Feat/outline thickness and tp weapon hold #22
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extends Object
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class_name SkinWeightRepair
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## Fixes stray cross-body leg weights in imported character skins.
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##
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## Taila's left ankle cuff has ~24 triangles whose near-midline vertices are
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## weighted to the RIGHT leg. Nothing in the rig or the clips is wrong — the
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## foot bones swing independently (measured: left/right swing correlation
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## -0.94) and no bone is ever scaled. But when the legs separate, those few
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## vertices are dragged toward the far foot and stretch a band of cuff across
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## the gap, which reads as "the ankle cuffs are linked together".
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##
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## Position alone cannot decide the correct side: the offending vertices sit at
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## x = -0.002, barely across the centre line, while the cuff they belong to
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## spans x = 0.00 .. 0.05. So we use CONNECTIVITY instead — a vertex that
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## disagrees with a large majority of the vertices it shares triangles with is
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## mis-weighted, and its leg influences get mirrored to the other side.
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const LEG_BONE_HINTS := ["thigh", "shin", "foot", "toe"]
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## A vertex flips only when this share of its neighbours disagree with it, so a
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## genuine seam (where both sides legitimately meet) is left alone.
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const MAJORITY := 0.8
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## Repair every skinned surface under `root`. Returns the number of vertices
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## re-weighted, so callers can log whether a skin needed it.
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static func repair(root: Node, skeleton: Skeleton3D) -> int:
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var fixed_total := 0
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for mi in root.find_children("*", "MeshInstance3D", true, false):
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if mi.mesh == null or mi.skin == null:
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continue
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# Rebuilding a mesh drops blend shapes; skins that use them (face rigs)
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# are left untouched rather than silently losing expressions.
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if mi.mesh.get_blend_shape_count() > 0:
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continue
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var fixed := _repair_mesh(mi, skeleton)
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fixed_total += fixed
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return fixed_total
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static func _repair_mesh(mi: MeshInstance3D, skeleton: Skeleton3D) -> int:
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var skin: Skin = mi.skin
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var mirror := _mirror_map(skin, skeleton)
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if mirror.is_empty():
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return 0
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var side := _side_map(skin, skeleton)
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var surfaces: Array = []
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var fixed_total := 0
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for s in range(mi.mesh.get_surface_count()):
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var arrays: Array = mi.mesh.surface_get_arrays(s)
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var fixed := _repair_surface(arrays, side, mirror)
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fixed_total += fixed
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surfaces.append({
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"arrays": arrays,
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"material": mi.mesh.surface_get_material(s),
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"name": mi.mesh.surface_get_name(s),
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})
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if fixed_total == 0:
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return 0
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var rebuilt := ArrayMesh.new()
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for i in surfaces.size():
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var entry: Dictionary = surfaces[i]
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rebuilt.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, entry["arrays"])
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rebuilt.surface_set_material(i, entry["material"])
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if entry["name"] != "":
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rebuilt.surface_set_name(i, entry["name"])
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mi.mesh = rebuilt
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return fixed_total
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## -1 left, +1 right, 0 not a leg bone — keyed by SKIN BIND index, which is what
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## ARRAY_BONES actually stores (not the skeleton's bone index).
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static func _side_map(skin: Skin, skeleton: Skeleton3D) -> PackedInt32Array:
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var out := PackedInt32Array()
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out.resize(skin.get_bind_count())
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for b in skin.get_bind_count():
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var n := _bind_name(skin, skeleton, b)
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var is_leg := false
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for hint in LEG_BONE_HINTS:
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if n.findn(hint) != -1:
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is_leg = true
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break
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if not is_leg:
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out[b] = 0
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elif n.ends_with(".L"):
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out[b] = -1
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elif n.ends_with(".R"):
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out[b] = 1
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else:
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out[b] = 0
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return out
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## bind index -> bind index of the same bone on the opposite side.
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static func _mirror_map(skin: Skin, skeleton: Skeleton3D) -> Dictionary:
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var by_name := {}
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for b in skin.get_bind_count():
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by_name[_bind_name(skin, skeleton, b)] = b
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var out := {}
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for b in skin.get_bind_count():
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var n := _bind_name(skin, skeleton, b)
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var other := ""
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if n.ends_with(".L"):
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other = n.substr(0, n.length() - 2) + ".R"
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elif n.ends_with(".R"):
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other = n.substr(0, n.length() - 2) + ".L"
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if other != "" and by_name.has(other):
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out[b] = by_name[other]
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return out
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static func _bind_name(skin: Skin, skeleton: Skeleton3D, b: int) -> String:
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var n := skin.get_bind_name(b)
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if n != "":
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return n
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var bone := skin.get_bind_bone(b)
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return skeleton.get_bone_name(bone) if bone >= 0 else ""
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static func _repair_surface(arrays: Array, side: PackedInt32Array,
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mirror: Dictionary) -> int:
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var verts: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
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var bones: PackedInt32Array = arrays[Mesh.ARRAY_BONES]
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var weights: PackedFloat32Array = arrays[Mesh.ARRAY_WEIGHTS]
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var idx: PackedInt32Array = arrays[Mesh.ARRAY_INDEX]
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if bones.is_empty() or idx.is_empty() or verts.is_empty():
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return 0
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var per: int = bones.size() / verts.size()
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# Dominant leg side per vertex (0 = not leg-driven, left alone).
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var vside := PackedInt32Array()
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vside.resize(verts.size())
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for v in verts.size():
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var best_w := 0.0
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var best_s := 0
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for k in per:
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var w: float = weights[v * per + k]
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if w > best_w:
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best_w = w
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best_s = side[bones[v * per + k]]
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vside[v] = best_s
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# Neighbour tallies over shared triangles.
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var n_left := PackedInt32Array()
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var n_right := PackedInt32Array()
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n_left.resize(verts.size())
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n_right.resize(verts.size())
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for t in range(0, idx.size(), 3):
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for i in 3:
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var v: int = idx[t + i]
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for j in 3:
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if i == j:
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continue
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var o: int = idx[t + j]
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if vside[o] == -1:
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n_left[v] += 1
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elif vside[o] == 1:
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n_right[v] += 1
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var fixed := 0
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for v in verts.size():
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if vside[v] == 0:
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continue
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var total: int = n_left[v] + n_right[v]
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if total < 4:
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continue # too little context to judge
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var agree: int = n_left[v] if vside[v] == -1 else n_right[v]
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var disagree: int = total - agree
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if float(disagree) / float(total) < MAJORITY:
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continue
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# Overwhelmingly surrounded by the other leg: mirror this vertex's leg
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# influences so it rides the leg its geometry actually belongs to.
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var changed := false
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for k in per:
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var b: int = bones[v * per + k]
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if side[b] == 0 or not mirror.has(b):
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continue
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bones[v * per + k] = mirror[b]
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changed = true
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if changed:
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fixed += 1
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if fixed > 0:
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arrays[Mesh.ARRAY_BONES] = bones
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return fixed
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@@ -0,0 +1 @@
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uid://72vc4gn33foy
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@@ -56,12 +56,18 @@ const LOOPING_CLIPS := ["Idle", "Walk", "Run", "Sprint", "Fall", "Crouch",
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"CrouchIdle", "CrouchWalk", "Slide", "WallRun", "WallCling", "Grapple",
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"Dance", "PistolIdle"]
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const BLEND_TIME := 0.15
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## Per-clip blend overrides: snappy moves cut fast, locomotion cross-fades.
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const BLEND_TIME := 0.22
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## Per-clip blend overrides. Reaction moves still need to read as instant, but
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## nothing cuts hard any more — every clip cross-fades. Locomotion gets the
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## longest fades because Idle<->Walk<->Run<->Sprint switch constantly as speed
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## drifts across their thresholds, and that is where hard cuts were most
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## visible.
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const BLEND_TIMES := {
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"Dash": 0.06, "Jump": 0.08, "Hit": 0.05, "Land": 0.08,
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"Slide": 0.1, "Death": 0.1, "Throw": 0.06, "PistolReload": 0.12,
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"Idle": 0.25, "PistolIdle": 0.25, "Walk": 0.2, "Run": 0.2, "Sprint": 0.2,
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"Dash": 0.10, "Jump": 0.12, "Hit": 0.08, "Land": 0.12,
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"Slide": 0.16, "Death": 0.15, "Throw": 0.10, "PistolReload": 0.18,
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"Idle": 0.30, "PistolIdle": 0.30, "Walk": 0.28, "Run": 0.28, "Sprint": 0.28,
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"CrouchIdle": 0.28, "CrouchWalk": 0.28, "Fall": 0.20, "WallRun": 0.22,
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"WallCling": 0.20, "Grapple": 0.20,
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}
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## Named gameplay actions -> (clip, lock seconds). Networked via the
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@@ -93,9 +99,17 @@ var _upper_lock: float = 0.0 # seconds the one-shot owns the ARMS
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var _upper_total: float = 0.0 # its full duration, for progress 0..1
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var _upper_action: String = "" # which ACTIONS entry is playing
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## Bone-name fragments that belong to the upper-body one-shot layer.
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##
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## NECK AND HEAD ARE DELIBERATELY EXCLUDED. The shared library's action clips
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## were authored for a character looking at their own hands: PistolReload alone
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## dives the head 33° and bends the whole neck chain 67° (measured). At that
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## depth Taila's head/hair weights pinch and the skull visibly changes shape —
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## which is what "reloading squishes the headshape" was. Nothing is actually
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## scaled; no bone in any clip deviates from the rest pose by more than a
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## millimetre. Leaving neck+head on the locomotion layer keeps the character
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## looking downrange through a reload, which is also what a shooter wants.
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const UPPER_BONE_HINTS := ["shoulder", "upper_arm", "forearm", "hand", "thumb",
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"f_index", "f_middle", "f_ring", "f_pinky", "spine.002", "spine.003",
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"neck", "head"]
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"f_index", "f_middle", "f_ring", "f_pinky", "spine.002", "spine.003"]
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# Grapple: world-space anchor the hook is attached to (drives the procedural
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# zip pose — body aligned to the line, free arm reaching for the point).
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@@ -148,6 +162,12 @@ func load_model(path: String) -> void:
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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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# Stray cross-body leg weights make the two ankle cuffs look welded
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# together as the legs separate. See SkinWeightRepair.
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var reweighted := SkinWeightRepair.repair(scene, skeleton)
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if reweighted > 0:
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print("SkinnedPlayerModel: re-weighted %d cross-leg vertices in '%s'"
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% [reweighted, path.get_file()])
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_pose_mod = ShooterPoseModifier.new()
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_pose_mod.name = "ShooterPose"
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skeleton.add_child(_pose_mod)
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@@ -237,8 +257,10 @@ func _setup_anim_tree(scene: Node) -> void:
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bt.connect_node("loco_scale", 0, "loco")
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var upper := AnimationNodeOneShot.new()
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upper.fadein_time = 0.08
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upper.fadeout_time = 0.15
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# The upper-body one-shot pops in and out over the locomotion clip, so its
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# own fades matter as much as the locomotion cross-fade.
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upper.fadein_time = 0.14
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upper.fadeout_time = 0.22
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upper.filter_enabled = true
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_upper_anim = AnimationNodeAnimation.new()
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bt.add_node("upper_clip", _upper_anim, Vector2(0, 240))
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@@ -0,0 +1 @@
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uid://dacludfhqj3fb
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Reference in New Issue
Block a user