- 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]>
- Generated CC0-style prototype grid textures (0.5 m cells) and a shared
LevelMaterials factory: world-space triplanar mapping over every code-built
level (test level, dust2, procedural arena) with the existing color coding
kept as tints. Readable surfaces at speed instead of flat color boxes;
materials are cached per tint so identical surfaces batch.
- .gdignore + .gitignore the raw downloaded asset packs in addons/ whose
overlong paths broke Godot import scans and spammed git warnings.
- Replaced the rotted FSM test file (invalid call(t) on Callables, stateless
stub nodes, hung forever without quitting) with a real suite: 10 tests
covering state registration, jump bookkeeping, wall-run momentum
preservation and upward-carry cap, per-player dash cooldown (regression for
the old shared static), dash speed stacking, chain soft cap, landing
events, and slide entry momentum. New headless entrypoint:
godot --headless --path . -s res://movement/tests/run_fsm_tests.gd
Co-Authored-By: Claude Fable 5 <[email protected]>
The shipped skin GLB only had Idle/Walk/Run/Jump, so Slide, WallRun, Crouch,
Dash, Fall and Land all fell back to the wrong clips. Rebuilt via the Blender
pipeline from the library-skeleton rigged model (the old miku_proper_anim was
on a different skeleton, so retargeting silently baked flat clips — and the
shooter pose layer's DEF-* bone names never matched it either).
miku.glb now ships Idle, Walk, Run, Sprint, Jump, Fall, Land, CrouchIdle,
CrouchWalk, Dash (roll), Death, Hit, Dance from the Quaternius Universal
Animation Library (CC0). Verified per-bone keyframe motion in the export and
rendered pose stills for deformation QA (no crossed arms / stretched feet).
Also removed five stale experimental skin GLBs + extracted textures and the
one-off editor import scripts; skins.json now lists only the working skin.
Co-Authored-By: Claude Fable 5 <[email protected]>
Godot import artifacts that pair with already-committed assets:
- miku_test_Image_0..3.png: textures extracted from miku_test.glb on import
- .uid files for spawn_smoke_test.gd and audio_manager.gd
Co-Authored-By: Claude Opus 4.8 <[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
- 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
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
Skin System:
- PlayerSkin resource class (model_path, color_tint, etc.)
- SkinManager with default skins: Default, Red Team, Forest, Miku
- HumanoidModel.apply_skin() supports both GLB model replacement
and procedural color tinting
- Procedural meshes auto-hide when GLB model is loaded
Miku Skin:
- 43-part procedural model generated in Blender (headless)
- Twin tails, headphones, thigh-high socks, idol outfit
- Teal/cyan color scheme with red accents
- Exported to assets/characters/skins/miku.glb
- Applied to player 1 in test level builder
Pipeline:
- Blender 5.0.1 + MCP addon installed
- Bridge script for socket-based Blender control
- docs/3D_ASSET_PIPELINE.md documents full workflow