From 210d307406f943f27b512ac771063fa73d4afbbc Mon Sep 17 00:00:00 2001 From: Luis Gonzalez Date: Wed, 15 Jul 2026 16:31:07 -0700 Subject: [PATCH] LANTERN realignment P5: Bathynaut suit body onto Player.prefab (in place) New PlayerRigTools.BuildBathynautPlayer (menu: ProjectM/Animation) - forks the proven EnemyRigTools recipe: strips the Synty-soldier skeleton+SMRs from Player.prefab IN PLACE (GUID preserved; ghost/authoring/CC/Animator/ RigDefinitionAuthoring untouched), flattens the SpaceSoldier_HelmetArmor suit body under the root, keeps the -0.90 feet offset, re-slots M_SuitFrame_Bathynaut_Animated on every SMR, adopts the shared CharactersAvatar (AC_PlayerTopDown muscle clips retarget). 17 inactive Synty variant SMRs stripped. Both frames share this visual until per-frame models land; the brass-dome/tank kitbash attachments are a follow-up /art-dev export. Play-verified in DevSandbox: suit renders + idles correctly under the LANTERN murk, Rukhanka rig baked with all 9 drive params, dev overlay alive in the renamed scene, no console errors. => Movement/animation tuning is now UNBLOCKED (the operator's next priority). Co-Authored-By: Claude Fable 5 --- Assets/_Project/Prefabs/Player.prefab | 5160 +++++++++-------- .../_Project/Scripts/Editor/PlayerRigTools.cs | 65 + 2 files changed, 2666 insertions(+), 2559 deletions(-) diff --git a/Assets/_Project/Prefabs/Player.prefab b/Assets/_Project/Prefabs/Player.prefab index 086d839bf..51d14cfd1 100644 --- a/Assets/_Project/Prefabs/Player.prefab +++ b/Assets/_Project/Prefabs/Player.prefab @@ -1,5 +1,796 @@ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: +--- !u!1 &124053898323666393 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 7176471029909950366} + m_Layer: 0 + m_Name: Shoulder_R + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!4 &7176471029909950366 +Transform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 124053898323666393} + serializedVersion: 2 + m_LocalRotation: {x: 0.0113281235, y: 0.23685996, z: 0.03380652, w: 0.9708894} + m_LocalPosition: {x: 0.1319786, y: 0.0000064733913, z: 0.000000047353424} + m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 + m_Children: + - 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Mirrors the proven EnemyRigTools.BuildOne + /// recipe: strip the old Synty-soldier skeleton + SMR children (every ROOT component — ghost/authoring/ + /// CC/Animator/RigDefinitionAuthoring — stays), flatten the suit body's skeleton + SMRs under the player + /// root, keep the feet-on-ground Root offset, re-slot the deformation material, and adopt the clone's + /// avatar (same shared humanoid Characters avatar — AC_PlayerTopDown's muscle clips retarget). Both + /// frames share this visual until per-frame player models land. Idempotent / re-runnable. + [MenuItem("ProjectM/Animation/Player - Build Bathynaut Player (LANTERN)")] + public static void BuildBathynautPlayer() + { + const string synty = "Assets/Synty/PolygonSciFiSpace/Prefabs/Characters/SM_Chr_SpaceSoldier_HelmetArmor_Male_01.prefab"; + const string matPath = "Assets/_Project/Materials/M_SuitFrame_Bathynaut_Animated.mat"; + const string output = "Assets/_Project/Prefabs/Player.prefab"; + const float rootY = -0.90f; // the player's existing feet-on-ground offset (entity origin = capsule center) + + var syntyAsset = AssetDatabase.LoadAssetAtPath(synty); + var mat = AssetDatabase.LoadAssetAtPath(matPath); + if (syntyAsset == null) { Debug.LogError($"[PlayerRigTools] Suit body prefab missing: {synty}"); return; } + if (mat == null) { Debug.LogError($"[PlayerRigTools] Deformation material missing: {matPath}"); return; } + + var root = PrefabUtility.LoadPrefabContents(output); + try + { + // Strip ONLY the old visual (skeleton + SMR children); root components stay untouched. + var kids = new System.Collections.Generic.List(); + foreach (Transform c in root.transform) kids.Add(c); + foreach (var c in kids) Object.DestroyImmediate(c.gameObject); + + // Clone the suit body (unlinked) and flatten its skeleton + SMRs under the player root. + var clone = (GameObject)Object.Instantiate(syntyAsset); + var srcAnimator = clone.GetComponentInChildren(); + var avatar = srcAnimator != null ? srcAnimator.avatar : null; + var children = new System.Collections.Generic.List(); + foreach (Transform c in clone.transform) children.Add(c); + foreach (var c in children) c.SetParent(root.transform, false); // keep local transforms + Object.DestroyImmediate(clone); + + // Feet-on-ground: offset the un-keyed Root bone. + var rootBone = root.transform.Find("Root"); + if (rootBone != null) { var lp = rootBone.localPosition; lp.y = rootY; rootBone.localPosition = lp; } + else Debug.LogWarning("[PlayerRigTools] No 'Root' bone after the swap; feet offset skipped."); + + // Deformation material on every SMR slot (else unskinned-static under Entities Graphics). + foreach (var smr in root.GetComponentsInChildren(true)) + { + var mats = smr.sharedMaterials; + for (int i = 0; i < mats.Length; i++) mats[i] = mat; + smr.sharedMaterials = mats; + } + + var anim = root.GetComponent(); + if (anim != null && avatar != null) anim.avatar = avatar; // controller (AC_PlayerTopDown) stays + + PrefabUtility.SaveAsPrefabAsset(root, output); + Debug.Log("[PlayerRigTools] Bathynaut suit body swapped onto Player.prefab (in place)."); + } + finally + { + PrefabUtility.UnloadPrefabContents(root); + } + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + } + + static AnimationClip FindIdleClip(AnimatorController ac) { foreach (var c in ac.layers[0].stateMachine.states)