Commit Graph
74 Commits
Author SHA1 Message Date
Hermes 86a13bc782 fix: replace stripped GLB animations with procedural rotation-based animations
Blender's GLTF exporter aggressively strips animation tracks that are
near rest pose. The Miku GLB has 54 tracks per animation but all
keyframe values are essentially rest pose (max delta 0.008 units),
causing the model to appear frozen in T-pose despite the AnimationPlayer
playing animations correctly.

This fix:
- Adds _is_animation_broken() to detect near-zero motion in animations
- Changes _ensure_locomotion_animations() to replace broken animations
  (not just create when missing)
- Uses TYPE_VALUE tracks with ':rotation' suffix for proper bone rotation
- Fixes hips bounce to use position track instead of rotation
- Adds _add_rotation_track, _add_position_track, _add_position_track_catmull
  helper functions
2026-06-25 10:38:19 -04:00
Hermes d6da221583 fix(characters): preserve all animation tracks in GLTF runtime loading
remove_immutable_tracks=true (default) strips bone tracks where keyframes
match rest pose, removing 80%+ of tracks and causing T-pose.
Editor import uses false; runtime must match.

Closes T-pose bug where animations reported playing but model stayed rigid.
2026-06-25 10:04:56 -04:00
HermesandClaude 4.7 d297da4c35 fix: resolve GLB character T-pose by fixing skeleton binding order and skin update timing
Two root causes fixed:
1. Skeleton binding fix was skipped because `skeleton` variable was null at the
   time of the check (assigned AFTER the mesh fix block). Moved skeleton
   discovery BEFORE the mesh binding fix so the MeshInstance.skeleton path
   is correctly set to "..".

2. Skin deformation wasn't triggering because `_update_skin()` (which calls
   `force_update_all_bone_transforms()`) was throttled to 30fps AND ran BEFORE
   the AnimationPlayer's `_process()` due to tree order. AnimationPlayer.advance()
   sets bone poses but does NOT emit `bone_pose_changed`, so the MeshInstance
   never knew to re-compute its vertex buffers. Fixed by using `call_deferred`
   to ensure `_update_skin()` runs AFTER all `_process()` calls (including AP),
   and removing the throttling so it runs every frame.

Co-Authored-By: Claude 4.7 <[email protected]>
2026-06-25 01:29:14 -04:00
Hermes df4c70017c fix: use force_update_all_bone_transforms() instead of undeclared constant
NOTIFICATION_UPDATE_SKELETON is not accessible in GDScript scope.
Use Skeleton3D.force_update_all_bone_transforms() which recomputes the
full bone hierarchy and emits bone_pose_changed signals.

Co-Authored-By: Hermes Agent <[email protected]>
2026-06-25 01:00:34 -04:00
Hermes 43b870465b fix: correct skin deformation and scale for GLB character models
The Miku model T-posed because the previous _update_skin() used
set_bone_pose(i, get_bone_pose(i)) which is a no-op when the pose
is unchanged. Replace with skeleton.notification(NOTIFICATION_UPDATE_SKELETON)
to force the Skeleton3D to recompute bone transforms and notify the
MeshInstance to update vertex buffers.

Also fix scale: the GLB is ~1.2m tall (not 1.6m as documented), so
set scale_factor=1.25 to fit the 1.8m player capsule, and add
position_y_offset=-0.2 to align the model's feet with the player origin.

Co-Authored-By: Hermes Agent <[email protected]>
2026-06-25 00:56:25 -04:00
Hermes c4dc4ca77c fix: force skeleton skin update at runtime for GLTF models
The AnimationPlayer correctly updates bone poses (proven in tests)
but the MeshInstance visual doesn't reflect the changes. Added
throttled _update_skin() that re-applies bone poses every ~33ms
to trigger NOTIFICATION_UPDATE_SKELETON on the Skeleton3D,
which causes the MeshInstance to update its vertex buffers.

Also set AnimationPlayer process_mode to ALWAYS to ensure it
processes regardless of parent node state.
2026-06-25 00:30:28 -04:00
Hermes 73831cb418 fix: force bone pose update for GLTF runtime skin deformation
GLTF runtime loaded models may not trigger automatic MeshInstance
vertex deformation when the AnimationPlayer updates bone poses.
Added throttled _update_skin() that re-applies current bone poses
to trigger NOTIFICATION_UPDATE_SKELETON, ensuring the renderer
sees the updated vertex positions.
2026-06-25 00:26:34 -04:00
Hermes fead2cc055 fix: resolve GDScript warnings for unused vars and shadowed names
- Prefix unused variables with underscore (chest, left_hand, right_hand, l_foot, r_foot)
- Rename 'name' parameter to 'bone_name'/'anim_name' to avoid shadowing Node.name
2026-06-25 00:04:59 -04:00
Hermes 50de6df450 fix: use animated GLB with all locomotion animations and fix scaling
The skinned player model was loading miku_rigged_final.glb which only
contained a single "Idle" animation (1 track, near-rest pose). This caused
"animation 'Jump/Walk/Run' not found" spam and a T-pose appearance.

Switch to miku_rigged_animated.glb which has all 7 animations
(Crouch, Death, Idle, Idle2, Jump, Run, Walk).

Additional fixes:
- Fix scaling: the GLB is already in meters (~1.6m tall), not cm.
  Removed the unconditional 0.01 cm->m conversion that was shrinking
  the character to 1/100th size.
- Fix bone track paths: use "MikuRig/Skeleton3D:" prefix matching the
  actual scene tree structure (AnimationPlayer is sibling of MikuRig).
- Add _ensure_locomotion_animations() to create Walk/Run/Jump/Idle
  procedurally if the GLB is missing them.
- Eliminate per-frame "not found" log spam with rate-limited warnings.
- Update level_runtime.gd and test_level_builder.gd to use animated GLB.

Closes #3d-player-model animation pipeline
2026-06-24 23:58:28 -04:00
Hermes 1653d404e2 fix: use correct Godot skeleton bone animation path format
The track path must be 'MikuRig/Skeleton3D:BoneName' (no :property suffix)
and the track type must be TYPE_VALUE with Vector3 position values.
Using :rotation suffix caused the track to not resolve.

Verified: Spine pose origin changes from (0,0,0) to (0,0.1,0) during animation.
2026-06-23 19:36:15 -04:00
Hermes 39063bfe9e fix: create proper Idle animation in Godot when GLB export loses tracks
The Blender GLTF exporter was stripping animation tracks (only 1 of 51
channels survived export). Now SkinnedPlayerModel detects this at
runtime and creates a proper Idle animation programmatically using Godot's
Animation API with 5 bone tracks (Spine, Arms, Neck, Hips).

Also switched model_path back to miku_rigged_final.glb since the
re-export wasn't adding usable animations.
2026-06-23 18:55:12 -04:00
Hermes e2a4e3997e fix: use a.loop_mode instead of a.mode for Godot 4.x Animation 2026-06-23 12:36:53 -04:00
Hermes 0da573f11f fix: use _find_skeleton and _find_animation_player consistently 2026-06-23 12:12:10 -04:00
Hermes 89ddac072b fix: resolve parse errors in skinned_player_model and level_runtime
- Remove duplicate is_local variable in level_runtime.gd line 224
- Remove orphaned animation code from old load_model in skinned_player_model.gd
- Both files now compile cleanly
2026-06-23 11:02:22 -04:00
Hermes 5e12502a18 fix: use GLTFDocument to load GLB at runtime (no .import needed)
Godot headless/CLI can't import GLB files — the GLTF loader only works
in the editor GUI. Switched SkinnedPlayerModel to use GLTFDocument.append_from_buffer()
which parses GLB data from raw bytes at runtime.

Verified: GLB parses successfully, generates scene with MikuRig skeleton,
AnimationPlayer, and 7 animations (Crouch, Death, Idle, Idle_001, Jump, Run, Walk).

Also added characters/glb_loader.gd as a reusable utility for loading
any GLB file at runtime.
2026-06-23 01:15:37 -04:00
Hermes 0672bebe7b feat: add rigged+animated Miku player model with auto-rig pipeline
- Add miku_rigged_animated.glb (3.27MB) with 18-bone skeleton and 6 animations
  (Idle, Walk, Run, Jump, Crouch, Death) via Blender auto-rig script
- Add tools/rig_and_animate.py: reusable Blender script for rigging any humanoid
  mesh with Mixamo-compatible bone naming
- Update SkinnedPlayerModel: scale_factor, first-person mode, animation state
  matching (Idle/Walk/Run/Jump/Crouch/Death)
- Update level_runtime.gd: use skinned model for local player, procedural
  humanoid for remote players
- Update skin_manager.gd and test_level_builder.gd to use animated model
- Fix Godot 4.2.1 'is not Type' syntax in 5 weapon files
- Add editor/import_miku_to_tscn.gd for editor-based GLB import
2026-06-23 00:19:52 -04:00
Hermes f7cd3571fd fix: replace f-strings with GDScript % formatting 2026-06-22 22:20:36 -04:00
Hermes a2956635c0 fix: third-person camera orbits player facing + robust animation handling
Third-person camera:
- Camera offset now follows player's forward direction using basis.z
- Smoothly orbits behind player when they turn
- Looks at player's head area (y+1.5)

SkinnedPlayerModel:
- Creates AnimationPlayer programmatically if GLB doesn't have one
- Copies animations from armature's animation_data to the player
- Handles both direct actions and NLA tracks
- More detailed debug output for scene tree and animation state
2026-06-22 22:02:30 -04:00
Hermes 3e849551bd fix: rename 'name' param to 'anim_name' to avoid shadowing Node.name 2026-06-22 21:42:38 -04:00
Hermes a1f48d9ef0 fix: string repeat() instead of * operator in GDScript 2026-06-22 20:27:26 -04:00
Hermes b1aec93fd5 fix: animation debug + F1 third-person camera
SkinnedPlayerModel:
- Added _print_tree debug to see GLB scene structure at runtime
- Auto-play Idle animation on load
- Added periodic debug output for animation state
- Only change animation when target differs from current

Third-person camera:
- F1 toggles between FPS and third-person view
- Third-person camera positioned behind/above player
- Smooth follow with lerp
- Camera tracks player position each frame
2026-06-22 19:55:54 -04:00
Hermes e1d2d140cb fix: calculate speed from player velocity instead of non-existent property 2026-06-22 19:10:53 -04:00
Hermes 92713a681a fix(miku): correct scale + animation playback
- Fixed Blender export: remove FBX armature modifier before scaling,
  then transform_apply(scale=True) before creating new armature
- Model now exports at correct 1.8 unit height (verified in Blender)
- SkinnedPlayerModel now polls MovementStateMachine in _process
  to drive animations based on movement state
- Player 1 gets Miku at origin, others get procedural humanoid at y=-0.9
2026-06-22 18:15:03 -04:00
Hermes ae8231d31d 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
2026-06-22 17:12:24 -04:00