Commit Graph

6 Commits

Author SHA1 Message Date
kronic 8df43b8307 Art: Bathynaut helmet reshape (kill golf-ball) + stronger silhouette
Reshaped the helmet dome from a squashed sphere into a diving-helmet form (modest vertical stretch +
flatter faceplate + chunky collar ring + bigger porthole bezel); broadened the outer shoulder pads and
beefed the boots for a heavier, more imposing silhouette. Master .blend is the single source; static
posed GLB re-exported + ArtStaging updated (connected instance, diver materials intact).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-22 20:58:15 -07:00
kronic 8b50753f93 Art: ArtStaging overhaul - game-cam POV system + Bathynaut character (no longer reads as a lamp)
Camera: runtime POV switcher (StagingCameraSwitcher; V/]/[ cycle, 1-4 jump) with POV_1_Game matching
the in-game rig (Pitch45/Dist13/FOV55) as the default + hero/front/close-up; deep-water SolidColor
clear kills the no-skybox corner bleed at the wide game framing.

Character (the 'reads like a lamp' fix, operator-directed): darkened the helmet to dark gunmetal with
a dim lit porthole and moved the warm beacon to the shoulder lamp (light is carried, not the head);
color-blocked the body into a brass-and-teal deep-sea-diver palette (brass armour / dark-teal
undersuit / dark-metal kit) for value contrast + identity at game scale; bulked the back tank-rig
silhouette. Master .blend keeps rig+pose+materials re-editable; posed static GLB reimported into the
connected prefab instance with instance material overrides reset to the GLB's diver materials.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-22 20:34:36 -07:00
kronic eaff8d16e3 Art: pose the Bathynaut suit out of T-pose (rig cleanup + posed static bake)
The suit .blend was rigged, but the base body/armour/head had vertex groups with NO Armature
modifier (why the export baked a static T-pose) and 2 orphan lamp parts were unweighted. Added the
modifiers, weighted the lamp parts to Spine_03, posed a grounded combat-ready stance (shoulders
down ~63deg, elbows braced forward ~22deg), baked the pose into static geometry (depsgraph
new_from_object) and re-exported. Master .blend keeps the rig+pose re-editable; the in-place GLB
overwrite flowed into the connected ArtStaging prefab instance (38 parts intact, materials +
extracted staging emissive preserved). Suit width 2.05m T-pose -> 1.04m posed; A0 silhouette now
reads from the top-down game camera.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-22 18:43:36 -07:00
kronic 7571091394 LANTERN feel pass (DR-052 + gap list): SoD facing, underwater feel, Bathynaut kit, walk/run gait, suit lamp + new Synty anim packs
- SoD facing: PlayerFacing = body-yaw only (move-facing / cast-turn / idle-hold); every fire
  direction re-sourced to FacingMath.ResolveAim (pre-code review blocking catch); TickWindowMath
  shared windows with Movement-skip; reticle/FX coupled to the damage direction; cursor-dash kept.
- Underwater feel: sharpness 15->6, turn 720->360, MoveSpeed 6->4.2; TuningKnob 26-28
  (0 = no-override sentinels, dev-protocol bump on DebugTuningReport); stride footsteps + silt +
  cadence floor; bubbles; underwater ambience bed + distant groans; camera drag + dev scroll zoom.
- Bathynaut kit in-engine: dome/tank/shoulder-lamp + bare head grafted (GraftSmr rigid rebase,
  RecalculateTangents); EmissiveGloamSkinned shader (Rukhanka deformation); shoulder lamp CASTS
  (warm steady spot on body yaw).
- Gait: two-ring walk/run FreeformDirectional tree (walk @0.35, run @1.0) + blended-natural
  StrideScale; additive Posture(Bank) + Lead(chest-lead) layers; idle = AnimationIdles Base;
  banking driven from facing turn rate; flat terrain (Env_SeabedKit seabed squashed - CC is planar).
- New packs: Synty AnimationIdles + AnimationSwordCombat (combat pass queued) + SyntyPropBoneTool;
  four authored clips (sway/trudge/banks/lean) + Anim_Player_Underwater.blend + suit-kit FBX.
- Validation: 411/411 EditMode green; Play smokes (server==client facing, Aim-true projectile,
  bank/stride live-sampled, lamp beam verified); pre-code + post-impl adversarial reviews applied.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 13:56:02 -07:00
kronic fe8a14e539 Art: posed-static hero + flora glb exports (staging bake source)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 21:32:00 -07:00
kronic 4ee73e3872 Art: LANTERN A0 style-proof asset set (Blender source)
5 master .blend + crate .glb under ArtSource/Blender/ (outside Assets/):
Prop_CargoCrate, Prop_GlowFlora, Creature_WispMote, Creature_Drowner,
Suit_Bathynaut_Kitbash. Palette-atlas single-material + emissive; Synty
kitbashes licensed. Silhouette concepts pending the in-engine bake.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 14:40:21 -07:00