m3ultra
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8e58b88262
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Blender render pipeline + first real character from asset library
- pipeline/render_moves.py: headless Blender 5.x renderer — imports rigged
FBX/GLB, remaps Mixamo bone namespaces (mixamorigN:), fixes FBX axis/scale,
normalises height, centres ground pivot, renders transparent ortho sprites
- engine: sprite_scale in manifest (scales sprite + all boxes), --p1/--p2
roster picks for testing
- characters/trainer: woman_athleisure_01 (Mixamo, web-ok) rendered through
the full pipeline as integration proof — idle/jab/hit from NPC clips,
silhouette auto-hurtboxes, verified in-game vs alpha
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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2026-07-28 19:02:39 +10:00 |
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m3ultra
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b067bf7f0b
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Scaffold: deterministic 60Hz combat core, drop-in character format, MODELBEAST pipeline
- Godot 4.7 project; fixed-tick FSM fighter, facing-relative input buffer
with numpad motion parsing, box collision, training-mode hitbox overlay
- characters/ = self-describing drop-in folders (spec in _spec/); two
generated placeholder fighters (alpha, beta)
- pipeline/: pack_character.py + autohitbox.py (pose/silhouette hurtboxes)
- STUDY.md: reverse-engineering study of the BKB reference games
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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2026-07-28 18:45:44 +10:00 |
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