- footbridge.glb: 18m truss footbridge over the central avenue one block
south of the rail line — X-pattern teal trusses, mesh railings, real
stair flights at both ends. Deck and stairs are WALKABLE (box deck
collider + invisible ramp colliders over the stair visuals): a third
elevated crossing route between the viaduct and the plaza, and a new
grapple anchor over the avenue
- platform.glb: station platform strips on the viaduct deck flanking the
crossing — canopy on posts, benches, line signs; dresses the deck route
players actually run
- Fixed a parse error from an undefined color constant caught by the
capture loop (blank render -> error -> fix -> verified)
Movement 11/11, smoke 0 failures; full-city aerial verified.
Co-Authored-By: Claude Fable 5 <[email protected]>
Second round of original Blender-kitbashed street furniture
(tools/build_hero_assets.py):
- yatai.glb: ramen cart — noren curtain strips on a hanger bar, counter,
wheels, three stools, paper lantern, red roof with ink trim; one at
every market mouth (wood collider)
- koban.glb: police box with teal roof, door, framed window, sign board
and red lamp — watches the central crossing from the SE plaza corner
- phonebooth.glb: green-framed glass booth on ~25% of retail corners
- busstop.glb: bench + glass canopy + yellow sign disc, alternating
blocks along the central avenue, both directions
- bicycle.glb: torus-wheeled bikes with frame/seat/basket, parked in
seeded rows of 2-4 beside building fronts
All toonified with ink outlines; colliders acoustics-tagged (wood/
concrete/glass/metal). Movement 11/11, smoke 0, acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
First bespoke art authored for the project (tools/build_hero_assets.py,
headless Blender 5.1 -> assets/props/hero/):
- konbini.glb: 8m convenience-store front — fascia + teal sign band with
ink trim, framed windows with sills and window ads, recessed double
glass door, angled awning, drink machine, hedge planter. Placed on
~1/3 of wide buildings (glass-tagged collider)
- station.glb: viaduct station entrance — canopy on pillars, real stair
steps with handrails and balusters, sign totem; placed at the central
avenue crossing of the rail line
- clock.glb: 10m plaza clock tower — tiered base, ringed column, 4 clock
faces with hands, teal crown; anchors the south-west plaza cell
- torii.glb: proper torii with segmented curved kasagi, shimaki, nuki
beam and plaque — replaces the box torii in every shrine courtyard
(invisible pillar colliders keep gameplay identical)
All hero pieces run through the toon pipeline with fine ink outlines.
Every part beveled; flat cel palette matches the city.
Verified: city renders clean with hero pieces placed; movement 11/11,
smoke 0 failures, acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
The city's flat color sign panels are now real graphic designs, closing
the street-level "graphic density" that anime cities live on:
- tools/generate_ads.py: procedural ad library (24 textures) — bold
two-tone layouts (diagonal splits, bands, circles, stripes) with
fake-glyph text blocks that read as kanji/kana from gameplay distance,
inked borders, seeded palette system
- Every building gets 1-3 street-level posters plastered on its facade
- Vertical sign columns render a stacked-glyph column texture
- Rooftop billboards, tower crown boards (both faces) and the central
4-face screen tower all show distinct ad graphics
- Posters under the viaduct arches on every pier
- All panels lit (albedo + emission of the same texture) so they glow
as signage without blooming out
Verified via street capture (glyph posters, pharmacy-cross signs, ad
boards visible down the avenue); movement 11/11, smoke 0 failures,
acoustics ALL PASSED.
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]>
The model animated but deformed wrong: arms crossed the torso and foot heels
stretched to the model's center-bottom. Two root causes, both fixed:
1. Pose mismatch. Sketchfab models are modelled in an A-pose (arms angled
down) but the Quaternius library rests in a T-pose. Binding the A-pose mesh
to T-pose arm bones misweighted the arms, and the library clips (which
rotate arms ~70° down from the T rest) then shoved the already-drooped arms
across the body.
Fix: autorig.fit_arms_to_mesh() reorients each arm bone chain along the
model's real arm direction; merge_animations retargets every clip from the
library's T-pose rest onto the fitted rest via world-space constraint bake
(Copy Rotation/Location + nla.bake), so world motion is reproduced
regardless of the rest difference.
2. Feet-to-center stretch. The library's deform-flagged `root` bone runs up
the body centre-line; nearest-bone weighting assigned inner-foot/heel verts
to it, stretching them to center when animated.
Fix: exclude root/control/mechanism bones from weighting (_NON_DEFORM_HINTS).
Also upgraded nearest-bone weighting from rigid (1 bone/vert) to a smooth
inverse-distance blend across the nearest 4 bones, so joints deform cleanly.
Bone-heat still fails on Miku's joined hair/clothing mesh, so this is the
primary path.
Verified by rendering Idle/Walk/Run poses (Blender): natural stance, arms at
sides swinging correctly, feet planted, proper running stride. Smoke test
still 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]>
Verified the full chain on a real Sketchfab model (Miku UID -> rigged ->
13 clips -> loads and animates in-engine, 24/24 smoke checks pass).
Fixes found while running it for real:
- sketchfab_import: read .sketchfab_token as UTF-16/BOM too (PowerShell's
`echo >` writes UTF-16LE, which crashed the UTF-8 reader)
- autorig: rig to the animation library's OWN skeleton when _library.glb
is present (zero retargeting); robust binding — fall back to rigid
nearest-bone weights when Blender bone-heat fails on complex meshes
(Miku's joined hair/clothing gave 0 weighted verts); export as
parent_type=ARMATURE with no modifier (Blender 5.x only emits a glTF
skin in that exact form — a lingering Armature modifier gave skins:0);
export_apply=False (applying modifiers baked away the skin); flatten
the Sketchfab empty hierarchy before binding
- merge_animations: support a single multi-clip library GLB via
LIBRARY_CLIP_MAP; version-safe fcurve access for Blender 4.4+/5.x
slotted actions (Action.fcurves was removed)
Assets/tooling:
- bundle assets/characters/animations/_library.glb — CC0 Quaternius
Universal Animation Library (13 game clips), + .gdignore so Godot
skips the pipeline-input folder
- requirements.txt (stdlib-only; documents Blender-python separation)
- pipeline docs updated for the bundled library + swap instructions
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]>
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.
The twintails were moving as arms because the auto-rig script treated the
combined mesh as one piece. Now using the original miku_rigged_final.glb
skeleton (which has correct skin weights from the model creator) and
adding 6 new animations (Idle, Walk, Run, Jump, Crouch, Death) on top
of the existing skeleton.
- tools/add_animations.py: adds animations to an existing rigged GLB
- tools/rig_and_animate.py: updated to separate mesh into loose parts
before rigging (for future use with other models)
- miku_rigged_animated.glb: now 7 animations with correct skin weights
- 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