Files
Papay-Shooter/docs/ASSET_SOURCES.md
Nicholas ButzkeandClaude Fable 5 d05477c135 feat: Sketchfab-to-game character pipeline, FP/TP animated views, client-auth netcode, audio system
Character pipeline (tools/):
- sketchfab_import.py: search/download via Sketchfab Download API with
  license/attribution tracking (SKETCHFAB_API_TOKEN)
- autorig.py: headless Blender auto-rig — fits a Mixamo-named skeleton
  to unrigged humanoids, binds automatic weights
- merge_animations.py: merges the shared Mixamo-skeleton animation
  library onto any rigged character, strips root motion, canonical names
- pipeline.py: one command chains download -> rig -> animate -> register

In-game skin system:
- SkinManager autoload reads skins.json (auto-written by the pipeline)
- SkinnedPlayerModel rewritten: canonical clips with fallback chains,
  blend times, speed-scaled locomotion, weapon bone attachment
- First-person: full animated body for the owner, head hidden via
  SkeletonModifier3D; third-person: full model for other players
- Skin selector in main menu; skin id synced in multiplayer
- Fixed GLBLoader crash (GLTFDocument.get_animation_count doesn't exist)

Multiplayer sync overhaul:
- Movement is now client-authoritative: the owning peer simulates
  locally (no input round-trip), server keeps health/kills/death
- Remote players interpolate synced_position/velocity with
  extrapolation and snap-on-teleport
- Knockback/impulses routed to the simulating peer

Audio:
- AudioManager autoload: SFX/Weapons/Footsteps/UI/Music buses, pooled
  3D players, variation + pitch randomization, auto-registration from
  assets/sounds

Docs: 3D_ASSET_PIPELINE.md rewritten end-to-end, new ASSET_SOURCES.md
(non-procedural animation/map/sound sources) and SOUND_DESIGN.md.
Verified with debug/spawn_smoke_test.gd (headless: 24/24 checks pass).

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-06 02:28:58 -04:00

56 lines
3.2 KiB
Markdown

# Asset Sources — Replacing Procedural Content
Goal: move away from procedurally generated animations, maps, and sounds.
Everything below is free for commercial use unless marked otherwise.
**CC0 = no attribution needed. CC-BY = must credit the author.**
## Animations
| Source | License | Notes |
|---|---|---|
| [Mixamo](https://www.mixamo.com) | Free (Adobe account) | 2500+ humanoid clips, the de-facto standard skeleton this pipeline targets. No API — download clips manually once. |
| [Quaternius Universal Animation Library](https://quaternius.com) | CC0 | 500+ clips on a Mixamo-compatible rig. Drop straight into `assets/characters/animations/`. |
| [Kenney Character Assets](https://kenney.nl/assets) | CC0 | Simple rigged characters + basic clips. |
| Sketchfab (filter: animated + downloadable) | per-model | Many characters ship with their own baked animations; `pipeline.py --rigged` keeps them. |
## Character models
| Source | License | Notes |
|---|---|---|
| [Sketchfab downloads](https://sketchfab.com/search?features=downloadable&type=models) | per-model (shown by our search tool) | Primary source — use `tools/sketchfab_import.py search`. |
| [Quaternius](https://quaternius.com) | CC0 | Stylized low-poly packs, many pre-rigged. |
| [KayKit](https://kaylousberg.itch.io) | CC0 | Character + dungeon packs, rigged, game-ready. |
| [PolyPizza](https://poly.pizza) | mostly CC0/CC-BY | Searchable low-poly aggregator. |
## Maps / environments (replace the procedural arena)
| Source | License | Notes |
|---|---|---|
| [Kenney kits](https://kenney.nl/assets) (City, Prototype, Platformer) | CC0 | Modular kits — greybox with Prototype textures, dress with City kits. |
| [KayKit Dungeon/City packs](https://kaylousberg.itch.io) | CC0 | Modular, snaps to grid, ideal for arena shooters. |
| [Sketchfab scenes](https://sketchfab.com) | per-model | Whole environments exist; check poly counts before importing. |
| [ambientCG](https://ambientcg.com) | CC0 | PBR materials/textures for level surfaces. |
Workflow: block out in Godot with CSG/GridMap for movement flow first, then
replace geometry with kit pieces. Movement (wall-run surfaces, slide ramps)
should drive layout, not the other way around.
## Sounds
See [SOUND_DESIGN.md](SOUND_DESIGN.md) for the full plan. Short list:
| Source | License | Notes |
|---|---|---|
| [Sonniss GDC Bundles](https://sonniss.com/gameaudiogdc) | Royalty-free | 100+ GB of pro game audio, free, commercial OK. THE first stop. |
| [Kenney Audio packs](https://kenney.nl/assets?q=audio) | CC0 | UI, impacts, footsteps, sci-fi weapons. |
| [Freesound](https://freesound.org) (filter CC0) | CC0/CC-BY | Searchable; check license per file. |
| [BOOM Library free packs](https://www.boomlibrary.com/free-sound-effects/) | Royalty-free | Cinematic-quality freebies. |
| [99Sounds](https://99sounds.org) | Royalty-free | Weapon/impact packs. |
## Attribution bookkeeping
- Sketchfab: `tools/sketchfab_import.py` writes `<model>.license.json` next to
every download; the pipeline copies it beside the final skin GLB.
- Anything CC-BY (models or sounds) must appear in a credits screen.
Grep for license files before shipping: `ls assets/**/*.license.json`.