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 <noreply@anthropic.com>
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@@ -62,6 +62,71 @@ namespace ProjectM.EditorTools
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Debug.Log("[PlayerRigTools] AC_PlayerTopDown: IsAttacking + idle-based MeleeSwing built (no un-keyed-bone collapse).");
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}
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/// <summary>LANTERN P5 (realignment): swap the Bathynaut suit body onto Player.prefab IN PLACE (GUID
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/// preserved — the subscene PlayerSpawner refs never break). Mirrors the proven EnemyRigTools.BuildOne
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/// recipe: strip the old Synty-soldier skeleton + SMR children (every ROOT component — ghost/authoring/
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/// CC/Animator/RigDefinitionAuthoring — stays), flatten the suit body's skeleton + SMRs under the player
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/// root, keep the feet-on-ground Root offset, re-slot the deformation material, and adopt the clone's
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/// avatar (same shared humanoid Characters avatar — AC_PlayerTopDown's muscle clips retarget). Both
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/// frames share this visual until per-frame player models land. Idempotent / re-runnable.</summary>
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[MenuItem("ProjectM/Animation/Player - Build Bathynaut Player (LANTERN)")]
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public static void BuildBathynautPlayer()
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{
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const string synty = "Assets/Synty/PolygonSciFiSpace/Prefabs/Characters/SM_Chr_SpaceSoldier_HelmetArmor_Male_01.prefab";
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const string matPath = "Assets/_Project/Materials/M_SuitFrame_Bathynaut_Animated.mat";
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const string output = "Assets/_Project/Prefabs/Player.prefab";
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const float rootY = -0.90f; // the player's existing feet-on-ground offset (entity origin = capsule center)
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var syntyAsset = AssetDatabase.LoadAssetAtPath<GameObject>(synty);
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var mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
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if (syntyAsset == null) { Debug.LogError($"[PlayerRigTools] Suit body prefab missing: {synty}"); return; }
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if (mat == null) { Debug.LogError($"[PlayerRigTools] Deformation material missing: {matPath}"); return; }
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var root = PrefabUtility.LoadPrefabContents(output);
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try
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{
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// Strip ONLY the old visual (skeleton + SMR children); root components stay untouched.
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var kids = new System.Collections.Generic.List<Transform>();
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foreach (Transform c in root.transform) kids.Add(c);
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foreach (var c in kids) Object.DestroyImmediate(c.gameObject);
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// Clone the suit body (unlinked) and flatten its skeleton + SMRs under the player root.
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var clone = (GameObject)Object.Instantiate(syntyAsset);
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var srcAnimator = clone.GetComponentInChildren<Animator>();
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var avatar = srcAnimator != null ? srcAnimator.avatar : null;
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var children = new System.Collections.Generic.List<Transform>();
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foreach (Transform c in clone.transform) children.Add(c);
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foreach (var c in children) c.SetParent(root.transform, false); // keep local transforms
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Object.DestroyImmediate(clone);
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// Feet-on-ground: offset the un-keyed Root bone.
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var rootBone = root.transform.Find("Root");
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if (rootBone != null) { var lp = rootBone.localPosition; lp.y = rootY; rootBone.localPosition = lp; }
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else Debug.LogWarning("[PlayerRigTools] No 'Root' bone after the swap; feet offset skipped.");
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// Deformation material on every SMR slot (else unskinned-static under Entities Graphics).
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foreach (var smr in root.GetComponentsInChildren<SkinnedMeshRenderer>(true))
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{
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var mats = smr.sharedMaterials;
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for (int i = 0; i < mats.Length; i++) mats[i] = mat;
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smr.sharedMaterials = mats;
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}
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var anim = root.GetComponent<Animator>();
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if (anim != null && avatar != null) anim.avatar = avatar; // controller (AC_PlayerTopDown) stays
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PrefabUtility.SaveAsPrefabAsset(root, output);
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Debug.Log("[PlayerRigTools] Bathynaut suit body swapped onto Player.prefab (in place).");
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}
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finally
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{
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PrefabUtility.UnloadPrefabContents(root);
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}
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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static AnimationClip FindIdleClip(AnimatorController ac)
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{
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foreach (var c in ac.layers[0].stateMachine.states)
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