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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@@ -99,6 +99,14 @@ All feel values live on `FeelConfig` defaults (compile-time; overlay rows for th
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- **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.
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- 411/411 green after the round; Play zero errors.
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## Operator round 3 (same day): cartoony walk, dev zoom, new anim packs
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- **"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.
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- **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.
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- **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`.
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- Benign import noise: the packs' own "Rig Error … mis-match (1–4 mm)" avatar-copy warnings.
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- 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.
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## Next session
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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.
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