fix: always replace all locomotion animations (Jump was not being detected as broken)

This commit is contained in:
2026-06-25 11:13:39 -04:00
parent ea23f1c843
commit f457c01f38
+6 -7
View File
@@ -159,13 +159,12 @@ func _ensure_locomotion_animations(ap: AnimationPlayer) -> void:
## (tracks exist but contain near-zero motion — model appears to T-pose). ## (tracks exist but contain near-zero motion — model appears to T-pose).
## Uses code-driven bone rotation applied directly via set_bone_pose_rotation(). ## Uses code-driven bone rotation applied directly via set_bone_pose_rotation().
# Always replace animations that have near-zero motion (Blender GLTF track stripping) # Always replace all locomotion animations — GLB is known to be stripped
var broken_walk := _is_animation_broken(ap, "Walk") # by Blender's GLTF exporter (all tracks have near-zero motion)
var broken_run := _is_animation_broken(ap, "Run") var broken_walk := true
var broken_jump := _is_animation_broken(ap, "Jump") var broken_run := true
var broken_idle := _is_animation_broken(ap, "Idle") var broken_jump := true
if not broken_idle: var broken_idle := true
broken_idle = _is_animation_broken(ap, "idle")
if broken_walk: if broken_walk:
print("SkinnedPlayerModel: Walk animation has near-zero motion — replacing with procedural") print("SkinnedPlayerModel: Walk animation has near-zero motion — replacing with procedural")