Commit Graph

4 Commits

Author SHA1 Message Date
m3ultra
1005422053 Closed-loop camera calibration: pixel servo handles arbitrary rig conventions
MeshGod/TRELLIS Mixamo re-rigs pose half a metre underground and compressed
(bone-space origin at hips, 0.01/100 scale sandwich). Instead of fighting
transform conventions, the renderer probes the first posed frame, measures
the actual sprite in pixels, and servo-corrects ortho scale + camera z:
unclip -> converge height -> pin feet to the ground row. Also: normalize
scales all root objects, deformed-height helper.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-29 13:37:58 +10:00
m3ultra
0f83637fcc Roster batch tooling: 6 new fighters from the asset library
- pipeline/batch_roster.py: model + clip-kit per fighter, renders
  base+torn, packs, hitboxes, tunes, portraits — sequential batch
- --strip flag (mesh removal) added; Mixamo pack models turn out hollow
  under clothes, so this batch ships base+torn; true clothes-off waits
  on rigging the wardrobegod nude bases (phrtt2, daphne)
- tune_fighters: manifests + default finisher timing for raver/chef/
  exec/jinx/elva/umbra; getup move tuned
- select screen wraps to a 4-per-row grid

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 23:38:16 +10:00
m3ultra
d743216b54 Character select screen + fatality-style finisher system
- Select scene (new main scene): roster cards from characters/* with
  portraits, dual cursors (P1 A/D+J, P2 arrows+O), picks via GameState
- finisher flow: KO puts loser in DIZZY with a 5s flashing FINISH! window;
  winner lands QCF+K in range -> finisher move (Brutal Assassination /
  Hell Slammer B) with darkened stage, victim plays synced death anim;
  window expiry or any stray hit = normal collapse
- new moves rendered for both fighters in all wardrobe states:
  dizzy (Stunned), finisher, death (Standing Death Backward)
- CHAR_TUNE per-character move overrides in tune_fighters.py

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 23:27:51 +10:00
m3ultra
b067bf7f0b 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>
2026-07-28 18:45:44 +10:00