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.
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@@ -432,7 +432,7 @@ 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_animated.glb"
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skinned.model_path = "res://assets/characters/skins/miku_rigged_final.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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