fix: use animated GLB with all locomotion animations and fix scaling
The skinned player model was loading miku_rigged_final.glb which only contained a single "Idle" animation (1 track, near-rest pose). This caused "animation 'Jump/Walk/Run' not found" spam and a T-pose appearance. Switch to miku_rigged_animated.glb which has all 7 animations (Crouch, Death, Idle, Idle2, Jump, Run, Walk). Additional fixes: - Fix scaling: the GLB is already in meters (~1.6m tall), not cm. Removed the unconditional 0.01 cm->m conversion that was shrinking the character to 1/100th size. - Fix bone track paths: use "MikuRig/Skeleton3D:" prefix matching the actual scene tree structure (AnimationPlayer is sibling of MikuRig). - Add _ensure_locomotion_animations() to create Walk/Run/Jump/Idle procedurally if the GLB is missing them. - Eliminate per-frame "not found" log spam with rate-limited warnings. - Update level_runtime.gd and test_level_builder.gd to use animated GLB. Closes #3d-player-model animation pipeline
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@@ -147,7 +147,7 @@ func _spawn_player(pid: int) -> CharacterBody3D:
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# Local player: use skinned Miku model with animations
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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.position = Vector3(0, 0.0, 0)
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skinned.first_person_mode = true
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player.add_child(skinned)
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