feat: real two-hand rifle hold — armed animations finally read as a shooter
The clips were playing all along, but every locomotion state used unarmed jog arms while the gun floated at the hip, so nothing looked animated. - ShooterPoseModifier now REPLACES the arm chain with a direction-based FK rifle hold (low-ready at hip, shouldered on ADS) instead of nudging the unarmed clip additively; the wrist is solved so the muzzle points exactly along the aim line, gun kept upright (no-roll constraint). - Per-arm release logic: reload/throw/hit one-shots, dance, death, the slide ground-brace, wall-run reach and grapple free the authored clips. - Third-person weapon: fixed re-hide on weapon swap while in third person, scaled to character proportions, gripped along the hand. - Armed idle uses Idle (arms owned by the hold) instead of arms-crossed PistolIdle base. - FP viewmodel arms: character-styled sleeve + teal cuff + skin hand instead of the blue slabs. - debug/anim_capture.gd: front+side screenshots of every movement state, one-shot action and ADS for visual regression of the model pipeline. Co-Authored-By: Claude Fable 5 <[email protected]>
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co-authored by
Claude Fable 5
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39af109893
commit
6c227b5538
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extends SceneTree
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## Dev tool: screenshot every animation state on the active GLB skin.
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## Run:
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## godot --path . --windowed --resolution 1280x720 -s res://debug/anim_capture.gd -- <out_dir> [skin_id]
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## Saves anim_<state>.png per state plus mid-action shots for reload/throw.
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var _frames := 0
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var _out_dir := "."
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var _skin := "miku"
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var _player: Node = null
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var _model: Node = null
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var _cam: Camera3D = null
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# [tag, state, speed, crouch, hold_frames]
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var _states := [
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["idle", "idle", 0.0, false, 50],
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["walk", "ground", 2.2, false, 50],
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["run", "ground", 6.5, false, 50],
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["sprint", "ground", 12.0, false, 50],
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["crouch", "ground", 0.0, true, 50],
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["crouchwalk", "ground", 2.0, true, 50],
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["fall", "air", 4.0, false, 50],
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["slide", "slide", 10.0, true, 50],
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["dash", "dash", 14.0, false, 30],
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["wallrun", "wall_run", 9.0, false, 50],
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["grapple", "grapple", 10.0, false, 50],
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["dance", "idle", 0.0, false, 60],
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]
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var _phase := 0 # index into _states, then actions after
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var _phase_frame := 0
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var _actions := [["reload", 30], ["throw", 18]]
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var _action_i := 0
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var _mode := "states" # states -> actions -> ads -> done
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func _initialize() -> void:
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var args := OS.get_cmdline_user_args()
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if args.size() > 0:
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_out_dir = args[0]
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if args.size() > 1:
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_skin = args[1]
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change_scene_to_file("res://ui/main_menu/main_menu.tscn")
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func _process(_delta: float) -> bool:
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_frames += 1
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if _frames == 40:
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var sm = root.get_node_or_null("SkinManager")
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if sm:
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sm.set_active_skin(_skin)
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var nm = root.get_node_or_null("NetworkManager")
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if nm and nm.has_method("start_singleplayer_match"):
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nm.start_singleplayer_match("Deathmatch")
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change_scene_to_file("res://scenes/maps/test_level/test_level.tscn")
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return false
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if _frames < 160:
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return false
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if _frames == 160:
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for p in root.find_children("*", "CharacterBody3D", true, false):
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if p.has_method("get_visual_model") and p.is_multiplayer_authority():
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_player = p
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break
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if not _player:
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printerr("anim_capture: no player found")
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return true
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_model = _player.get_node_or_null("SkinnedModel")
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if not _model:
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printerr("anim_capture: no SkinnedModel (skin '%s' active?)" % _skin)
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return true
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# Freeze gameplay driving so we control the animation state directly.
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_player.set_physics_process(false)
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_player.set_process(false)
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_model.set_owner_visible(true)
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# Give the model a weapon so armed poses read.
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if _model.has_method("set_weapon"):
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_model.set_weapon("res://weapons/ak47.gd")
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# Camera: repositioned per shot (front + side). Model faces -Z.
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_cam = Camera3D.new()
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_cam.cull_mask &= ~(1 << 19) # don't render the FP viewmodel layer
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current_scene.add_child(_cam)
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_cam_to(Vector3(0.4, 0.9, -2.4))
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_cam.current = true
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return false
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# Drive the forced state every frame so blends settle. Front shot two
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# frames before the hold ends, side shot on the last frame (the camera
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# hop needs a real rendered frame in between).
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if _mode == "states":
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var s: Array = _states[_phase]
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if s[0] == "dance" and _model.has_method("set_dancing"):
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_model.set_dancing(true)
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_model.update_state(s[1], s[2], s[3])
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_phase_frame += 1
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var hold: int = int(s[4])
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if _phase_frame == hold - 2:
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_snap("anim_" + String(s[0]) + "_f")
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_cam_to(Vector3(2.4, 0.9, -0.4))
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elif _phase_frame >= hold:
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_snap("anim_" + String(s[0]) + "_s")
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_cam_to(Vector3(0.4, 0.9, -2.4))
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if s[0] == "dance" and _model.has_method("set_dancing"):
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_model.set_dancing(false)
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if s[0] == "idle":
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_debug_gun()
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_phase_frame = 0
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_phase += 1
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if _phase >= _states.size():
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_mode = "actions"
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return false
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if _mode == "actions":
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var a: Array = _actions[_action_i]
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if _phase_frame == 0:
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_model.play_action(a[0])
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_model.update_state("idle", 0.0, false)
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_phase_frame += 1
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var hold_a: int = int(a[1])
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if _phase_frame == hold_a - 2:
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_snap("anim_" + String(a[0]) + "_f")
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_cam_to(Vector3(2.4, 0.9, -0.4))
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elif _phase_frame >= hold_a:
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_snap("anim_" + String(a[0]) + "_s")
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_cam_to(Vector3(0.4, 0.9, -2.4))
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_phase_frame = 0
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_action_i += 1
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if _action_i >= _actions.size():
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_mode = "ads"
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return false
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if _mode == "ads":
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_model.update_state("idle", 0.0, false)
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if _model.has_method("set_locomotion"):
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_model.set_locomotion(0.0, 0.0, 1.0)
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_phase_frame += 1
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if _phase_frame == 48:
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_snap("anim_ads_f")
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_cam_to(Vector3(2.4, 0.9, -0.4))
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elif _phase_frame >= 50:
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_snap("anim_ads_s")
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_debug_gun()
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return true
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return false
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return true
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func _debug_gun() -> void:
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var pm = _model.get("_pose_mod")
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if not pm:
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return
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var skel: Skeleton3D = _model.skeleton
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var hand := skel.find_bone("DEF-hand.R")
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var achieved := Vector3.ZERO
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if hand >= 0 and pm.gun_fwd_hand.length_squared() > 0.01:
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achieved = skel.get_bone_global_pose(hand).basis * pm.gun_fwd_hand
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print("GUN DEBUG: fwd_hand=", pm.gun_fwd_hand, " ads=", pm.ads,
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" hold_r=", pm._hold_r, " achieved_world_fwd=", achieved)
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func _cam_to(offset: Vector3) -> void:
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var base: Vector3 = _player.global_position
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_cam.global_position = base + offset
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_cam.look_at(base + Vector3(0, 0.25, 0), Vector3.UP)
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func _snap(tag: String) -> void:
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var img := root.get_viewport().get_texture().get_image()
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var path := _out_dir + "/" + tag + ".png"
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img.save_png(path)
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print("anim_capture: saved ", path)
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