Docs: 07-21 hit-react pass log + inventory/guidelines updated (vibrate superseded)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -46,7 +46,7 @@ Catalog of the Synty Polygon packs under `Assets/Synty/`, produced by the [[DR-0
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- **AnimationBaseLocomotion** (original): the 8-direction Run + **Walk** strafe sets (+RootMotion variants), idles, in-air, transitions — **IN USE**: the player's Locomotion tree runs the WALK strafe set (07-16c, `PlayerRigTools.WireUnderwaterFeelClips`); `A_Walk_FwdStrafeF_RootMotion` averageSpeed 1.46 u/s = the `FeelConfig.TrudgeNaturalSpeed` StrideScale reference.
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- **AnimationIdles** (NEW): ~330 masc + feminine idle clips, Polygon + Sidekick rigs. Masculine/Polygon categories (clips): ArmsFolded 6 · **Base 1 (IN USE — the player Idle + Locomotion center since 07-16d)** · Bored 4 · CheckWatch 1 · Drink 6 · Eat 6 · HandsOnHips 6 · HeadNod 4 · HeadShake 3 · Inspect 5 · Lean 27 · Look 8 · PickNose 4 · PlayWithHair 3 · Plead 2 · PointHand 6 · Posture 12 (Aggressive/Dramatic/Shy/Slumped Enter/Loop/Exit) · Pray 7 · Stretch 6 · Sway 3 (Drunk — too wobbly for the diver) · Thoughtful 8 · UsePhone 25 · Wave 9 · WeightShift 2 · Yawn 1. Most stances ship Enter/Loop/Exit triplets → ready-made **idle-fidget rotation** (Bored/Look/WeightShift/Stretch fit the Bathynaut; a random-fidget sub-state machine is the natural follow-up). Props included (phone/cup/donut/comb — needs `Tools/SyntyPropBoneTool`).
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- **AnimationSwordCombat** (**IN USE since 07-18** — [[2026-07-18_SwordCombat_Attack_Anims]]): Polygon-rig clips — Attack 42 (Light/Heavy Combo01 chains A/B/C + ReturnToIdle, HeavyStab, HeavyFlourish, LightFencing, LightLeaping; each with RootMotion variants, `*_Sword` suffix, no Masc/Femn split) · Block 13 · Death 8 · Dodge 16 · Hit 19 (React/Stagger/KnockDown/Stun) · Idle 20 (Base/Fidgets/Menacing01/Sheathed). **Wired via `PlayerRigTools.WireSwordCombatAttackClips`:** Swing1/2/3 = LightCombo01 A/B/C, SpecialSlam = HeavyCombo01A, Death = Death_B_01, CombatIdle = looped Menacing01 (InCombat param). NOTE: attack FBX are **multi-take** (full + WindUp/Hit/FollowThrough) — load by exact clip name. Still unused: Hit-react/Block/Dodge sets.
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- **AnimationSwordCombat** (**IN USE since 07-18** — [[2026-07-18_SwordCombat_Attack_Anims]]): Polygon-rig clips — Attack 42 (Light/Heavy Combo01 chains A/B/C + ReturnToIdle, HeavyStab, HeavyFlourish, LightFencing, LightLeaping; each with RootMotion variants, `*_Sword` suffix, no Masc/Femn split) · Block 13 · Death 8 · Dodge 16 · Hit 19 (React/Stagger/KnockDown/Stun) · Idle 20 (Base/Fidgets/Menacing01/Sheathed). **Wired via `PlayerRigTools.WireSwordCombatAttackClips`:** Swing1/2/3 = LightCombo01 A/B/C, SpecialSlam = HeavyCombo01A, Death = Death_B_01, CombatIdle = looped Menacing01 (InCombat param). NOTE: attack FBX are **multi-take** (full + WindUp/Hit/FollowThrough) — load by exact clip name. 07-21: Hit-react IN USE (React + Stagger onto AC_EnemyTopDown via `EnemyRigTools.WireEnemyHitReacts`). Still unused: Block/Dodge sets, KnockDown/Stun.
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- **Tools/SyntyPropBoneTool** (NEW): Synty's prop-to-bone attachment utility (editor tooling for the idle/combat prop clips).
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## Roadmap hooks (from this catalog)
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