Feat/14 movement overhaul #20
@@ -159,13 +159,12 @@ func _ensure_locomotion_animations(ap: AnimationPlayer) -> void:
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## (tracks exist but contain near-zero motion — model appears to T-pose).
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## (tracks exist but contain near-zero motion — model appears to T-pose).
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## Uses code-driven bone rotation applied directly via set_bone_pose_rotation().
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## Uses code-driven bone rotation applied directly via set_bone_pose_rotation().
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# Always replace animations that have near-zero motion (Blender GLTF track stripping)
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# Always replace all locomotion animations — GLB is known to be stripped
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var broken_walk := _is_animation_broken(ap, "Walk")
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# by Blender's GLTF exporter (all tracks have near-zero motion)
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var broken_run := _is_animation_broken(ap, "Run")
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var broken_walk := true
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var broken_jump := _is_animation_broken(ap, "Jump")
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var broken_run := true
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var broken_idle := _is_animation_broken(ap, "Idle")
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var broken_jump := true
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if not broken_idle:
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var broken_idle := true
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broken_idle = _is_animation_broken(ap, "idle")
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if broken_walk:
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if broken_walk:
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print("SkinnedPlayerModel: Walk animation has near-zero motion — replacing with procedural")
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print("SkinnedPlayerModel: Walk animation has near-zero motion — replacing with procedural")
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