fix: make the character pipeline work end-to-end in Blender 5.1 + bundle CC0 animation library
Verified the full chain on a real Sketchfab model (Miku UID -> rigged -> 13 clips -> loads and animates in-engine, 24/24 smoke checks pass). Fixes found while running it for real: - sketchfab_import: read .sketchfab_token as UTF-16/BOM too (PowerShell's `echo >` writes UTF-16LE, which crashed the UTF-8 reader) - autorig: rig to the animation library's OWN skeleton when _library.glb is present (zero retargeting); robust binding — fall back to rigid nearest-bone weights when Blender bone-heat fails on complex meshes (Miku's joined hair/clothing gave 0 weighted verts); export as parent_type=ARMATURE with no modifier (Blender 5.x only emits a glTF skin in that exact form — a lingering Armature modifier gave skins:0); export_apply=False (applying modifiers baked away the skin); flatten the Sketchfab empty hierarchy before binding - merge_animations: support a single multi-clip library GLB via LIBRARY_CLIP_MAP; version-safe fcurve access for Blender 4.4+/5.x slotted actions (Action.fcurves was removed) Assets/tooling: - bundle assets/characters/animations/_library.glb — CC0 Quaternius Universal Animation Library (13 game clips), + .gdignore so Godot skips the pipeline-input folder - requirements.txt (stdlib-only; documents Blender-python separation) - pipeline docs updated for the bundled library + swap instructions Co-Authored-By: Claude Fable 5 <[email protected]>
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License:
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CC0 1.0 Universal (CC0 1.0)
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Public Domain Dedication
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https://creativecommons.org/publicdomain/zero/1.0/
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Models by @Quaternius
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https://www.patreon.com/quaternius
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