From f496212f93bacaeec85dd37b899f3d735a2dcd24 Mon Sep 17 00:00:00 2001 From: Luis Gonzalez Date: Thu, 16 Jul 2026 13:15:41 -0700 Subject: [PATCH] Docs: walk-set swap + dev zoom + AnimationIdles/SwordCombat catalogue (07-16 rounds 3) Co-Authored-By: Claude Fable 5 --- Docs/Vault/06_Roadmap/Synty_Asset_Inventory.md | 8 ++++++++ .../2026/2026-07-16_Facing_Underwater_Feel_Suit_Kit.md | 8 ++++++++ 2 files changed, 16 insertions(+) diff --git a/Docs/Vault/06_Roadmap/Synty_Asset_Inventory.md b/Docs/Vault/06_Roadmap/Synty_Asset_Inventory.md index 90398ccb0..c42e0a7e3 100644 --- a/Docs/Vault/06_Roadmap/Synty_Asset_Inventory.md +++ b/Docs/Vault/06_Roadmap/Synty_Asset_Inventory.md @@ -42,10 +42,18 @@ Catalog of the Synty Polygon packs under `Assets/Synty/`, produced by the [[DR-0 - **InterfaceCore**: UGUI dependency base — harvest 631 input-prompt glyph PNGs (Icons_Input) for scheme-correct (KBM/Gamepad) control hints. - **SyntyPackageHelper / AnimationBaseLocomotion**: import helper (no game content) / the shared `AC_Polygon_*` controllers + locomotion clips already driving every Generic-Polygon character. +## Animation packs (imported 2026-07-16 — all `animationType:3` humanoid, drop onto the shared rig zero-work) + +- **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. +- **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`). +- **AnimationSwordCombat** (NEW, parked for the combat-anim pass): 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). **The melee-verb upgrade path**: Swing1/2/3 → LightCombo01 A/B/C, MeleeSwing tells → Menacing idle, real death/hit-react variety. +- **Tools/SyntyPropBoneTool** (NEW): Synty's prop-to-bone attachment utility (editor tooling for the idle/combat prop clips). + ## Roadmap hooks (from this catalog) 1. **Cyberpunk enemy faction** — add PolygonSciFiCity meshes as new wave variants on the exact DR-023 pipeline (one new material + variant-table rows in `EnemyRigTools`). 2. **Quadruped Swarmer** — PolygonDog as a separate Rukhanka rig + dog controller (its bundled Attack/Death clips enable a real death anim). 3. **Ruined-city / off-world maps** — Kaiju destroyed-city + NatureBiomes Arid_Desert for the base + expedition regions. 4. **Combat/heal/portal VFX** — wire PolygonParticleFX into `VFXConfig`. +5. **Melee combat animation pass (NEXT, operator-flagged 07-16)** — AnimationSwordCombat: LightCombo01 A/B/C onto Swing1/2/3, Menacing01 combat idle, Hit/Death variety; idle-fidget rotation from AnimationIdles (Bored/Look/WeightShift/Stretch). 5. **HUD polish** — ✅ DONE ([[DR-024_HUD_Synty_Skin_Theme]]): harvested Interface* sprites/fonts (status/map/inventory icons, HUD panels/bars/pips/gradients/glow, 640 input glyphs, Orbitron + Exo 2.0) into the UITK HUD via a build-safe `HudTheme` ScriptableObject. PolygonIcons (3D meshes) still un-baked — a future render-to-sprite option if more icon variety is wanted. diff --git a/Docs/Vault/07_Sessions/2026/2026-07-16_Facing_Underwater_Feel_Suit_Kit.md b/Docs/Vault/07_Sessions/2026/2026-07-16_Facing_Underwater_Feel_Suit_Kit.md index 39caffb25..405b0ee17 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-16_Facing_Underwater_Feel_Suit_Kit.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-16_Facing_Underwater_Feel_Suit_Kit.md @@ -99,6 +99,14 @@ All feel values live on `FeelConfig` defaults (compile-time; overlay rows for th - **Terrain flattened in all instances**: the only height-y walkable ground was `Seabed [SM_Seabed_Staging 46×2.9×46]` inside `Env_SeabedKit.prefab` (used by Game/DevSandbox/ArtStaging, all unscaled at origin; subscenes carry no ground meshes). Prefab child squashed to `scale.y 0.01` + seated so the surface sits at y≈0.05 under the feet (visual-only mesh, no collider; the CC is Y-locked so this was always a visual lie). Verified in Play: flat plane, feet grounded, decor rocks/flora untouched. - 411/411 green after the round; Play zero errors. +## Operator round 3 (same day): cartoony walk, dev zoom, new anim packs + +- **"Walk feels cartoony/rigid"** — root cause: a scripted walk lacks overlapping timing, foot-roll, and counter-rotation. Fix: the Locomotion tree's 8 direction slots now run the pack's **professionally-authored WALK strafe set** (`A_Walk_FwdStrafe*/BckStrafe*_Masc` — heavy + deliberate, replacing the RUN set); the underwater chest-lead moved to a second additive layer (**Lead**: 1D Speed tree, `A_Lean_Zero`@0.1 → `A_Lean_Fwd`@0.85, additive-ref pattern) so it scales with movement; `A_Walk_Trudge` stays imported for taste tests. `FeelConfig.TrudgeNaturalSpeed` = **1.46** (measured off `A_Walk_FwdStrafeF_RootMotion_Masc.averageSpeed`) so StrideScale keeps cadence honest. +- **Dev scroll zoom** (LoL/SoD-style, may not ship): `PrototypeCameraRig` — wheel moves a smoothed distance target [3.5, authored Distance]; zoom-in only, scroll back out returns to gameplay framing; handles ±120/notch and ±1 scroll conventions. +- **New Synty packs imported by the operator + catalogued** ([[Synty_Asset_Inventory]] Animation packs section): **AnimationIdles** (~330 masc idle clips, 25 categories, Enter/Loop/Exit stance triplets) — **`A_POLY_IDL_Base_Masc` now IS the player Idle + Locomotion center** (replacing the scripted sway; sway kept for taste); **AnimationSwordCombat** (118 clips: attacks/blocks/dodges/hit-reacts/combat idles) parked for the operator-flagged **melee combat animation pass**; `Tools/SyntyPropBoneTool`. +- Benign import noise: the packs' own "Rig Error … mis-match (1–4 mm)" avatar-copy warnings. +- Validation: Play zero errors; Idle + Loco center verified = `A_POLY_IDL_Base_Masc`; walk set + StrideScale + Posture/Lead layers verified in the controller; bubbles/ambience unchanged. + ## Next session Operator eyes-on feel pass with the live knobs (turn rates, sharpness, footstep values), then pick from the gap list (recommend 1+3 first). Post-impl review findings (wf_9a8d6162-e72) to triage if any confirmed. \ No newline at end of file