Files
Papay-Shooter/characters
Nicholas ButzkeandClaude Fable 5 1ad3563e5a feat: animations follow the mechanics — upper/lower split + real grapple pose
Two fidelity gaps closed:

- Reload/throw/shoot/hit used to REPLACE the whole-body clip, so reloading
  mid-slide snapped the character upright on standing legs. The model now
  runs a runtime AnimationTree (clips -> Transition -> TimeScale -> OneShot)
  whose one-shot layer is FILTERED to upper-body bones: the arms play the
  action while the legs keep sliding/running/falling. Land stays full-body.
  The rifle hold releases exactly while the one-shot node reports active.
- Grapple no longer plays the library's horizontal-swim clip. The zip pose
  is procedural: Fall as the airborne base, the spine pivots to fly along
  the line to the actual anchor point (capped so overhead shots don't fold
  the body), the head sights the anchor, legs trail behind, the FREE left
  hand reaches up the rope — and the right hand keeps holding the rifle.
  The anchor point feeds in from the controller for local and remote
  players (synced_grapple_point).
- anim_capture: deterministic open-ground teleport + two new regression
  shots (reload-while-sliding, grapple zip toward a real anchor).

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-20 22:51:04 -04:00
..