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
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extends Node3D
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class_name SkinnedPlayerModel
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## A player model loaded from a GLB file with its own armature and animations.
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## Replaces the procedural HumanoidModel for characters with custom skins.
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@export var model_path: String = ""
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var skeleton: Skeleton3D
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var animation_player: AnimationPlayer
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var animation_tree: AnimationTree
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func _ready() -> void:
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if model_path != "":
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load_model(model_path)
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func load_model(path: String) -> void:
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# Clear existing children
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for child in get_children():
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child.queue_free()
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var loaded = load(path)
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if not loaded:
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print("SkinnedPlayerModel: failed to load %s" % path)
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return
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var scene = loaded.instantiate()
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if not scene:
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print("SkinnedPlayerModel: failed to instantiate %s" % path)
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return
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add_child(scene)
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# Find skeleton and animation player
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skeleton = find_skeleton(scene)
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animation_player = find_animation_player(scene)
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if animation_player:
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print("SkinnedPlayerModel: loaded '%s' with %d animations" % [
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path, animation_player.get_animation_list().size()
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])
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for anim in animation_player.get_animation_list():
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print(" - %s" % anim)
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else:
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print("SkinnedPlayerModel: no animation player found")
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func find_skeleton(node: Node) -> Skeleton3D:
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if node is Skeleton3D:
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return node
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for child in node.get_children():
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var result = find_skeleton(child)
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if result:
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return result
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return null
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func find_animation_player(node: Node) -> AnimationPlayer:
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if node is AnimationPlayer:
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return node
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for child in node.get_children():
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var result = find_animation_player(child)
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if result:
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return result
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return null
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func play_animation(name: String) -> void:
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if animation_player and animation_player.has_animation(name):
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animation_player.play(name)
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else:
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print("SkinnedPlayerModel: animation '%s' not found" % name)
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func update_state(state: String, speed: float, is_crouching: bool = false) -> void:
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if not animation_player:
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return
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match state:
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"ground", "idle":
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if speed > 1.0:
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play_animation("Run")
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else:
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play_animation("Idle")
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"air":
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play_animation("Idle") # TODO: add jump/fall anim
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"crouch":
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play_animation("Idle") # TODO: add crouch anim
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"slide":
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play_animation("Run") # TODO: add slide anim
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_:
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play_animation("Idle")
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@@ -369,7 +369,15 @@ func _spawn_player(pid: int) -> CharacterBody3D:
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if mover_script:
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player.set_script(mover_script)
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# Humanoid Model for Player
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# Visual Model for Player
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# Player 1 gets the Miku skinned model, others get procedural humanoid
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if pid == 1:
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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.position = Vector3(0, -0.9, 0)
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player.add_child(skinned)
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else:
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var humanoid = load("res://characters/humanoid_model.gd").new()
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humanoid.name = "HumanoidModel"
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humanoid.color = Color(0.2, 0.4, 0.8)
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@@ -377,20 +385,6 @@ func _spawn_player(pid: int) -> CharacterBody3D:
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humanoid.position = Vector3(0, -0.9, 0)
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player.add_child(humanoid)
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# Apply skin (Miku for player 1, default for others)
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if pid == 1:
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var miku_skin = PlayerSkin.new()
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miku_skin.skin_name = "Miku"
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miku_skin.model_path = "res://assets/characters/skins/miku_rigged.glb"
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miku_skin.color_tint = Color(0.0, 0.75, 0.75)
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humanoid.apply_skin(miku_skin)
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else:
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# Default blue skin for other players
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var default_skin = PlayerSkin.new()
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default_skin.skin_name = "Default"
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default_skin.color_tint = Color(0.2, 0.4, 0.8)
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humanoid.apply_skin(default_skin)
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# Movement State Machine
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var sm := Node.new()
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sm.name = "MovementStateMachine"
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