# Godot integration — clip-driven FP hands Reference implementation: `destroyulator/game/scripts/ViewModel.gd` (the `_init_clip_arms` / `_set_clip_mode` / `_clip_locomotion` functions) with headless probe `destroyulator/game/dev/probe_scifi.gd`. Recipe: 1. Copy `assets/hands.glb` into your project (e.g. `res://assets/viewmodel/scifi_hands.glb`). 2. Instantiate the GLB scene as a child of your `Camera3D`, `position = Vector3(0, -1.55, 0.25)`, `rotate_y(PI)`. 3. Find its `AnimationPlayer`; set `loop_mode = Animation.LOOP_LINEAR` on Idle / Idle_Fight / Walk_01 / Run_01. 4. Stance: play `Idle_Fight`. Swing: play a random `Attack_0X`; on `animation_finished` return to stance. Locomotion: crossfade Walk/Run by speed.