feat: thinner cel outline + procedural model actually holds its weapon

Outline: the inverted-hull width was tuned when the look was heavier and
now reads as a thick marker stroke. Cut every call site to roughly a third
(characters 0.012 -> 0.004, level geometry 0.015 -> 0.005, Neon Alley's
size-scaled clamp 0.02..0.05 -> 0.007..0.018) plus the shader default, so
the ink line stays readable without fattening every silhouette.

Third-person weapon on HumanoidModel: the gun was parented to root_pivot at
a fixed (-0.15, 1.0, 0.4) — floating 40 cm off the chest while both arms
posed at it from a distance. Give the rig a real right-hand node at the end
of the forearm and hang the weapon there, so it travels with the arm. Its
aim is re-derived from the body each frame (hand_r_pivot's global basis is
copied from root_pivot), otherwise the barrel would swing around with the
arm animation. The hold pose is retuned to match: right elbow tucked at the
ribs with a level forearm, left arm crossing to the handguard.

_seat_weapon_in_hand() slides each weapon along its own barrel axis so a
plausible grip lands in the fist regardless of where the artist left the
model origin. It measures with MeshInstance3D.get_aabb(), not
mesh.get_aabb() — the FBX gun parts are skinned, so the Mesh resource still
carries bind-pose bounds tens of metres across.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
This commit is contained in:
Nicholas Butzke
2026-07-21 17:32:37 -04:00
co-authored by Claude Opus 4.8
parent 9f60982416
commit af8c9831c9
5 changed files with 78 additions and 31 deletions
+1 -1
View File
@@ -6,7 +6,7 @@ render_mode cull_front, unshaded;
// culled, leaving a colored shell visible only at the silhouette. // culled, leaving a colored shell visible only at the silhouette.
uniform vec4 outline_color : source_color = vec4(0.06, 0.05, 0.09, 1.0); uniform vec4 outline_color : source_color = vec4(0.06, 0.05, 0.09, 1.0);
uniform float outline_width : hint_range(0.0, 0.1) = 0.02; uniform float outline_width : hint_range(0.0, 0.1) = 0.006;
void vertex() { void vertex() {
VERTEX += NORMAL * outline_width; VERTEX += NORMAL * outline_width;
+64 -17
View File
@@ -19,6 +19,7 @@ var upper_arm_r_pivot: Node3D
var upper_arm_r: MeshInstance3D var upper_arm_r: MeshInstance3D
var lower_arm_r_pivot: Node3D var lower_arm_r_pivot: Node3D
var lower_arm_r: MeshInstance3D var lower_arm_r: MeshInstance3D
var hand_r_pivot: Node3D
var thigh_l_pivot: Node3D var thigh_l_pivot: Node3D
var thigh_l: MeshInstance3D var thigh_l: MeshInstance3D
@@ -117,6 +118,13 @@ func _ready() -> void:
lower_arm_r.cast_shadow = shadow_setting lower_arm_r.cast_shadow = shadow_setting
lower_arm_r_pivot.add_child(lower_arm_r) lower_arm_r_pivot.add_child(lower_arm_r)
# Right hand: the wrist joint at the far end of the forearm. The
# third-person weapon hangs here so it travels with the arm instead of
# floating in front of the chest.
hand_r_pivot = Node3D.new()
hand_r_pivot.position = Vector3(0, -0.35, 0)
lower_arm_r_pivot.add_child(hand_r_pivot)
# Legs (Thigh: 0.45 length, Calf: 0.45 length) # Legs (Thigh: 0.45 length, Calf: 0.45 length)
var t_leg_mesh = BoxMesh.new() var t_leg_mesh = BoxMesh.new()
t_leg_mesh.size = Vector3(0.15, 0.45, 0.15) t_leg_mesh.size = Vector3(0.15, 0.45, 0.15)
@@ -166,7 +174,7 @@ func _ready() -> void:
# Cel-shade + ink outline the blocky fallback body so it matches skinned # Cel-shade + ink outline the blocky fallback body so it matches skinned
# player models (shadows-only bodies skip it: outlines would cast shadows) # player models (shadows-only bodies skip it: outlines would cast shadows)
if not shadows_only: if not shadows_only:
LevelMaterials.apply_toon_recursive(root_pivot, 0.012) LevelMaterials.apply_toon_recursive(root_pivot, 0.004)
## Skin System ## Skin System
var current_skin: PlayerSkin var current_skin: PlayerSkin
@@ -229,7 +237,7 @@ func _apply_color(col: Color) -> void:
head.mesh.material = hmat head.mesh.material = hmat
# Re-toon after the material swap (fresh StandardMaterials above) # Re-toon after the material swap (fresh StandardMaterials above)
if not shadows_only: if not shadows_only:
LevelMaterials.apply_toon_recursive(root_pivot, 0.012) LevelMaterials.apply_toon_recursive(root_pivot, 0.004)
func update_state(state: String, speed: float, is_crouching: bool = false) -> void: func update_state(state: String, speed: float, is_crouching: bool = false) -> void:
current_state = state current_state = state
@@ -240,8 +248,11 @@ func update_state(state: String, speed: float, is_crouching: bool = false) -> vo
var is_holding_weapon: bool = false var is_holding_weapon: bool = false
func set_weapon(script_path: String) -> void: func set_weapon(script_path: String) -> void:
# Clear existing weapons from root_pivot # Clear existing weapons (older builds parented them to root_pivot)
for child in root_pivot.get_children(): for parent in [root_pivot, hand_r_pivot]:
if not parent:
continue
for child in parent.get_children():
if child.has_meta("is_third_person_weapon"): if child.has_meta("is_third_person_weapon"):
child.queue_free() child.queue_free()
@@ -269,13 +280,40 @@ func set_weapon(script_path: String) -> void:
# Toon shading only — FBX weapon normals tear inverted-hull outlines # Toon shading only — FBX weapon normals tear inverted-hull outlines
LevelMaterials.apply_toon_recursive(w, 0.0) LevelMaterials.apply_toon_recursive(w, 0.0)
# Force position after the weapon's _build_model() sets it for 1st person # Undo the first-person viewmodel placement from _build_model()
w.position = Vector3(-0.15, 1.0, 0.4) _seat_weapon_in_hand(w)
w.rotation_degrees = Vector3(0, 180, 0)
) )
# Attach to root_pivot so it stays steady and points perfectly forward # Riding the hand keeps the gun with the arm; _process re-aims it forward.
root_pivot.add_child(w) (hand_r_pivot if hand_r_pivot else root_pivot).add_child(w)
## Slide the weapon along its own barrel axis so a plausible grip point — not
## whatever origin the artist left the model at — ends up in the fist, and turn
## it to face the way the body faces (the model is yawed 180° in _ready, so the
## gun's -Z muzzle axis has to point along the model's local +Z).
func _seat_weapon_in_hand(w: Node3D) -> void:
w.rotation_degrees = Vector3(0, 180, 0)
w.position = Vector3.ZERO
var min_t := INF # most negative along the barrel = stock end
var max_t := -INF # most positive = muzzle end
for mi in w.find_children("*", "MeshInstance3D", true, false):
if not mi.mesh:
continue
# mi.get_aabb(), NOT mi.mesh.get_aabb(): the FBX gun parts are skinned and
# the Mesh resource still carries huge bind-pose bounds.
var xf: Transform3D = w.global_transform.affine_inverse() * mi.global_transform
var aabb: AABB = mi.get_aabb()
for i in 8:
var t: float = (xf * aabb.get_endpoint(i)).dot(Vector3(0, 0, -1))
min_t = minf(min_t, t)
max_t = maxf(max_t, t)
if min_t > max_t:
return
# ~a third back from the muzzle is where a pistol grip sits on every gun in
# the set, which leaves real length of weapon behind the hand.
var grip_at := min_t + (max_t - min_t) * 0.32
w.position = Vector3(0, 0, -grip_at)
func _set_shadows_recursive(node: Node) -> void: func _set_shadows_recursive(node: Node) -> void:
if node is GeometryInstance3D: if node is GeometryInstance3D:
@@ -438,15 +476,18 @@ func _process(delta: float) -> void:
# Override right arm (and left) if holding a weapon # Override right arm (and left) if holding a weapon
if is_holding_weapon and current_state != "death": if is_holding_weapon and current_state != "death":
# Pose the right arm to look like it's holding the weapon handle # Right arm holds the grip: elbow tucked at the ribs, forearm level so
t_upper_arm_r_rot.x = -0.6 # the fist (and the weapon parented to it) sits chest-high just in
t_upper_arm_r_rot.z = 0.15 # front of the torso rather than out at arm's length.
t_lower_arm_r_rot.x = -1.0 t_upper_arm_r_rot.x = -0.15
t_upper_arm_r_rot.z = -0.10
t_lower_arm_r_rot.x = -1.45
# Pose the left arm to look like it's holding the foregrip # Left arm crosses over to the handguard: up, in, and a little further
t_upper_arm_l_rot.x = -0.5 # forward than the grip hand.
t_upper_arm_l_rot.z = -0.15 t_upper_arm_l_rot.x = -0.55
t_lower_arm_l_rot.x = -1.1 t_upper_arm_l_rot.z = 0.55
t_lower_arm_l_rot.x = -1.0
var lerp_speed = 40.0 * delta var lerp_speed = 40.0 * delta
root_pivot.position = root_pivot.position.lerp(t_root_pos, lerp_speed) root_pivot.position = root_pivot.position.lerp(t_root_pos, lerp_speed)
@@ -462,6 +503,12 @@ func _process(delta: float) -> void:
calf_l_pivot.rotation = _lerp_vec3(calf_l_pivot.rotation, t_calf_l_rot, lerp_speed) calf_l_pivot.rotation = _lerp_vec3(calf_l_pivot.rotation, t_calf_l_rot, lerp_speed)
calf_r_pivot.rotation = _lerp_vec3(calf_r_pivot.rotation, t_calf_r_rot, lerp_speed) calf_r_pivot.rotation = _lerp_vec3(calf_r_pivot.rotation, t_calf_r_rot, lerp_speed)
# The weapon rides the hand for position, but its AIM belongs to the body:
# cancel the arm chain's rotation so the barrel stays pointed where the
# player faces instead of swinging around with the arm animation.
if hand_r_pivot:
hand_r_pivot.global_basis = root_pivot.global_basis
func _lerp_vec3(a: Vector3, b: Vector3, t: float) -> Vector3: func _lerp_vec3(a: Vector3, b: Vector3, t: float) -> Vector3:
return Vector3( return Vector3(
lerp_angle(a.x, b.x, t), lerp_angle(a.x, b.x, t),
+2 -2
View File
@@ -98,7 +98,7 @@ static func toonify(src: Material) -> Material:
## Swap every mesh surface under `node` to toon shading and add an ## Swap every mesh surface under `node` to toon shading and add an
## inverted-hull outline overlay. Safe on skinned meshes (material_overlay ## inverted-hull outline overlay. Safe on skinned meshes (material_overlay
## re-renders the same deformed mesh). ## re-renders the same deformed mesh).
static func apply_toon_recursive(node: Node, outline_width: float = 0.015) -> void: static func apply_toon_recursive(node: Node, outline_width: float = 0.005) -> void:
if node is MeshInstance3D: if node is MeshInstance3D:
var mi := node as MeshInstance3D var mi := node as MeshInstance3D
var surface_count: int = mi.mesh.get_surface_count() if mi.mesh else 0 var surface_count: int = mi.mesh.get_surface_count() if mi.mesh else 0
@@ -112,7 +112,7 @@ static func apply_toon_recursive(node: Node, outline_width: float = 0.015) -> vo
apply_toon_recursive(child, outline_width) apply_toon_recursive(child, outline_width)
static func outline(width: float = 0.015) -> ShaderMaterial: static func outline(width: float = 0.005) -> ShaderMaterial:
var key := "%.4f" % width var key := "%.4f" % width
if _outline_cache.has(key): if _outline_cache.has(key):
return _outline_cache[key] return _outline_cache[key]
+4 -4
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@@ -115,7 +115,7 @@ func _hero(key: String, pos: Vector3, yaw_deg: float, col_size: Vector3,
body.add_child(shape) body.add_child(shape)
var inst: Node3D = _kit_scene_at("res://assets/props/hero/" + key + ".glb").instantiate() var inst: Node3D = _kit_scene_at("res://assets/props/hero/" + key + ".glb").instantiate()
body.add_child(inst) body.add_child(inst)
LevelMaterials.apply_toon_recursive(inst, 0.015) LevelMaterials.apply_toon_recursive(inst, 0.005)
## Small visual-only kit prop (parasols, awnings): no collider needed. ## Small visual-only kit prop (parasols, awnings): no collider needed.
@@ -125,7 +125,7 @@ func _kit_prop(key: String, pos: Vector3, yaw_deg: float, scale_f: float) -> voi
add_child(inst) add_child(inst)
inst.global_position = pos inst.global_position = pos
inst.rotation_degrees.y = yaw_deg inst.rotation_degrees.y = yaw_deg
LevelMaterials.apply_toon_recursive(inst, 0.02) LevelMaterials.apply_toon_recursive(inst, 0.007)
## Place a kit model with a box collider matching its scaled bounds. ## Place a kit model with a box collider matching its scaled bounds.
@@ -249,7 +249,7 @@ func _box_static(pos: Vector3, size: Vector3, color: Color, node_name: String =
for mi in body.find_children("*", "MeshInstance3D", false, false): for mi in body.find_children("*", "MeshInstance3D", false, false):
mi.mesh.surface_set_material(0, LevelMaterials.flat(color)) mi.mesh.surface_set_material(0, LevelMaterials.flat(color))
if maxf(size.x, maxf(size.y, size.z)) < 10.0: if maxf(size.x, maxf(size.y, size.z)) < 10.0:
var w := clampf(maxf(size.x, maxf(size.y, size.z)) * 0.008, 0.02, 0.05) var w := clampf(maxf(size.x, maxf(size.y, size.z)) * 0.003, 0.007, 0.018)
mi.material_overlay = LevelMaterials.outline(w) mi.material_overlay = LevelMaterials.outline(w)
return body return body
@@ -707,7 +707,7 @@ func _build_rail_line() -> void:
fb.add_child(fb_shape) fb.add_child(fb_shape)
var fb_inst: Node3D = _kit_scene_at("res://assets/props/hero/footbridge.glb").instantiate() var fb_inst: Node3D = _kit_scene_at("res://assets/props/hero/footbridge.glb").instantiate()
fb.add_child(fb_inst) fb.add_child(fb_inst)
LevelMaterials.apply_toon_recursive(fb_inst, 0.015) LevelMaterials.apply_toon_recursive(fb_inst, 0.005)
# Walkable stair ramps at both ends (over the stair visuals) # Walkable stair ramps at both ends (over the stair visuals)
for e in [-1.0, 1.0]: for e in [-1.0, 1.0]:
var ang := rad_to_deg(atan2(5.5, 6.4)) var ang := rad_to_deg(atan2(5.5, 6.4))
+1 -1
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@@ -30,7 +30,7 @@ static func spawn_bolt(scene: Node, origin: Vector3, target: Vector3,
core.mesh = core_mesh core.mesh = core_mesh
core.rotation.x = deg_to_rad(90) # orient capsule along Z core.rotation.x = deg_to_rad(90) # orient capsule along Z
core.position = Vector3(0, 0, -0.55) # tail sits at the origin core.position = Vector3(0, 0, -0.55) # tail sits at the origin
core.material_overlay = LevelMaterials.outline(0.012) core.material_overlay = LevelMaterials.outline(0.004)
tracer.add_child(core) tracer.add_child(core)
tracer.position = origin tracer.position = origin