Docs: walk-set swap + dev zoom + AnimationIdles/SwordCombat catalogue (07-16 rounds 3)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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2026-07-16 13:15:41 -07:00
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@@ -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.