]
for i in _markers.size():
_markers[i].global_position = to_world * pts[i]
_markers[i].visible = pts[i] != Vector3.ZERO
# ── knobs ─────────────────────────────────────────────────────────────────────
func _load_knobs() -> void:
_knobs = WeaponHoldTuning.resolve(_all, _skins[_skin].id, _weapons[_weapon].id)
for k in _sliders:
var entry = _sliders[k]
var spec: Array = entry.spec
if spec[4]:
var v: Vector3 = _knobs.get(k, WeaponHoldTuning.default_for(k))
entry.x.set_value_no_signal(v.x)
entry.y.set_value_no_signal(v.y)
entry.z.set_value_no_signal(v.z)
else:
entry.x.set_value_no_signal(float(_knobs.get(k,
WeaponHoldTuning.default_for(k))))
_refresh_label(k)
func _knob_changed(key: String) -> void:
var entry = _sliders[key]
var spec: Array = entry.spec
if spec[4]:
_knobs[key] = Vector3(entry.x.value, entry.y.value, entry.z.value)
else:
_knobs[key] = entry.x.value
_refresh_label(key)
if _model:
_model.set_hold_tuning(_knobs)
func _refresh_label(key: String) -> void:
var entry = _sliders[key]
var spec: Array = entry.spec
if spec[4]:
entry.label.text = "%s %.3f, %.3f, %.3f" % [spec[1], entry.x.value,
entry.y.value, entry.z.value]
else:
var v: float = entry.x.value
entry.label.text = "%s %s" % [spec[1],
"auto" if (key == "weapon_scale" and v < 0.01) else "%.3f" % v]
# ── ui ────────────────────────────────────────────────────────────────────────
func _build_ui() -> void:
var layer := CanvasLayer.new()
add_child(layer)
var panel := PanelContainer.new()
panel.set_anchors_preset(Control.PRESET_LEFT_WIDE)
panel.custom_minimum_size = Vector2(430, 0)
layer.add_child(panel)
var scroll := ScrollContainer.new()
panel.add_child(scroll)
var box := VBoxContainer.new()
box.custom_minimum_size = Vector2(410, 0)
box.add_theme_constant_override("separation", 2)
scroll.add_child(box)
var title := Label.new()
title.text = "WEAPON HOLD LAB"
box.add_child(title)
box.add_child(_picker("Character", _skins, func(i):
_skin = i
_reload_model()))
box.add_child(_picker("Weapon", _weapons, func(i):
_weapon = i
_load_knobs()
if _model:
_model.set_weapon(_weapons[_weapon].script)
_model.set_hold_tuning(_knobs)))
var poses: Array = []
for p in POSES:
poses.append({"name": p[0]})
box.add_child(_picker("Pose", poses, func(i): _pose = i))
box.add_child(HSeparator.new())
for spec in WeaponHoldTuning.KNOBS:
box.add_child(_knob_row(spec))
box.add_child(HSeparator.new())
var row := HBoxContainer.new()
for b in [["Save (S)", func(): _save()], ["Reset (R)", func(): _reset()],
["Copy JSON (C)", func(): _copy()]]:
var btn := Button.new()
btn.text = b[0]
btn.pressed.connect(b[1])
row.add_child(btn)
box.add_child(row)
_status = Label.new()
_status.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
_status.custom_minimum_size = Vector2(400, 40)
_status.text = "left drag orbit · wheel zoom · middle drag pan · F frame hands"
box.add_child(_status)
# Reflect whatever the shot arguments or the defaults selected, or the
# dropdown says one thing while the scene shows another.
_pickers["Character"].select(_skin)
_pickers["Weapon"].select(_weapon)
_pickers["Pose"].select(_pose)
func _picker(label: String, items: Array, on_pick: Callable) -> Control:
var row := HBoxContainer.new()
var l := Label.new()
l.text = label
l.custom_minimum_size = Vector2(90, 0)
row.add_child(l)
var opt := OptionButton.new()
opt.size_flags_horizontal = Control.SIZE_EXPAND_FILL
for it in items:
opt.add_item(String(it.name))
opt.item_selected.connect(on_pick)
row.add_child(opt)
_pickers[label] = opt
return row
func _knob_row(spec: Array) -> Control:
var key: String = spec[0]
var box := VBoxContainer.new()
box.add_theme_constant_override("separation", 0)
var label := Label.new()
box.add_child(label)
var entry := {"spec": spec, "label": label}
var axes := ["x", "y", "z"] if spec[4] else ["x"]
for a in axes:
var sl := HSlider.new()
sl.min_value = spec[2]
sl.max_value = spec[3]
sl.step = 0.001
sl.custom_minimum_size = Vector2(400, 14)
sl.value_changed.connect(func(_v): _knob_changed(key))
box.add_child(sl)
entry[a] = sl
_sliders[key] = entry
return box
func _save() -> void:
var where := WeaponHoldTuning.save(_all, _skins[_skin].id,
_weapons[_weapon].id, _knobs)
_status.text = "Saved %s + %s to %s" % [_skins[_skin].id,
_weapons[_weapon].id, where]
func _reset() -> void:
_knobs.clear()
for k in _sliders:
var e = _sliders[k]
for a in ["x", "y", "z"]:
if e.has(a):
e[a].set_value_no_signal(0.0)
_refresh_label(k)
if _model:
_model.set_hold_tuning({})
_status.text = "Reset to what the code derives"
func _copy() -> void:
var flat := {}
for k in _knobs:
var v = _knobs[k]
flat[k] = [v.x, v.y, v.z] if v is Vector3 else v
DisplayServer.clipboard_set(JSON.stringify(flat, " "))
_status.text = "Copied this character+weapon's knobs to the clipboard"
# ── camera ────────────────────────────────────────────────────────────────────
func _update_camera() -> void:
var b := Basis.from_euler(Vector3(_pitch, _yaw, 0))
_cam.global_transform = Transform3D(b, _pivot + b * Vector3(0, 0, _dist))
func _unhandled_input(e: InputEvent) -> void:
if e is InputEventMouseMotion:
if e.button_mask & MOUSE_BUTTON_MASK_LEFT:
_yaw -= e.relative.x * 0.006
_pitch = clampf(_pitch - e.relative.y * 0.006, -1.4, 1.4)
_update_camera()
elif e.button_mask & MOUSE_BUTTON_MASK_MIDDLE:
var b := _cam.global_transform.basis
_pivot += (b.x * -e.relative.x + b.y * e.relative.y) * _dist * 0.0015
_update_camera()
elif e is InputEventMouseButton and e.pressed:
if e.button_index == MOUSE_BUTTON_WHEEL_UP:
_dist = maxf(_dist * 0.9, 0.15)
_update_camera()
elif e.button_index == MOUSE_BUTTON_WHEEL_DOWN:
_dist = minf(_dist * 1.1, 8.0)
_update_camera()
elif e is InputEventKey and e.pressed and not e.echo:
match e.keycode:
KEY_F:
# Frame the hands, which is what is actually being judged.
if _model and _model._pose_mod:
_pivot = _model.skeleton.global_transform \
* _model._pose_mod.dbg_grip
_dist = 0.55
_update_camera()
KEY_S: _save()
KEY_R: _reset()
KEY_C: _copy()
KEY_ESCAPE: get_tree().quit()