From 401e0a9c020363e6d6790d898b0dbc6315ea8070 Mon Sep 17 00:00:00 2001 From: Luis Gonzalez Date: Mon, 6 Jul 2026 21:18:54 -0700 Subject: [PATCH] Docs: round-2 animation session log (swing combo, slam, sword, pipeline traps) Co-Authored-By: Claude Fable 5 --- ...026-07-06_DevLoop_Iteration_CoopHades_Phase0.md | 14 ++++++++++++++ 1 file changed, 14 insertions(+) diff --git a/Docs/Vault/07_Sessions/2026/2026-07-06_DevLoop_Iteration_CoopHades_Phase0.md b/Docs/Vault/07_Sessions/2026/2026-07-06_DevLoop_Iteration_CoopHades_Phase0.md index 0aec3711f..c57ade542 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-06_DevLoop_Iteration_CoopHades_Phase0.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-06_DevLoop_Iteration_CoopHades_Phase0.md @@ -102,6 +102,20 @@ A_HitReact imported, wiring deferred (needs a hit-tick source). **Play-validated parameter-hash buffer write, driver disabled) renders the soldier flat on the ground in-game — the Blender→FBX→Humanoid→Rukhanka chain proven end-to-end. 456/456. +## Round 2 — pronounced combat animation (operator: "animations feel clunky; swings, a sword, special-attack anims") + +Five more Blender clips (full-body; **the Synty LEFT arm mirrors X/twist vs the right** — axis-probed, side-aware +helper): A_Swing_R2L/L2R (0.47 s, wound-torso anticipation → 2-frame strike → follow-through), A_Swing_Finisher +(0.60 s overhead crash + crouch drop), A_Special_Slam (0.53 s two-handed ground slam = the Warrior cone's read), +A_Fire_OneHand re-authored punchier. **Blender 4.4 slotted-action trap:** reassigning `animation_data.action` does +NOT bind the slot — force `action_slot` before export/render or you bake a stale pose (all 8 re-exported bound). +Controller: MeleeSwing → Swing1/2/3 on a new `ComboStep` int (replicated `MeleeCombo.Step`); Fire gated `!IsCone`; +new SpecialSlam on `IsFiring+IsCone` (`IsCone` derived from replicated AbilityRef → blob archetype, remote-correct). +**Sword:** SM_Wep_Sword_01 (same SciFiSpace atlas) as a mesh-sub-asset child of `Hand_R`; required +`boneEntityStrippingMode Automatic → None` (stripped bone entities never pose attachments — the sword sat inert +until the switch); ghost children have EMPTY names (find by LEG + LocalToWorld, not name); grip rot (90,0,0) tuned +LIVE on the running entity then baked. Play-verified: the energy blade rides the fist. 456/456. + ## Next session Phase 1 leftovers: HitReact wiring, creature locomotion for monsters (PolygonDog re-rig for the Swarmer is