feat(skin): add skin system + Miku character skin
Skin System: - PlayerSkin resource class (model_path, color_tint, etc.) - SkinManager with default skins: Default, Red Team, Forest, Miku - HumanoidModel.apply_skin() supports both GLB model replacement and procedural color tinting - Procedural meshes auto-hide when GLB model is loaded Miku Skin: - 43-part procedural model generated in Blender (headless) - Twin tails, headphones, thigh-high socks, idol outfit - Teal/cyan color scheme with red accents - Exported to assets/characters/skins/miku.glb - Applied to player 1 in test level builder Pipeline: - Blender 5.0.1 + MCP addon installed - Bridge script for socket-based Blender control - docs/3D_ASSET_PIPELINE.md documents full workflow
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@@ -163,6 +163,49 @@ func _ready() -> void:
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calf_r.cast_shadow = shadow_setting
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calf_r_pivot.add_child(calf_r)
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## Skin System
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var current_skin: PlayerSkin
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var skin_model: Node3D
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func apply_skin(skin: PlayerSkin) -> void:
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current_skin = skin
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if skin.model_path != "" and skin.model_path != null:
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var loaded = load(skin.model_path)
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if loaded:
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_set_procedural_visible(false)
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if skin_model:
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skin_model.queue_free()
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skin_model = null
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skin_model = loaded.instantiate()
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if skin_model:
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skin_model.name = "SkinModel"
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add_child(skin_model)
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print("HumanoidModel: applied skin '%s'" % skin.skin_name)
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return
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_set_procedural_visible(true)
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if skin_model:
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skin_model.queue_free()
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skin_model = null
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_apply_color(skin.color_tint)
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func _set_procedural_visible(visible: bool) -> void:
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for part in [torso, head, upper_arm_l, lower_arm_l, upper_arm_r, lower_arm_r, thigh_l, calf_l, thigh_r, calf_r]:
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if part:
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part.visible = visible
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func _apply_color(col: Color) -> void:
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var mat = StandardMaterial3D.new()
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mat.albedo_color = col
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mat.roughness = 0.8
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for part in [torso, upper_arm_l, lower_arm_l, upper_arm_r, lower_arm_r, thigh_l, calf_l, thigh_r, calf_r]:
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if part and part.mesh:
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part.mesh.material = mat
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if head and head.mesh:
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var hmat = StandardMaterial3D.new()
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hmat.albedo_color = Color(0.95, 0.85, 0.78)
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hmat.roughness = 0.8
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head.mesh.material = hmat
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func update_state(state: String, speed: float, is_crouching: bool = false) -> void:
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current_state = state
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movement_speed = speed
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@@ -0,0 +1,12 @@
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extends Resource
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class_name PlayerSkin
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## A player skin defines the visual appearance of the character.
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## Can be either a color tint (for the default procedural model)
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## or a full GLB model replacement.
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@export var skin_name: String = "Default"
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@export var description: String = ""
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@export var model_path: String = "" # Path to .glb file, empty = use procedural
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@export var color_tint: Color = Color(0.2, 0.4, 0.8) # For procedural model
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@export var is_unlocked: bool = true
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@@ -0,0 +1,62 @@
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extends Node
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class_name SkinManager
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## Manages all available player skins.
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## Add new skins here or load from a config file.
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var skins: Dictionary = {}
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var active_skin_id: String = "default"
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func _ready() -> void:
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_register_default_skins()
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func _register_default_skins() -> void:
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# Default blue soldier
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var default_skin = PlayerSkin.new()
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default_skin.skin_name = "Default"
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default_skin.description = "Standard issue"
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default_skin.color_tint = Color(0.2, 0.4, 0.8)
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default_skin.is_unlocked = true
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skins["default"] = default_skin
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# Red team
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var red_skin = PlayerSkin.new()
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red_skin.skin_name = "Red Team"
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red_skin.description = "Red team colors"
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red_skin.color_tint = Color(0.8, 0.2, 0.2)
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red_skin.is_unlocked = true
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skins["red_team"] = red_skin
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# Green soldier
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var green_skin = PlayerSkin.new()
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green_skin.skin_name = "Forest"
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green_skin.description = "Forest camouflage"
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green_skin.color_tint = Color(0.2, 0.6, 0.2)
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green_skin.is_unlocked = true
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skins["forest"] = green_skin
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# Hatsune Miku
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var miku_skin = PlayerSkin.new()
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miku_skin.skin_name = "Miku"
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miku_skin.description = "Hatsune Miku — Virtual Idol"
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miku_skin.model_path = "res://assets/characters/skins/miku.glb"
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miku_skin.color_tint = Color(0.0, 0.75, 0.75)
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miku_skin.is_unlocked = true
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skins["miku"] = miku_skin
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print("SkinManager: registered %d skins" % skins.size())
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for id in skins:
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print(" - %s: %s" % [id, skins[id].skin_name])
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func get_skin(skin_id: String) -> PlayerSkin:
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if skins.has(skin_id):
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return skins[skin_id]
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return skins["default"]
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func get_active_skin() -> PlayerSkin:
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return get_skin(active_skin_id)
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func set_active_skin(skin_id: String) -> void:
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if skins.has(skin_id) and skins[skin_id].is_unlocked:
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active_skin_id = skin_id
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print("SkinManager: active skin set to '%s'" % skins[skin_id].skin_name)
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