Commit Graph

4 Commits

Author SHA1 Message Date
kronic 0ff11fe2a9 Enemy hit-reacts: React/Stagger anim tiers off Health-drop edges (the Rukhanka-safe flinch)
SwordCombat React (1.4x, 0.3s pulse) + Stagger (1.2x, 0.55s) as Any-State
states on AC_EnemyTopDown via EnemyRigTools.WireEnemyHitReacts; driven by
EnemyAnimationDriveSystem's cache (now Pos/Hp/ReactUntil/Heavy) off
replicated Health drops. Windup-honesty gate: light reacts require
!IsAttacking (a sub-poise hit never visually cancels a live windup);
the heavy tier tracks the server's B2 poise break (stagger threshold 50
= finisher staggers, light flinches at the locked tuning). Knobs:
HitReactSeconds (0=off) / HitStaggerSeconds / HitReactStaggerDamage.
Replaces the review-cut positional vibrate (Rukhanka inverse-fold no-op).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 00:28:11 -07:00
kronic b7db292987 Blender-authored clips: real death fall, fire thrust, dash lean, hit-react (Phase 1 anim triage)
Four clips authored programmatically in Blender on the PolygonSyntyCharacter
skeleton (full-body keys per pose, numeric world-space verification of the
fall: hips 0.88->0.14m) and exported per-action FBX (Key All Bones, Force
Start/End Keying, FBX Units Scale). Imported as HUMANOID - the project's
pipeline is Human rigs (CharactersAvatar isHuman=true; CLAUDE.md's 'Generic'
note was stale), so muscle-space retargeting plays these on the player AND
every monster rig with zero bone-path matching. CopyFromOther failed on the
Blender-added 'Armature' node (hierarchy mismatch) -> CreateFromThisModel;
root motion fully baked into pose (the CC owns the transform).

- A_Death_FallBack (0.90s = exactly the 54-tick corpse window): recoil ->
  fall -> flat on the back -> settle. Wired as the Death state on BOTH
  controllers, replacing the crouch-idle placeholder.
- A_Fire_OneHand (0.4s): new IsFiring param + Fire state on the player
  controller; PlayerAnimationDriveSystem routes FireActive to it (melee owns
  IsAttacking again).
- A_Dash_Lean (0.33s): new IsDashing param + Dash state; driven from the
  local player's predicted DashState window (not replicated -> remotes skip).
- A_HitReact (0.27s): imported + avatar'd, wiring deferred (needs a
  replicated hit-tick source; body flash covers the read today).

456/456 EditMode; Play-validated: forced IsDead renders the soldier flat on
the ground in-game (Blender->FBX->Humanoid->Rukhanka chain proven), Fire
state enters and plays; console clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:44:21 -07:00
kronic 1b07a6b07f Fix: attack animation collapsed the model into the floor (partial Root clip + WDV)
The procedural attack clips key only the Root bone, but the Attack/MeleeSwing states had writeDefaultValues=true -> a partial (Root-only) clip resets every un-keyed bone (Hips/Spine/legs) to Rukhanka defaults (~identity), collapsing the body into the floor (player + enemy). Root carries the mesh-positioning offset (localPos -0.90, identity rot) while Hips/Spine carry the authored orientation. Fix: writeDefaultValues=false on the attack states (leave un-keyed bones in pose, only lean the Root). Patched both controllers + both recipes (PlayerRigTools/EnemyRigTools) so a rebuild can't regress. Rule: partial bone-subset overlay clips => writeDefaultValues=false.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 23:42:44 -07:00
kronic 2fcff9a7a1 Animate enemies: client-derived Rukhanka rigs (Werewolf/Kaiju Husks)
Extends the DR-022 player pipeline to Husk enemies. A Husk is an ownerless
interpolated ghost = structurally a remote player, so the new client-only
EnemyAnimationDriveSystem mirrors PlayerAnimationDriveSystem's remote path:
velocity from LocalTransform-delta (prevPos cache, pruned every frame), facing
from LocalTransform.Rotation (AnimParamMath.PlanarForward), maxSpeed from baked
EnemyStats, IsAttacking from the already-replicated AttackWindup telegraph. No
new [GhostField], no server/asmdef/ghost-hash change.

Monster-mash roster: Werewolf (Grunt), Werewolf-Undead (Swarmer), Kaiju (Brute),
built by the reusable, GUID-preserving EnemyRigTools editor tool (materials +
AC_EnemyTopDown + EnemyAttackWindup clip + 3 rigged prefabs). WaveSystem now
preserves the baked variant Scale (was reset to 1 by LocalTransform.FromPosition).

See DR-023. EditMode 208/208; validated in Play (rigs skin, scales replicate,
locomotion + attack telegraph drive correctly).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 23:30:03 -07:00