feat(miku): proper rigged model from Sketchfab + Blender

Pipeline:
1. Downloaded TDA-style Miku model from Sketchfab (19MB FBX, 38K verts)
2. Imported to Blender, scaled to Godot humanoid proportions (1.8u tall)
3. Created clean 17-bone humanoid armature (Hips/Spine/Chest/Head/Arms/Legs)
4. Auto-weight-painted mesh to armature
5. Added Idle (breath bounce) and Run (cycle) animations
6. Exported as GLB with embedded animations (3MB)

New:
- SkinnedPlayerModel class: loads GLB with own armature+animations
- Player 1 spawns with Miku model, others get procedural humanoid
- Completely separate from procedural model system

Files:
- assets/characters/skins/miku_rigged_final.glb (3MB, 48K verts, 17 bones, 2 anims)
- characters/skinned_player_model.gd
- Removed old procedural GLB attempts
This commit is contained in:
2026-06-22 17:12:24 -04:00
parent b0fdc508f1
commit ae8231d31d
7 changed files with 101 additions and 19 deletions
+13 -19
View File
@@ -369,27 +369,21 @@ func _spawn_player(pid: int) -> CharacterBody3D:
if mover_script:
player.set_script(mover_script)
# Humanoid Model for Player
var humanoid = load("res://characters/humanoid_model.gd").new()
humanoid.name = "HumanoidModel"
humanoid.color = Color(0.2, 0.4, 0.8)
humanoid.shadows_only = (pid == multiplayer.get_unique_id())
humanoid.position = Vector3(0, -0.9, 0)
player.add_child(humanoid)
# Apply skin (Miku for player 1, default for others)
# Visual Model for Player
# Player 1 gets the Miku skinned model, others get procedural humanoid
if pid == 1:
var miku_skin = PlayerSkin.new()
miku_skin.skin_name = "Miku"
miku_skin.model_path = "res://assets/characters/skins/miku_rigged.glb"
miku_skin.color_tint = Color(0.0, 0.75, 0.75)
humanoid.apply_skin(miku_skin)
var skinned = load("res://characters/skinned_player_model.gd").new()
skinned.name = "SkinnedModel"
skinned.model_path = "res://assets/characters/skins/miku_rigged_final.glb"
skinned.position = Vector3(0, -0.9, 0)
player.add_child(skinned)
else:
# Default blue skin for other players
var default_skin = PlayerSkin.new()
default_skin.skin_name = "Default"
default_skin.color_tint = Color(0.2, 0.4, 0.8)
humanoid.apply_skin(default_skin)
var humanoid = load("res://characters/humanoid_model.gd").new()
humanoid.name = "HumanoidModel"
humanoid.color = Color(0.2, 0.4, 0.8)
humanoid.shadows_only = (pid == multiplayer.get_unique_id())
humanoid.position = Vector3(0, -0.9, 0)
player.add_child(humanoid)
# Movement State Machine
var sm := Node.new()