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