Feat/14 movement overhaul #20
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@@ -88,6 +88,8 @@ func load_model(path: String) -> void:
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if not skeleton:
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push_warning("SkinnedPlayerModel: no skeleton in '%s'" % path)
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else:
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_ensure_meshes_bound(scene)
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if animation_player:
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_index_animations()
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else:
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@@ -103,6 +105,19 @@ func load_model(path: String) -> void:
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_play_clip("Idle")
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## Make sure every skinned MeshInstance3D is actually driven by the skeleton.
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## A correctly-exported GLB binds automatically, but if one imports with a skin
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## resource whose `skeleton` NodePath doesn't resolve, the mesh renders its bind
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## pose (a permanent T-pose) while the skeleton animates invisibly. This repairs
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## that at load time so a bad export degrades gracefully instead of T-posing.
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func _ensure_meshes_bound(scene: Node) -> void:
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for mi in scene.find_children("*", "MeshInstance3D", true, false):
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if mi.skin == null:
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continue # not a skinned mesh
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if mi.skeleton.is_empty() or mi.get_node_or_null(mi.skeleton) != skeleton:
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mi.skeleton = mi.get_path_to(skeleton)
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## Map canonical clip names to whatever actually shipped in the GLB and set
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## loop modes (glTF has no loop flag, so we set it here).
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func _index_animations() -> void:
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@@ -79,6 +79,14 @@ func _test_spawn_with_skin(skin_id: String, expect_skinned: bool) -> void:
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if _check(skinned != null, "SkinnedModel created for GLB skin"):
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_check(skinned.loaded, "GLB model loaded")
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_check(skinned.skeleton != null, "skeleton found in GLB")
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# The mesh must be bound to the skeleton, else it renders its bind
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# pose (T-pose) while the skeleton animates invisibly.
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var bound := false
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if skinned.skeleton:
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for mi in skinned.find_children("*", "MeshInstance3D", true, false):
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if mi.skin != null and mi.get_node_or_null(mi.skeleton) == skinned.skeleton:
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bound = true
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_check(bound, "skinned mesh is bound to the skeleton (won't T-pose)")
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if skinned.animation_player:
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_check(skinned.animation_player.is_playing(), "animation playing")
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print(" clips resolved: ", skinned._resolved_clips)
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+10
-13
@@ -269,13 +269,18 @@ def rigid_nearest_bone_weights(mesh, arm):
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def bind_mesh_to_armature(mesh, arm):
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"""Bind mesh to armature robustly and in a form the glTF exporter skins.
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"""Bind mesh to armature so the glTF exporter writes a COMPLETE skin
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(skin object + node.skin reference + per-vertex JOINTS/WEIGHTS).
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1. Try Blender automatic (bone-heat) weights for smooth deformation.
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2. If that assigns (almost) nothing, fall back to rigid nearest-bone.
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3. Present the result as a parent_type='ARMATURE' relationship with NO
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Armature modifier — the Blender 5.x glTF exporter only emits a skin
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for that exact configuration (a lingering modifier yields skins:0).
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2. If that assigns (almost) nothing — common on layered hair/clothing
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meshes where bone-heat fails — fall back to rigid nearest-bone.
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Keep the standard ARMATURE_AUTO result: an Armature modifier plus vertex
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groups (parent_type stays OBJECT). That is exactly what the exporter needs
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to write the vertex weights. (An earlier version stripped the modifier and
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used parent_type='ARMATURE'; that produced an ORPHAN skin with no weights,
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so the mesh rendered its bind pose — a permanent T-pose — in game.)
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"""
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bpy.ops.object.select_all(action="DESELECT")
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mesh.select_set(True)
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@@ -291,14 +296,6 @@ def bind_mesh_to_armature(mesh, arm):
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weighted = rigid_nearest_bone_weights(mesh, arm)
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print(f"Bound mesh: {weighted}/{total} verts weighted")
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# Normalize to the exporter-friendly form: parent_type=ARMATURE, no modifier.
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for m in list(mesh.modifiers):
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if m.type == "ARMATURE":
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mesh.modifiers.remove(m)
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if mesh.parent != arm:
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mesh.parent = arm
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mesh.parent_type = "ARMATURE"
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def main():
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clear_scene()
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