Commit Graph
3 Commits
Author SHA1 Message Date
Hermes e84a9d641a fix: textured Miku model + ragdoll color
- Re-exported Miku with properly mapped textures (9.8MB GLB)
- Texture files saved alongside GLB for Godot import
- Fixed Blender 5.0 API: 'Base Color' (not 'BaseColor'), major_segments (not segments)
- Ragdoll now uses Miku teal color (0.0, 0.75, 0.75)
- Player 1 uses SkinnedPlayerModel (no procedural generation)
- Other players still use procedural HumanoidModel
2026-06-22 19:46:22 -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