extends SceneTree ## Dev tool: screenshot every animation state on the active GLB skin. ## Run: ## godot --path . --windowed --resolution 1280x720 -s res://debug/anim_capture.gd -- [skin_id] ## Saves anim_.png per state plus mid-action shots for reload/throw. var _frames := 0 var _out_dir := "." var _skin := "miku" var _player: Node = null var _model: Node = null var _cam: Camera3D = null # [tag, state, speed, crouch, hold_frames] var _states := [ ["idle", "idle", 0.0, false, 50], ["walk", "ground", 2.2, false, 50], ["run", "ground", 6.5, false, 50], ["sprint", "ground", 12.0, false, 50], ["crouch", "ground", 0.0, true, 50], ["crouchwalk", "ground", 2.0, true, 50], ["fall", "air", 4.0, false, 50], ["slide", "slide", 10.0, true, 50], ["dash", "dash", 14.0, false, 30], ["wallrun", "wall_run", 9.0, false, 50], ["grapple", "grapple", 10.0, false, 50], ["dance", "idle", 0.0, false, 60], ] var _phase := 0 # index into _states, then actions after var _phase_frame := 0 var _actions := [["reload", 30], ["throw", 18]] var _action_i := 0 var _mode := "states" # states -> actions -> ads -> done func _initialize() -> void: var args := OS.get_cmdline_user_args() if args.size() > 0: _out_dir = args[0] if args.size() > 1: _skin = args[1] change_scene_to_file("res://ui/main_menu/main_menu.tscn") func _process(_delta: float) -> bool: _frames += 1 if _frames == 40: var sm = root.get_node_or_null("SkinManager") if sm: sm.set_active_skin(_skin) var nm = root.get_node_or_null("NetworkManager") if nm and nm.has_method("start_singleplayer_match"): nm.start_singleplayer_match(GameMode.DEATHMATCH) change_scene_to_file("res://scenes/maps/test_level/test_level.tscn") return false if _frames < 160: return false if _frames == 160: for p in root.find_children("*", "CharacterBody3D", true, false): if p.has_method("get_visual_model") and p.is_multiplayer_authority(): _player = p break if not _player: printerr("anim_capture: no player found") return true _model = _player.get_node_or_null("SkinnedModel") if not _model: printerr("anim_capture: no SkinnedModel (skin '%s' active?)" % _skin) return true # Freeze gameplay driving so we control the animation state directly, # and teleport to open ground so walls never block the shot. _player.set_physics_process(false) _player.set_process(false) _player.global_position = Vector3(0, 1.2, 14) _player.rotation = Vector3.ZERO _model.set_owner_visible(true) # Give the model a weapon so armed poses read. if _model.has_method("set_weapon"): _model.set_weapon("res://weapons/ak47.gd") # Camera: repositioned per shot (front + side). Model faces -Z. _cam = Camera3D.new() _cam.cull_mask &= ~(1 << 19) # don't render the FP viewmodel layer current_scene.add_child(_cam) _cam_to(Vector3(0.4, 0.9, -2.4)) _cam.current = true return false # Drive the forced state every frame so blends settle. Front shot two # frames before the hold ends, side shot on the last frame (the camera # hop needs a real rendered frame in between). if _mode == "states": var s: Array = _states[_phase] if s[0] == "dance" and _model.has_method("set_dancing"): _model.set_dancing(true) _model.update_state(s[1], s[2], s[3]) _phase_frame += 1 var hold: int = int(s[4]) if _phase_frame == hold - 2: _snap("anim_" + String(s[0]) + "_f") _cam_to(Vector3(2.4, 0.9, -0.4)) elif _phase_frame >= hold: _snap("anim_" + String(s[0]) + "_s") _cam_to(Vector3(0.4, 0.9, -2.4)) if s[0] == "dance" and _model.has_method("set_dancing"): _model.set_dancing(false) if s[0] == "idle": _debug_gun() _phase_frame = 0 _phase += 1 if _phase >= _states.size(): _mode = "actions" return false if _mode == "actions": var a: Array = _actions[_action_i] if _phase_frame == 0: _model.play_action(a[0]) _model.update_state("idle", 0.0, false) _phase_frame += 1 var hold_a: int = int(a[1]) if _phase_frame == hold_a - 2: _snap("anim_" + String(a[0]) + "_f") _cam_to(Vector3(2.4, 0.9, -0.4)) elif _phase_frame >= hold_a: _snap("anim_" + String(a[0]) + "_s") _cam_to(Vector3(0.4, 0.9, -2.4)) _phase_frame = 0 _action_i += 1 if _action_i >= _actions.size(): _mode = "ads" return false if _mode == "ads": _model.update_state("idle", 0.0, false) if _model.has_method("set_locomotion"): _model.set_locomotion(0.0, 0.0, 1.0) _phase_frame += 1 if _phase_frame == 108: _snap("anim_ads_f") _cam_to(Vector3(2.4, 0.9, -0.4)) elif _phase_frame >= 110: _snap("anim_ads_s") _debug_gun() _phase_frame = 0 _mode = "recoil" return false # Sustained fire: the shot kick must visibly move the third-person model. if _mode == "recoil": _model.update_state("idle", 0.0, false) if _model.has_method("set_locomotion"): _model.set_locomotion(0.0, 0.0, 0.0) _phase_frame += 1 if _phase_frame == 40: _snap("anim_recoil_before_f") elif _phase_frame == 41: _model.add_gun_recoil() # a single shot elif _phase_frame == 42: _snap("anim_recoil_peak_f") _cam_to(Vector3(2.4, 0.9, -0.4)) elif _phase_frame == 44: _model.add_gun_recoil() _snap("anim_recoil_peak_s") _cam_to(Vector3(0.4, 0.9, -2.4)) _phase_frame = 0 _mode = "combo" return false # Mechanic-fidelity combos: reload WHILE sliding (legs must keep sliding), # then the grapple zip pose toward an actual anchor point. if _mode == "combo": if _model.has_method("set_locomotion"): _model.set_locomotion(0.0, 0.0, 0.0) _model.update_state("slide", 10.0, true) if _phase_frame == 10: _model.play_action("reload") _phase_frame += 1 if _phase_frame == 40: _snap("anim_slide_reload_f") _cam_to(Vector3(2.4, 0.9, -0.4)) elif _phase_frame >= 42: _snap("anim_slide_reload_s") _phase_frame = 0 _mode = "grapple_zip" return false if _mode == "grapple_zip": if _phase_frame == 0 and _model._anim_tree: # End the reload one-shot so the zip pose is unpolluted. _model._anim_tree.set("parameters/upper/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT) _model.update_state("grapple", 12.0, false) if _model.has_method("set_grapple_target"): # Anchor up and ahead of the player (player faces -Z world). _model.set_grapple_target(_player.global_position + Vector3(1.5, 7.0, -7.0)) _phase_frame += 1 if _phase_frame == 48: _snap("anim_grapple_zip_f") _cam_to(Vector3(2.4, 0.9, -0.4)) elif _phase_frame >= 50: _snap("anim_grapple_zip_s") return true return false return true func _debug_gun() -> void: var pm = _model.get("_pose_mod") if not pm: return var skel: Skeleton3D = _model.skeleton var hand := skel.find_bone("DEF-hand.R") var achieved := Vector3.ZERO if hand >= 0 and pm.gun_fwd_hand.length_squared() > 0.01: achieved = skel.get_bone_global_pose(hand).basis * pm.gun_fwd_hand print("GUN DEBUG: fwd_hand=", pm.gun_fwd_hand, " ads=", pm.ads, " hold_r=", pm._hold_r, " achieved_world_fwd=", achieved) func _cam_to(offset: Vector3) -> void: var base: Vector3 = _player.global_position _cam.global_position = base + offset _cam.look_at(base + Vector3(0, 0.25, 0), Vector3.UP) func _snap(tag: String) -> void: var img := root.get_viewport().get_texture().get_image() var path := _out_dir + "/" + tag + ".png" img.save_png(path) print("anim_capture: saved ", path)