The shipped skin GLB only had Idle/Walk/Run/Jump, so Slide, WallRun, Crouch, Dash, Fall and Land all fell back to the wrong clips. Rebuilt via the Blender pipeline from the library-skeleton rigged model (the old miku_proper_anim was on a different skeleton, so retargeting silently baked flat clips — and the shooter pose layer's DEF-* bone names never matched it either). miku.glb now ships Idle, Walk, Run, Sprint, Jump, Fall, Land, CrouchIdle, CrouchWalk, Dash (roll), Death, Hit, Dance from the Quaternius Universal Animation Library (CC0). Verified per-bone keyframe motion in the export and rendered pose stills for deformation QA (no crossed arms / stretched feet). Also removed five stale experimental skin GLBs + extracted textures and the one-off editor import scripts; skins.json now lists only the working skin. Co-Authored-By: Claude Fable 5 <[email protected]>
11 lines
211 B
JSON
11 lines
211 B
JSON
{
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"skins": [
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{
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"id": "miku",
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"name": "Miku",
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"description": "Hatsune Miku \u2014 Virtual Idol",
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"model": "res://assets/characters/skins/miku.glb",
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"unlocked": true
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}
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]
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} |