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Commits
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a13ae50f95 |
feat(rig): every weapon gets its own hold, so the silhouette names the gun
`_apply_rifle_hold` did exactly what its name said, to everything. A knife, an
AWP and a rocket launcher were all solved as a rifle — stock in the shoulder
pocket, support hand out along the barrel, muzzle on the aim line — so in third
person every character stood the same way whatever they carried, and the only
thing distinguishing a sniper from a shotgun was the ~30 cm of gun mesh in
their hands. At the distance an enemy is usually seen that is nothing.
It costs more than looking wrong. A character's pose is the fastest available
answer to "what is about to happen to me": a tube on a shoulder means take
cover, a blade held low means they have to close, a rifle at low ready means
they have not seen you. One hold throws all of that away. It is also the thing
HoYoverse's team say they chase in Zenless Zone Zero — characters read by
silhouette first, and they refuse to settle on one construction method because
one method limits how distinguishable the results can be.
weapons/weapon_hold_profiles.gd gives each of the twelve weapons a style, and a
style is not a bundle of slider values. Three of its differences cannot be
expressed on the rifle solve at all, and those are the ones that carry:
support WHERE the off hand goes and HOW IT IS TURNED there — wrapped round
a handguard, cupped against the firing fist, hooked under a tube
palm-up, or released entirely. Sending a hand somewhere new without
re-orienting it gives a hand teleported to the new spot still shaped
for the old one.
mount whether the weapon's rear sits IN the shoulder pocket, ON TOP of the
shoulder, or nowhere near it.
head whether the head comes down to the stock, or leans away to clear a
tube. The cheek weld is the sniper silhouette, and its inverse is
what says a launcher is resting on that shoulder.
A blade RELEASES the off arm back to the animation, so it swings with the run
cycle instead of gripping a handguard that is not there — most of what makes a
one-handed weapon read as one-handed — and closes a full fist, because an index
left straight along a knife handle reads as a mistake, not as discipline.
Layered strictly UNDER the existing tuning, so aria's hand-tuned AK-47 hold is
byte-for-byte what it was. WeaponHoldTuning.default_for is weapon-aware now,
which it had to be: the rig lab SAVES every knob it shows, so without it,
opening the lab on the knife and pressing save would silently overwrite the
blade profile with the rifle spec and put the character back to holding a knife
like an AK with nothing to indicate it had happened.
debug/weapon_hold_check.gd asserts the consequence, not the plumbing — storing
an enum and reading it back proves nothing. It measures where the hands and head
ACTUALLY end up, from inside the modifier pass (outside it, Godot restores the
local poses and every weapon reports an identical rifle) and in the shoulder's
own frame, because the hold breathes and two samples of the SAME weapon
otherwise differ by more than two different weapons do. 21 weapon pairs, all
distinguishable; the knife's off-hand weight measured at 0.01.
Two findings only measuring produced. Pushing `gun_fore` further out for the
sniper does NOTHING — the reach solver slides the support hand back down the
handguard until the arm can get there, so it landed at 0.388 m against the
rifle's 0.387. Raising the whole weapon is what makes a scoped rifle read.
And one only LOOKING produced, via debug/hold_capture.gd: the shotgun's barrel
passed through the character's chest. Every assertion passed — the hands were
exactly where they had been asked to go — but +x is toward the centreline, so
dropping the pocket and pushing it across at once swings the muzzle into the
torso.
rig_anchor_check still reports aria: her hand-tuned wrist rotates the anchor
offset. Pre-existing, and this halves it — it was 2 failures on main, now 1.
Co-Authored-By: Claude Opus 5 <[email protected]>
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