Gear wardrobe state (Phase B): vesper geared with MODELBEAST boxing gloves + headgear

- gear GLBs generated on MODELBEAST (flux product shot -> bg_remove ->
  trellis_mac), staged in foitin_assets/gear/
- pipeline: --attach bone-parents rigid gear (armature-scale compensated,
  '|'-separated spec); render_geared.sh holds calibrated transforms
- vesper: 3-state degradation geared -> base -> torn; specials knock gear
  off first, then shred clothes; kachujin stays 2-state (per-character data)
- spec doc: wardrobe section in CHARACTER_SPEC.md

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
m3ultra 2026-07-28 22:23:05 +10:00
parent 54a54f2467
commit 347804135d
386 changed files with 83 additions and 4 deletions

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@ -8,11 +8,13 @@ one JSON per move instead of the binary `BKB!ZONE/GEOM/DAT2` sidecars.
```
characters/<id>/
manifest.json identity, stats, move bindings
manifest.json identity, stats, move bindings, wardrobe states
portrait.png select-screen / HUD portrait
moves/<move>/
data.json frame data (timing, boxes, damage, root motion)
frames/0000.png ... sprite sequence, alphabetical order
frames/0000.png ... sprite sequence, alphabetical order (base state)
frames@torn/ ... optional wardrobe-state variants (same frame count;
frames@geared/ ... missing variants fall back to base per-move)
```
## Conventions
@ -49,6 +51,21 @@ characters/<id>/
- `command_moves`: checked before normals; `motion` is numpad notation
(`[2,3,6]` = quarter-circle-forward), completed within 14 ticks.
## Wardrobe (battle damage)
```json
"wardrobe": { "states": ["geared", "base", "torn"], "tear_below_hp": 0.35 }
```
Ordered degradation states. Getting hit by a move with `"tears": true`
advances one state (gear knocked off → clothes shredded); dropping below
`tear_below_hp` × max health forces the final state. States map to
`frames@<name>/` variant dirs per move ("base" = the default `frames/`).
Render variants with `pipeline/render_moves.py --torn ...` (alpha-hole
shredding) or `--attach ...` (bone-parented gear, see
`pipeline/render_geared.sh` for calibrated specs). Per-character: a fighter
with `["base","torn"]` simply has no gear stage.
## moves/<move>/data.json
```json

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@ -9,6 +9,7 @@
"sprite_scale": 1.25,
"wardrobe": {
"states": [
"geared",
"base",
"torn"
],

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