Renames SkinKneeHelper to SkinJointHelper and generalises it to a list of
[parent, child] joints, so the half-angle joint technique is stated once and can
be pointed at any joint. It stays pointed at the KNEES only, and the header now
says why, because "add more joints" is the obvious next idea and it is wrong
here.
Three things were tried this round and measured, on the thigh, per vertex,
against the rest transforms:
* hip and ankle helpers as well as knees: the knee got WORSE, 0.80 -> 0.50,
and the skirt went 0.80 -> 0.72. The hip mostly swings rather than folding,
and linear-blend skinning handles a swing far better than a fold; the helper
just added another blend for nothing. Reverted.
* gating the re-weight to vertices near the leg bone chain, to keep the hip
helper off the skirt: that also excludes the OUTSIDE of the knee, which sits
further from the bone axis than the limb radius and is exactly the geometry
that needs helping. Knee went back to 0.50. Removed — with knees only there
is no skirt to protect against.
* one joint per vertex (break after the first match): kept, since a second
job would read the bones the first just rewrote.
Net result on the thigh, worst per height bucket during a jump:
y=0.60 0.80 -> 0.83 y=0.75 0.84 -> 0.84
y=0.65 0.81 -> 0.84 y=0.85 0.90 -> 0.90
and the skirt is untouched at 0.80/0.84, still free to move.
FSM tests 11/11, spawn smoke test 0 failures.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
The previous commit stiffened the skirt onto the hips to stop it flattening at a
wide stride. That was the wrong trade: it made the clothes read as a rigid shell
welded to the pelvis, which is a worse look than the flattening it fixed, and it
broke the model more than the original bug did. Reverted in full.
What stays is the work that makes the HUMANOID hold its shape — below-knee side
snapping, the above-knee limb pass, the torso cap, the half-angle knee helpers,
and the cross-leg triangle drop. Those only ever touch vertices hugging a leg's
own bone chain.
The header now states the rule the passes are actually built around, because it
is what keeps getting violated: limb vertices are cleaned up hard and must not
deform; drape vertices are left alone and must be free to move. It also records
the skirt-stiffening attempt so it does not get retried.
Measured split now, from debug/limb_deform_check.gd: the body holds 0.98 of its
cross-section at the knee while the skirt sits at 0.88 — rigid limbs, moving
cloth. Taila snaps 1404 vertices (down from 4024 with the skirt pass), Miku 434.
FSM tests 11/11, spawn smoke test 0 failures.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
It was the SKIRT, not the legs. Every leg check I ran hid the skirt to see the
thighs, so I was never looking at what is actually on screen. Rendering the full
model side-on shows it immediately: at rest the skirt is a flared shape with
real volume, and the moment the legs split for a run or a jump it collapses flat
against the body. The lower-body silhouette loses its shape, which reads as the
legs squashing.
Cause: the skirt is weighted to BOTH thighs. At a split stride the two thighs
pull it in opposite directions and linear-blend skinning averages them, so the
skirt is dragged inward and flattened. The earlier repair deliberately left it
that way, on the reasoning that a skirt should be free to drape across both
legs — correct in principle, wrong at these stride angles.
Draping cloth now hangs from the hips: vertices that clear both leg bone chains
keep at most 20% leg influence and the rest goes to DEF-hips, so the skirt holds
its shape and swings as a unit. Limb vertices are still snapped to one leg, so
the two are now modelled differently on purpose.
Bounded ABOVE THE KNEE. The first attempt used distance from the bone chain
alone, and chunky boots sit further from the ankle than the limb radius, so they
read as "drape", lost their leg weight and trailed off the hips — the legs came
out far worse than before. A skirt hem is above the knee; boots and stockings
are not.
Legs unchanged by this: knee cross-section stays 0.99, and the knee helper work
from the previous commit is intact. Taila snaps 4024 vertices, Miku 670.
FSM tests 11/11, spawn smoke test 0 failures.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
This is the leg squashing. It was at the KNEE, and every previous measurement
missed it because they averaged a ring of vertices, which hides a collapse that
only affects part of the ring.
Measured per vertex instead, against an exact rest-transform baseline: 532 of
Taila's leg vertices lose more than 20% of their distance from the bone axis and
the worst lose 40%, all at y=0.54 — exactly the knee — and worst in the air pose.
That is "squashing while running or jumping, easy to see from the side".
Cause is inherent to linear-blend skinning: it averages TRANSFORMS, not shapes.
A vertex half on the thigh and half on the shin is placed at the average of two
rotations, and at a hard bend that average falls well inside the leg, pinching
it to a ribbon.
SkinKneeHelper adds a bone at each knee, parented to the thigh and holding the
shin's rest transform, driven every frame to HALF the shin's rotation from
inside the skeleton's modification pass. Blend-zone vertices are re-weighted off
the thigh/shin pair and onto the helper, taking equal weight from each side and
reusing the slot that falls to zero — so no extra influence slot is needed and
the weights still sum to exactly 1. The sharpest blend any vertex now sees is
half the knee angle, and halving the angle roughly quarters the collapse.
Result: vertices losing more than 20% of their radius go from 532 to 0 on the
body. The worst anywhere is now 0.79, on the outline shell, which is hidden.
Verified visually too, legs rendered bare from the side through rest, run and
jump: knees hold their volume and the bind is intact.
FSM tests 11/11, spawn smoke test 0 failures, Miku unaffected.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Hiding the skirt and jacket and rendering the legs alone, side-on, finally
showed where the deformation actually is: not the knee, the HIP. The top of the
thigh flattens into a wedge at full stride. That matches the worst number the
corrected measurement reports — cross-section 0.85 at the hip, against
0.97-0.99 at the knee — which had been dismissed as ordinary.
Cause is the usual linear-blend failure at a big rotation: upper-thigh vertices
are weighted between the near-static hips and a thigh swung far out, and the
average of those two transforms collapses the top of the leg. SkinLegRepair now
caps torso (hips/spine) influence on LEG vertices at 15% and hands the excess to
the leg bone that already dominates them. Only vertices within the limb radius
of a leg bone chain are touched, so the skirt keeps swinging from the hips.
Hip cross-section 0.85 -> 0.88, and the flattened wedge is visibly fuller in the
side-on render. This is a real improvement but a modest one; the legs are slim
low-poly geometry and some collapse at a 60 degree hip rotation is inherent to
linear-blend skinning.
Taila now snaps 1217+ vertices, Miku 434.
FSM tests 11/11, spawn smoke test 0 failures.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
The measurement was comparing skinned lengths against BIND-POSE lengths. A
character is never in bind pose, so ordinary posing registered as deformation:
with the animation frozen it still reported 0.42x-2.56x edge ratios, and during
a run it reported edges collapsing to 0.08x and blowing out to 5.2x. Those
numbers were an artefact of the metric, not the model.
The baseline is now built from the skeleton's REST transforms, so every ratio
reads exactly 1.00 on an unposed model and the tool validates itself. Corrected
readings on Taila through the full runtime stack, worst over run, walk, jump,
fall, slide and dash:
lengthwise stretch 1.07 Body, 1.08 ClothB, 1.09 ClothCAndW, 1.03 shell
cross-section 0.97-0.99 knee, 0.85 hip, 0.92-0.94 ankle
That is ordinary linear-blend skinning.
Also records, in the header, the two ways this measurement was previously wrong,
because both nearly produced a bad "fix":
* the bind-pose baseline above;
* flagging vertices weighted across "non-adjacent" leg bones with
max_slot - min_slot >= 2, which flags shin+foot+toe — a perfectly normal
contiguous run. A repair pass built on that was written and reverted before
it shipped; it was stripping legitimate toe and shin influences.
Checks that did come back clean and are worth not repeating: bone pose bases are
pure rotations to 0.00001, bone lengths never drift from their rest offsets, and
of 4019 coincident-vertex groups not one carries mismatched weights, so there
are no split seams tearing at the joints.
No character or gameplay code changed. skin_leg_repair.gd is byte-identical in
behaviour to the last commit; only its header comment gained a pointer to this
tool.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Legs: the previous pass deliberately stopped at the knee, on the reasoning that
cross-leg weighting above it is legitimate for skirts. It is — but the LEGS
themselves are up there too, and 122 vertices on Taila's thigh mesh carry up to
35% of the opposite leg. Running and jumping are exactly what splits the legs
far enough for that to show, which is why the cuffs came good while the legs
kept squashing.
The repair now runs above the knee as well, but only on vertices that belong to
a leg. Limb membership is decided by distance to that leg's own bone chain, not
by height and not by surface name: a thigh vertex hugs its bone, while a skirt
vertex hangs clear of both chains and is left blended so it can still drape over
the two legs. The radius is half the gap between the thigh bones, so it scales
with the character rather than being a magic number. Taila now snaps 1217
vertices (was 720), Miku 370 (was 214).
Weapons: at low-ready the stock was dropped 0.20 m below the shoulder joint down
to the ribs, with the muzzle pitched 22 degrees down. That pulls the whole
weapon off the shoulder and out of the supporting arm — it read as dangling
from the hands rather than being carried. Low-ready now stays in the shoulder
pocket and merely relaxes out of it (0.07 m drop), with a shallow 9 degree
muzzle tilt. All six weapons now sit in the shoulder with both hands on them.
FSM tests 11/11, spawn smoke test 0 failures.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Found the real cause of the leg stretching, after three wrong guesses.
720 vertices on Taila are weighted to BOTH legs at once below the knee — 262 in
the boot/cuff surface, 208 in the outline shell, 176 in the body, the worst at a
dead-even 49/51 split. A vertex pulled equally by both feet sits halfway between
them and STAYS there while the legs separate, stretching every triangle around
it. That is the band between the ankles and the elongated boot that reads as the
legs being squashed. SkinLegRepair snaps each below-knee vertex to whichever leg
already dominates it, renormalises, then drops the few triangles still spanning
the two legs (48 on Taila, 0 on Miku, which needs 214 vertices snapped).
What finally located it was reproducing the artefact through the FULL runtime
stack in a bright scene. Every previous "clean" render had bypassed the game's
animation stack — playing the clip straight off the GLB's AnimationPlayer with
no AnimationTree and no pose modifier — so it could never show the bug. With the
real stack the boot visibly stretches, and freezing the AnimationTree at the
rest pose renders it perfectly, which proves the pose is fine and the skinning
is not. Confirming measurements, all through the runtime stack during a run:
no bone's pose basis deviates from a pure rotation by more than 0.00001, no
bone's length drifts from its rest offset by more than 0.0000 m, and no
below-knee vertex is influenced by any non-leg bone. There is no squash-and-
stretch in this rig; there never was.
The two earlier attempts at this are both superseded: re-weighting by
triangle-neighbour majority (tore the cloth) and deleting cross-leg triangles
(too narrow — 24 triangles against 720 bad vertices). Hiding the model's own
outline hull, from the last commit, stays: that hull is genuinely broken and
redundant, it just was not the whole story.
Weapon support hand: gun_fore was a single constant 0.35 m for every weapon, so
on a short gun it hung the off hand out past the muzzle with nothing to hold —
that is the "not supported by the arms" case. It is now clamped to 80% of the
weapon's own grip-to-muzzle distance, which only bites on the short guns (MP7
0.35 -> 0.20). All six weapons now sit in the shoulder with both hands on them.
FSM tests 11/11, spawn smoke test 0 failures.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
The "linked ankle cuffs" and the "squashed legs" were the same thing, and it
was never the cloth or the weights: it is the model's OWN outline hull.
Isolating it took rendering the raw GLB in a bright scene and toggling one
surface group at a time. The hull ("FullBlack" and "material", the untextured
surfaces that trace the body and hair silhouettes) is a duplicated shell whose
skin weights do not track the base mesh through a deep bend. During a run it
tears into spikes and stretches sheets across the ankles. Hiding just those
surfaces makes the legs render perfectly clean, with no other change — so the
two previous attempts here were both treating symptoms:
* re-weighting stray ankle vertices only tore the cloth (reverted last time)
* deleting cross-leg triangles removed real geometry for no benefit
(SkinMeshRepair is deleted in this commit — the clean render above was
produced WITHOUT it)
The hull is also redundant: characters already get an inverted-hull overlay
from apply_toon_recursive AND the screen-space ink_edge pass, so dropping it
costs nothing visually. The EYE cards (EyesFullBlack lashes, EyesInvL, EyesHL
highlight) are real facial features rather than a hull, so those are kept, flat
as before. They are told apart by name prefix, not by guesswork about geometry.
Worth recording: no bone is EVER scaled, in any clip. Measured again here
across the whole Run cycle — worst deviation of a bone's pose basis from a pure
rotation is 0.00000. There is no squash-and-stretch in this rig; it only ever
looked that way because of the shell.
Backpedalling now plays the locomotion cycle in reverse (negative TimeScale)
instead of moon-walking with the forward clip — the library ships no authored
backward run. Directional lean is raised from 0.18/0.30 to 0.30/0.42 rad: with
one forward cycle and no strafe clips, the lean is the only cue for which way
the character is travelling, so it has to be legible rather than subtle.
Blends raised again: base 0.22 -> 0.32, locomotion 0.28 -> 0.40. Verified the
cross-fade genuinely applies rather than snapping — instrumented an idle->run
switch and the thigh ramps gradually over the window instead of stepping on
frame one, with xfade_time reading 0.400 s on the Transition node.
FSM tests 11/11, spawn smoke test 0 failures.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
1. Ankle cuffs. The previous pass re-weighted the offending vertices to the
nearer leg, which was the wrong call: the strip between the ankles is REAL
geometry spanning the gap (~10 cm of ClothCAndW crossing x = -0.05 .. +0.05
at ankle height), so re-weighting only tore it in half — a visible seam that
still stretched. A triangle with one corner weighted to each leg has no
correct pose; it must stretch the moment the legs separate. SkinMeshRepair
now deletes those triangles instead (48 on Taila: the cloth band plus its
outline shell). The cut is limited to BELOW THE KNEE, taken from the
skeleton's own rest pose rather than a hardcoded height, because above the
knee cross-leg geometry is legitimate — the skirt and shorts genuinely span
left-thigh to right-thigh weights at the crotch.
2. The M4 floated because _measure_weapon derived the grip from mesh AABBs, and
the FBX guns report bind-pose bounds tens of metres across — it measured the
M4 as 24 m long and pushed the gun 7.5 m in front of the character. Bounding
boxes are simply not trustworthy for these meshes. The grip was already
authored elsewhere: WeaponManager places the first-person viewmodel's hands
at fixed points in weapon space, and every weapon marks its barrel tip with
muzzle_flash.position. Those move to WeaponGrips (dependency-free, so both
the weapon system and the character models can use it without dragging each
other's load order along) and third person now reaches for exactly the
points the viewmodel uses. Every weapon's grip now lands 0.073 m from the
hand — the M4 included, down from 2.32 m — with barrel lengths that match
the models (0.30 m for the MP7, 0.68 m for the DMR).
3. Muzzle flash and tracers were spawned off the viewmodel's muzzle. The
viewmodel is parented to the camera, so its muzzle sits inside the player's
head — in third person the flash appeared by the character's shoulder.
world_muzzle() returns the muzzle of the gun actually in the character's
hands whenever the character is what the viewer sees, and the networked
fire-effect RPC now sends that position too, so remote players stop seeing
tracers leave the shooter's head. Measured: the third-person origin sits at
the held gun, 0.54 m below the head, instead of on the camera.
FSM tests 11/11, spawn smoke test 0 failures.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Three animation complaints, measured before changing anything.
There is NO squash-and-stretch. Instrumented every bone every frame: the
worst deviation of a pose basis from a pure rotation is 0.00000. Every clip's
position tracks match the skeleton's rest pose to within a millimetre (only
DEF-hips translates, as it should) and no scale key deviates from 1. The
"squishing" is a deep BEND, not a scale: the shared library's PistolReload was
authored for someone watching their own hands, and it dives the head 33° with
the whole neck chain at 67°. At that depth Taila's head/hair weights pinch and
the skull changes shape. Dropping neck+head from the upper-body one-shot's
filter leaves them on the locomotion layer: head dive is now 14° and the neck
chain 48°, and the character keeps looking downrange through a reload, which
is what a shooter wants anyway. Trade-off: Throw/Hit no longer swing the head.
The ankle cuffs are not linked by the rig or the clips — the foot bones swing
independently (left/right Z correlation -0.94). They are linked by SKIN
WEIGHTS: 16 vertices belonging to the LEFT cuff, sitting at x = -0.002 just
across the centre line, are weighted to the RIGHT leg, so the far foot drags a
band of cuff across the gap. Position alone cannot classify them (the cuff
they belong to spans x = 0.00 .. 0.05), so SkinWeightRepair decides by
CONNECTIVITY: a vertex that disagrees with 80%+ of the vertices it shares
triangles with gets its leg influences mirrored. Ankle-height cross-leg
triangles go 24 -> 0 on Taila; the pass is conservative enough that Miku needs
exactly 1 vertex and her face/hair/skirt are untouched (only leg bones are
ever considered). Meshes with blend shapes are skipped rather than rebuilt.
Blending: nothing cuts hard any more. Base cross-fade 0.15 -> 0.22, locomotion
0.28-0.30 (Idle/Walk/Run/Sprint switch constantly as speed drifts across their
thresholds, which is where the snapping showed most), reaction moves raised
off their near-instant values but still snappy, and the upper-body one-shot's
own fades widened to 0.14 in / 0.22 out.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Two separate causes behind "too glossy with a thin white outline":
1. The model carries its OWN cel line-work as extra, UNTEXTURED surfaces —
an inverted-hull outline shell plus eye-line/highlight cards (Taila names
them FullBlack / EyesFullBlack / EyesInvL / EyesHL). They are authored to
read as flat black, but the glTF import hands them a default near-white
albedo, and apply_toon_recursive then LIT them. That is the thin white
rim: a pale, toon-shaded outline shell tracing every hair strand. They now
render unshaded flat ink (flat white for the "HL" highlight card).
2. The skin textures already have cel shading painted in. Stacking our hard
3-tone break on top produced a bright stripe that slid across the hair as
the camera moved — the "gloss". Characters now get a soft terminator and
an almost-invisible second step, so the painted shading carries the form.
Both live in a new LevelMaterials.apply_character_look(), called only for
imported character GLBs, so props and level geometry keep exactly the crisp
banding they were calibrated with. The one shared change is that the toon
shader's second-step darkness is now the mid_tone uniform, defaulting to the
0.82 that was hardcoded — no change for existing callers.
Character shadow tint (0.64, 0.56, 0.72) is measured off the Sketchfab
reference render rather than guessed: sampling the hair there, shadow/midtone
lands near (0.63, 0.53, 0.70). Green drops hardest, which is what keeps
copper hair copper instead of washing it to brown.
debug/character_look_capture.gd renders the raw import beside our treatment
under matched lighting — the comparison this was tuned against.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
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]>
Four separate third-person defects, one shared root: the arms were posed at
art-directed ANGLES that merely approximated the gun, and a stuck one-shot
flag kept handing them back to the animation clip.
- The rifle hold was silently DEAD after the first reload or throw. The gate
trusted AnimationNodeOneShot's `active` parameter, which never clears, so
clip_owns_arms stayed true forever and the clip drove the arms while the
gun hung off the hand. `_upper_lock` (a timer we own) is now the
authority, and the one-shot is explicitly faded out when it expires.
This alone is why the gun was never held correctly.
- Arms are now solved with real two-bone IK (`_ik_arm`) onto points derived
from the WEAPON: the stock is anchored in the shoulder pocket, the grip
and foregrip fall out along the barrel, and the support hand is placed on
the actual handguard (sliding inboard if the model is too long to reach).
Verified numerically: the hand lands within 2mm of its target.
- `_measure_weapon` measures the model's AABB along its barrel and re-seats
it so the hand sits at a realistic pistol-grip point. Weapon models put
their origin anywhere — the M4's was 10cm from the muzzle end, so parking
its stock in the shoulder drove the hand INTO the shoulder and folded the
arm up behind the head.
- Recoil now shows for the OWNER in third person: server_play_fire_effects
only ever fired for remote shooters, so the local player saw nothing. The
ammo counter dropping now kicks the model. The kick rides in the gun's aim
direction so the IK carries BOTH hands up with it, instead of rotating the
arms and shoving the support hand off the gun.
- Reload no longer flips the gun. The library's pistol-reload rotates the
wrist the gun is parented to, which turned the rifle upside-down (mag to
the sky) while the hand reached down for it. The hold now keeps the right
arm through a reload and the support hand does the magazine work at the
real mag well, under the receiver.
anim_capture gains recoil shots and lets ADS settle before framing;
debug/dump_bones.gd prints a skin's bone hierarchy.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Weapons no longer reload by spinning the gun 360 (that was the upside-down
flip; nothing detached). New ViewmodelAnim module drives per-style manual-of-
arms sequences on the existing model_root + named arm pivots, with a temporary
magazine/shell/rocket/cell prop that visibly leaves and returns to the gun:
- mag (M4/AK/MP7/DMR): roll gun to present the well, hand rips the mag
down and away, fresh mag up, seat, charge. Gun stays UPRIGHT.
- boltmag (AWP): mag swap + a distinct bolt-cycle rock.
- break (double barrel): hinge open, flick both shells out, drop fresh
shells in, snap shut.
- tube (rocket launcher): tip the tube in, shove a rocket home, shoulder.
- cell (plasma/nail gun): glowing energy cell swapped on the side.
Per-shot viewmodel recoil kick (ViewmodelAnim.apply_kick) scaled by each
weapon's recoil_amplitude, so an AWP slams and an MP7 chatters — replaces the
old flat model behaviour. Weapons expose reload_style; base classes call
play_reload / stop (on unequip) / apply_kick.
Knife: the old barely-visible flick is now a real diagonal slash that
alternates backhand/forehand, whips the blade through screen centre, and
fires the third-person melee arm-swing action (synced to other players).
Hair/materials: specular fully to 0 (even a 2% stepped glint swept as shine
across Taila's hair when the camera moved); rim trimmed to a whisper. Fully
matte cloth/hair now.
Verify: debug/fp_weapon_capture.gd screenshots each weapon's reload phases,
the knife slash, and the fire kick.
Co-Authored-By: Claude Fable 5 <[email protected]>
Two fidelity gaps closed:
- Reload/throw/shoot/hit used to REPLACE the whole-body clip, so reloading
mid-slide snapped the character upright on standing legs. The model now
runs a runtime AnimationTree (clips -> Transition -> TimeScale -> OneShot)
whose one-shot layer is FILTERED to upper-body bones: the arms play the
action while the legs keep sliding/running/falling. Land stays full-body.
The rifle hold releases exactly while the one-shot node reports active.
- Grapple no longer plays the library's horizontal-swim clip. The zip pose
is procedural: Fall as the airborne base, the spine pivots to fly along
the line to the actual anchor point (capped so overhead shots don't fold
the body), the head sights the anchor, legs trail behind, the FREE left
hand reaches up the rope — and the right hand keeps holding the rifle.
The anchor point feeds in from the controller for local and remote
players (synced_grapple_point).
- anim_capture: deterministic open-ground teleport + two new regression
shots (reload-while-sliding, grapple zip toward a real anchor).
Co-Authored-By: Claude Fable 5 <[email protected]>
- Third-person camera chain is now HeadPivot > OrbitPivot > ShoulderOffset
(0.55m right, 0.12m up) > SpringArm(2.6m, 14 deg) — the character sits
slightly left of screen centre over-the-shoulder instead of dead centre
behind. Aim is unchanged (still the first-person camera).
- Hold Alt in third person to orbit the camera freely around the character
with the mouse (yaw wraps, pitch clamped -69..+29 deg); the character
keeps facing and aiming where it was. Release Alt and the camera springs
back behind the shoulder.
- debug/orbit_capture.gd: screenshots the OTS framing, a driven orbit, and
the spring-back for visual regression.
Co-Authored-By: Claude Fable 5 <[email protected]>
The clips were playing all along, but every locomotion state used unarmed
jog arms while the gun floated at the hip, so nothing looked animated.
- ShooterPoseModifier now REPLACES the arm chain with a direction-based FK
rifle hold (low-ready at hip, shouldered on ADS) instead of nudging the
unarmed clip additively; the wrist is solved so the muzzle points exactly
along the aim line, gun kept upright (no-roll constraint).
- Per-arm release logic: reload/throw/hit one-shots, dance, death, the
slide ground-brace, wall-run reach and grapple free the authored clips.
- Third-person weapon: fixed re-hide on weapon swap while in third person,
scaled to character proportions, gripped along the hand.
- Armed idle uses Idle (arms owned by the hold) instead of arms-crossed
PistolIdle base.
- FP viewmodel arms: character-styled sleeve + teal cuff + skin hand
instead of the blue slabs.
- debug/anim_capture.gd: front+side screenshots of every movement state,
one-shot action and ADS for visual regression of the model pipeline.
Co-Authored-By: Claude Fable 5 <[email protected]>
Third-person player characters now animate every action with readable
intent (all networked, cel style preserved):
- Look-around: upper body follows the owner's camera pitch — distributed
over spine/neck/head so aiming up/down reads on the whole silhouette
(driven by the already-synced HeadPivot rotation on remotes)
- Reload: the baked PistolReload clip plays as a one-shot whenever the
equipped weapon starts reloading (local edge-detect poll -> new synced
action counter replays it on every peer)
- Grenade throw: new Throw clip baked from the library's overhead swing
(Sword_Attack retarget); triggers on throw, synced the same way
- Shot recoil: visible kick on the shooter's model (shoulders snap back,
forearms rise, fast decay) driven by the existing fire-effects RPC —
remote players' shots now look like shots
- Slide: trailing arm braces against the ground for balance on top of the
feet-first pose
- Armed idle confirmed in capture: weapon held at ready, not arms-down
Plumbing: synced_action/synced_action_seq added to all three player
spawners' replication configs; ACTIONS table on the model maps names to
clips + lock times.
Verified: 18 clips resolve (incl Throw), smoke 0 failures, movement
11/11, acoustics PASSED; third-person run + armed idle captures clean.
Co-Authored-By: Claude Fable 5 <[email protected]>
Audio:
- All ballistic weapons now fire real firearm recordings (The Free Firearm
Sound Library, CC0): AK-47 uses actual AK-47 shots, M4=AR-15, MP7=PPSh,
AWP=Mosin Nagant, DMR=Savage 10, shotgun=Mossberg/Nova, nailgun=Ruger .22,
rocket/mortar layered with real booms. Plasma keeps its energy sound.
- Reload is real lever-action foley instead of interface clicks
- Projectile flight loops localized: unit_size 50->6, max_db 6->0,
max_distance 45 — no more mortar/rocket drone in every player's ear;
loops also got proper loop_end (was a zero-length loop)
- Flight loops lowpassed into soft whooshes instead of sci-fi engine drones
- Menu music converted to OGG with native full-track looping (47s seamless,
replaces the broken manual WAV loop points)
Animations (movement-shooter pass):
- Rebaked miku.glb with 4 new clips from the CC0 library: Grapple (swim
reach — reads as a swing), PistolIdle (armed idle with weapon up),
PistolShoot, PistolReload
- Armed idle: standing with a weapon now uses PistolIdle instead of
arms-at-sides
- Slide pose overhaul: legs kick out front (lead/trail thighs, knees
straighten) — feet-first slide instead of "sitting in a crouch"
- Wall run: forward drive pitch + inner arm reaches out to the wall
- Per-transition blend times: dash/hit/jump cut fast (0.05-0.08s),
locomotion cross-fades smoothly (0.2-0.25s); CrouchWalk speed-scales
Fixes:
- Third-person camera no longer renders the first-person viewmodel layer
(the gun/arms floated in front of the third-person view)
Verified: 11/11 movement tests, smoke test 0 failures (17 clips resolved),
third-person run screenshot shows grounded animated model, no floating gun.
Co-Authored-By: Claude Fable 5 <[email protected]>
Audio (all CC0 — Kenney packs + OpenGameArt, see assets/sounds/SOURCES.md):
- Replace every procedural synth WAV with forged sounds (ffmpeg pitch/layer
mixes): distinct fire sounds per weapon with 2-3 variations, explosions,
footsteps x5, land/jump/dash/vault, knife swing, hit/kill confirms,
bullet impacts, reload, flight loops, UI hover/click/confirm/error,
match jingles, menu music
- AudioManager.stream_for(): AudioStreamRandomizer per sound id — every
weapon now gets variation + pitch randomization on each shot
- Explosions and bullet impacts play positional audio; landing has its own
sound instead of a pitched footstep; ambient wind bed on every map
Visuals:
- ExplosionVFX: shared cel-shaded burst (white-hot stepped core, ink
shockwave ring, star spikes, flat smoke puffs) replaces the orange
sphere in both local and remote-replay paths
- Comic star muzzle flashes on all weapons; unified cel tracer bolts with
ink outlines across hitscan/shotgun/remote paths
- Impact decals: hard-stepped ink-splat gradients instead of soft airbrush
- Toon shading on first-person view models + arms, third-person weapons,
and the procedural humanoid fallback (no hull outlines on FBX weapons —
their hard normals tear the inverted hull)
- Fix: giant soft "blob" highlight on floors — toon rim/specular disabled
on level-geometry materials (pre-existing artifact since the cel commit)
- Fix: own third-person weapon rendered into the first-person camera
(shadows-only now covers first_person_mode)
UI:
- UITheme: comic theme on the root window — Bangers display font (OFL),
paper panels with thick ink borders + hard drop shadows, papaya accent,
themed buttons/inputs/popups; hover/click sounds on all menu buttons
- Main menu: tilted comic wordmark, sunset toon diorama, looping menu music
- Match HUD: themed scoreboard/killfeed/kill counter
Viewports:
- 4x MSAA project-wide + viewmodel/diorama viewports (crisp ink lines)
- Viewmodel camera near plane 0.01; third-person camera FOV syncs settings
- debug/visual_capture.gd: dev tool to screenshot menu + level for review
Verified: 11/11 movement tests, spawn smoke test 0 failures, before/after
screenshot comparison of menu and level.
Co-Authored-By: Claude Fable 5 <[email protected]>
- SkinnedPlayerModel: generic play_oneshot() (generalizes the Land lock),
Hit and Dance in the clip table (Dance loops), restartable clips
- Hit flinch: victims visibly react on every peer's screen via the existing
damage broadcast — no new RPC
- Dance emote on B: toggles while grounded and idle, breaks on any movement;
synced to remotes via synced_is_dancing (all three spawner configs)
- Anime radial speed-lines overlay (canvas shader): fades in past ~1.2x walk
speed, spikes on dash, widescreen-corrected clear center
- New input action 'emote' (B) in project.godot
11/11 FSM tests, spawn smoke 0 failures.
Co-Authored-By: Claude Fable 5 <[email protected]>
- toon.gdshader: banded diffuse with cool-tinted shadows (3 tones), stepped
specular, rim light, and an optional world-triplanar albedo path so level
geometry keeps the 0.5 m grid with no UVs
- toon_outline.gdshader: inverted-hull ink outline, applied via
material_overlay so it works on skinned (deforming) meshes
- LevelMaterials: tinted() now returns toon grid materials; toonify()/
apply_toon_recursive() convert imported character/prop materials in place
- SkinnedPlayerModel: characters get toon shading + outline on load
- LevelEnvironment: shared stylized environment for all maps — saturated
anime sky, linear tonemap (filmic/ACES crush cel bands), bloom for
emissives, saturation+contrast grade, light depth haze; test level and
dust2 now use it and the procedural arena (which had NO environment)
gets it plus runtime toonification of its baked geometry
Co-Authored-By: Claude Fable 5 <[email protected]>
- Quake-style air-strafe accelerate (real speed gain from strafing; external
speed from dash/rockets never clamped)
- Wall run: keeps entry momentum (incl. upward carry), accelerates along the
wall instead of hard-setting velocity, gravity fades in over the run
- Slide: slope physics (gravity projected along floor accelerates downhill),
flat-ground decel instead of multiplicative friction, entry boost, direct
slide->wallrun and slide->dash transitions
- Dash: cooldown 10s -> 2s, per-player (was a static shared across instances),
momentum fully kept on exit, FOV punch event
- Grapple: taut pendulum with active rope control (W reels in, S pays out),
release keeps swing energy
- Wall climb: carries upward momentum in, jump-off kick, shared vault helper
- Crouch capsule: single owner in the machine, smoothly lerped, ceiling check;
camera eye height follows via crouch factor (no more head snapping)
- Landing: machine emits 'land' events scaled by impact; camera dip + pitched
down thud; footsteps get pitch variation
- Camera rig: event-driven (land dip, dash FOV kick, vault pitch impulse),
slide roll tilt
- Model: Jump vs Fall split by vertical velocity, Land one-shot on heavy
landings, wall-run body lean (synced to remotes via synced_wall_side)
Co-Authored-By: Claude Fable 5 <[email protected]>
Layer a procedural SkeletonModifier3D (ShooterPoseModifier) on top of the base
clip so the character reads like a movement-shooter avatar:
- Directional lean: banks into the movement direction (right/left/back) and
blends smoothly for diagonals, driven by velocity relative to facing.
- Slide: leans the torso back and pitches the head up to look forward, instead
of the base clip's forward-torso/legs-out "spine break".
- Airborne: plays a composed Jump pose (weapon ready) rather than a flailing
fall.
- Weapon hold: the base clip already keeps the arms down (weapon at the hip);
on ADS both arms lift and swing in toward centre-front to aim. ADS is read
from the active weapon and synced (synced_is_ads) so remote players raise
their weapons too.
The controller feeds movement direction + ADS to SkinnedPlayerModel.set_locomotion()
each frame (works for local and remote via synced velocity/rotation). All
rotations are authored in skeleton space (fwd=+Z, up=+Y, right=-X) and converted
per-bone; tuning constants are at the top of ShooterPoseModifier.
Verified by rendering the poses (idle/strafe/back/slide/ads) in a real Godot
viewport. Smoke test 30/30.
Co-Authored-By: Claude Fable 5 <[email protected]>
The model animated its skeleton but rendered a permanent T-pose: the mesh
wasn't skin-bound. Root cause was in autorig's binding, introduced while
chasing an earlier "skins:0" export:
- The earlier "skins:0" was actually caused by bone-heat weighting failing
(0 weighted verts → empty skin gets dropped), NOT by the Armature modifier.
- The "fix" then stripped the Armature modifier and used parent_type=ARMATURE.
That makes the glTF exporter emit a skin OBJECT but with no node.skin
reference and no per-vertex JOINTS/WEIGHTS — an orphan skin. The mesh then
renders its bind pose (T-pose) forever while the skeleton animates unseen.
Fix: keep the standard ARMATURE_AUTO result (Armature modifier + vertex
groups). With the nearest-bone fallback ensuring real weights, the exporter
now writes a COMPLETE skin (verified: meshnode.skin=0, JOINTS/WEIGHTS present).
Also:
- skinned_player_model: _ensure_meshes_bound() re-binds any skinned mesh whose
skeleton NodePath doesn't resolve at load — graceful degradation instead of
a silent T-pose for imperfect GLBs.
- smoke test now asserts the spawned player's mesh is bound to its skeleton,
so this class of bug fails the test instead of shipping. 30/30 pass.
- regenerated miku_test.glb with the corrected pipeline.
Co-Authored-By: Claude Fable 5 <[email protected]>
The first-person head-shrink (SkeletonModifier3D) left the camera looking at
the inside of the neck/torso/hair. Replaced it: the owner's model now renders
shadows-only in first person (clean FPS view, still fully animated and visible
to others and in shadows).
Added a third-person toggle (V / toggle_camera_view) so you can actually see
your own animated model — the easiest way to verify a new skin's animations:
- over-the-shoulder SpringArm3D camera (wall-collision aware) on the local
player; press V to swap, press again to return
- firing still uses the first-person camera, so aim is unchanged
- reveals the owner's model via set_owner_visible() on both SkinnedPlayerModel
and HumanoidModel; hides the first-person weapon viewmodel while in TP
- death forces first person so the toggle can't fight the death cam
Smoke test extended to cover the toggle (camera boom created, becomes current,
round-trips) — 28/28 checks pass for both color and GLB skins.
Co-Authored-By: Claude Fable 5 <[email protected]>
Character pipeline (tools/):
- sketchfab_import.py: search/download via Sketchfab Download API with
license/attribution tracking (SKETCHFAB_API_TOKEN)
- autorig.py: headless Blender auto-rig — fits a Mixamo-named skeleton
to unrigged humanoids, binds automatic weights
- merge_animations.py: merges the shared Mixamo-skeleton animation
library onto any rigged character, strips root motion, canonical names
- pipeline.py: one command chains download -> rig -> animate -> register
In-game skin system:
- SkinManager autoload reads skins.json (auto-written by the pipeline)
- SkinnedPlayerModel rewritten: canonical clips with fallback chains,
blend times, speed-scaled locomotion, weapon bone attachment
- First-person: full animated body for the owner, head hidden via
SkeletonModifier3D; third-person: full model for other players
- Skin selector in main menu; skin id synced in multiplayer
- Fixed GLBLoader crash (GLTFDocument.get_animation_count doesn't exist)
Multiplayer sync overhaul:
- Movement is now client-authoritative: the owning peer simulates
locally (no input round-trip), server keeps health/kills/death
- Remote players interpolate synced_position/velocity with
extrapolation and snap-on-teleport
- Knockback/impulses routed to the simulating peer
Audio:
- AudioManager autoload: SFX/Weapons/Footsteps/UI/Music buses, pooled
3D players, variation + pitch randomization, auto-registration from
assets/sounds
Docs: 3D_ASSET_PIPELINE.md rewritten end-to-end, new ASSET_SOURCES.md
(non-procedural animation/map/sound sources) and SOUND_DESIGN.md.
Verified with debug/spawn_smoke_test.gd (headless: 24/24 checks pass).
Co-Authored-By: Claude Fable 5 <[email protected]>
Animation.TrackType in Godot 4.2.1 doesn't have a named enum member for
value 1, so add_track(1) fails. Use add_track(0) for all tracks - the
Animation API accepts both Vector3 and Quaternion values regardless of
track type.
- Animation.TYPE_ROTATION doesn't exist as enum in Godot 4.2.1
- Use raw integer: add_track(1) for ROTATION
- Remove unused 'length' parameter from _add_rot_track
- Rename 'name' to 'anim_name' to avoid shadowing Node.name
- Remove all extra parameters from _add_rot_track calls
track_insert_key() returns -1 (error) when using Quaternion values
on TYPE_ROTATION (type=1) tracks in Godot 4.2.1.
The correct format is: add_track(1) + track_insert_key(track, time, Vector3(euler))
This applies to both Walk/Run/Jump/Idle animations - all must use
Vector3 euler angles for rotation keyframes.
After extensive testing discovered:
- set_bone_global_pose_override() does NOT affect the GPU skinning pipeline
- set_bone_pose_rotation() only works when AP is stopped but changes don't
appear during render because _update_skeleton() runs during render pass
- The AnimationPlayer DOES work in the actual game (position logs prove it)
- GLB animations are stripped (near-zero motion) causing T-pose
- Solution: Create proper Animation resources with type=1 (ROTATION) tracks
using Quaternion keyframes and play through the AnimationPlayer
- Removed all manual bone pose code that was fighting the render pipeline
CRITICAL DISCOVERY: set_bone_global_pose_override() does NOT affect
the MeshInstance3D skinning pipeline. It only changes get_bone_global_pose()
return value. The actual skinning uses rest * pose * parent transforms.
The correct approach:
1. Stop AnimationPlayer (ap.stop() + ap.active = false)
2. Set local pose = rest_local_quat * offset_quat
3. This makes the final bone transform = rest * (rest * offset) = rest * offset
4. The skinning pipeline correctly uses this for vertex deformation
Also discovered: set_bone_pose_rotation() only works when AP is stopped.
When AP is active, it overwrites the local pose every frame.
After extensive testing, discovered that:
1. set_bone_pose_rotation() sets ABSOLUTE local rotation, not offset
2. Bones have complex non-identity rest poses (e.g. LeftUpperArm euler=(-0.161,-2.760,-2.760))
3. Setting local pose to identity collapses the model
4. Correct approach: use set_bone_global_pose_override() with rotation
applied around world X axis (forward/back swing) pre-multiplied on
the rest pose basis
Also cache rest pose local transforms (rotation + position) and use them
when resetting bones or applying position offsets.
The bone rest poses have complex non-identity rotations (e.g. LeftUpperArm
euler=(-0.161,-2.760,-2.760)). Applying local rotations on top of these
produces incorrect results. Fix by using set_bone_global_pose_override()
with world-space rotation pre-multiplied on the rest pose basis.
AnimationPlayer was still processing GLB animations and overwriting
our manually-set bone rotations. Fix by:
1. Setting animation_player.active = false for procedural anims
2. Resetting bones to rest pose when switching to procedural anim
3. Re-enabling AP only for non-procedural anims (Death, Crouch)