fix: create proper Idle animation in Godot when GLB export loses tracks

The Blender GLTF exporter was stripping animation tracks (only 1 of 51
channels survived export). Now SkinnedPlayerModel detects this at
runtime and creates a proper Idle animation programmatically using Godot's
Animation API with 5 bone tracks (Spine, Arms, Neck, Hips).

Also switched model_path back to miku_rigged_final.glb since the
re-export wasn't adding usable animations.
This commit is contained in:
2026-06-23 18:55:12 -04:00
parent 0b0497e128
commit 39063bfe9e
5 changed files with 275 additions and 202 deletions
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