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@@ -25,7 +25,11 @@
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"Bash(git reset --hard:*)",
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"Bash(git push --force:*)",
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"Bash(git push -f:*)",
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"Bash(git clean -fd:*)"
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"Bash(git clean -fd:*)",
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"Bash(git checkout -- :*)",
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"Bash(git checkout .:*)",
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"Bash(git restore:*)",
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"Bash(git stash:*)"
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]
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}
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}
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@@ -0,0 +1,104 @@
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---
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name: art-dev
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description: Drives a LANTERN art-asset session in Blender (blendermcp) — create a new asset or modify an existing one, staged so a Blender-BEGINNER operator can jump in. Use when the operator types /art-dev or opens art work ("refine the player helmet by doing X", "make a new enemy", "model/kitbash/retexture Y", "fix the eyes on Z"). Does simple changes fully headless; drops into a hybrid nudge-and-bake feedback loop (operator drives, I bake back) for anything needing precision or aesthetic judgment.
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---
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# /art-dev — LANTERN Art-Asset Session Orchestrator (Blender)
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Drives a **Blender 5.1 (blendermcp)** art session for the LANTERN art track — modeling, kitbashing, retexturing, posing, and staging assets. **The style is binding and lives elsewhere:** [[Art_Direction_Lantern]] (the constitution) + [[Lantern_Art_Pipeline_Recipes]] (the operating manual) are authoritative; `CLAUDE.md` owns repo conventions (asmdefs, the Unity bake rules, memory layers, git). This skill carries the **process** those don't: how to take an art goal → a staged, reproducible Blender result, working *with* a Blender-beginner operator.
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The spine: **size by complexity → ground → agree the change → setup scene → BUILD (do-it-all headless, or the nudge-and-bake loop) → verify by render → export/save → (Unity bake) → doc/memory bookend → offer asset commit.**
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## Non-negotiables (every track)
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1. **The material keystone ★ — no per-asset texturing, ever.** Every asset shares the ONE palette atlas (`Assets/_Project/Art/Palette/PaletteAtlas.png`) + emissive materials; color = *placing* a face's UV onto a colour band, never unwrap/paint. Three shader roles only: Lit-Palette (statics), Emissive-Gloam (glows — hue/flicker = gameplay info), Skinned-Palette (creatures/suits). This is the solo-dev keystone — deviating breaks batching, coherence, and the whole factory. **A kitbashed or AI-generated mesh arrives with its OWN baked texture — that clash IS the keystone violation; strip it and re-material to the shared palette + flat-shade before it ships** (§14). Detail → [[Art_Direction_Lantern]] + `references/style-and-practices.md`.
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2. **Poly budgets + the readability law ★.** props ≤ ~800 tris · creatures ≤ ~3k · hero/boss/suit ≤ ~6k. Value-first (every warm/cold read carried by luminance + shape + flicker-cadence, not hue alone); reads at 200 px; silhouette-first. Report the tri count on every asset.
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3. **The palette ontology ★.** warm gold/amber = true light (ours) · cold corpse-green/blue = gloam (counterfeit) · lure-red = bait · white-hot = conversion. Steady = true, flicker = false. Pick emissive hues to match what the asset *is*.
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4. **Nudge-and-bake for precision ★.** Never script fine placement/pose/aesthetics blind (a script can't see painted/low-poly features + judges via a low-res grab). Stage + hand off to the operator's live GUI, then **bake the result back into a reproducible form** (bone-local offsets, saved transforms). See *The nudge-and-bake loop* below + [[blender-hybrid-nudge-and-bake]].
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5. **Beginner-coach ★.** The operator is a **Blender beginner.** Every handoff spells out exact keys/clicks (select, `G`/`S`/`R`, orbit = MMB-drag, zoom = scroll, save) and the *why* (the best practice). Teach proactively; never assume Blender fluency. Wrong-but-confident Blender advice wastes their time — verify an operator's-eyes step rather than guess.
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6. **Reproducible + source-art home.** All work persists as a per-asset master `.blend` in `<repo>/ArtSource/Blender/` (OUTSIDE `Assets/` so a live Unity session never auto-imports it), textures **packed** (`File > Pack All`). The script/steps are the source of truth — bake operator nudges back into them.
|
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7. **Verify by render, not blind orbit.** Judge with a high-res EEVEE **render-to-file** (Read the PNG) under the murk + capture grade; check material *values*, not just a dark screenshot. The ~800px viewport grab is a quick check only (and returns BLACK when the window isn't drawing — `area.tag_redraw()` + re-capture, or ask the operator to focus Blender).
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||||
8. **Asset commits gated; docs commits standing.** New `.blend`/`.glb`/imported assets: **offer** + propose grouping; commit only on explicit "commit". Docs-only (vault / CLAUDE.md / this skill) auto-commit at session end in a `Docs:` group + auto-push `main`→`gitea` (standing auth 2026-07-07); `origin` only when asked.
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||||
9. **Path-portable skill.** No machine-specific absolute paths in this skill/refs. Blender's Python runs outside the harness, so runtime code sets `PROJ = r"<absolute repo root>"` (resolved at runtime) and derives every path from it.
|
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|
||||
## When to use / not use
|
||||
|
||||
**Use** for any LANTERN visual asset: model a prop/creature/suit, kitbash off a Synty base (licensed to modify), retexture to the palette, pose, add accents (eyes/lamps/kelp), assemble a style-proof composition, or refine an existing `.blend`.
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|
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**Don't use** for: the **in-engine Unity bake/shader authoring** as the primary job (that's DOTS/editor work — `/dots-dev`; this skill *hands off* to it); pure design/fiction questions (answer directly); non-art tasks.
|
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|
||||
## Size by complexity — do this first (NOT by time)
|
||||
|
||||
| Track | When | Path |
|
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|---|---|---|
|
||||
| **Auto** | deterministic, no feature-alignment or taste call: resize/rescale, recolour to a band, add a bolt/greeble ring, boolean, duplicate, batch-rename, export | I do it **end-to-end** headless → render → leave it staged & editable → report. |
|
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| **Guided** | needs precision (align to a painted/modeled feature), aesthetic judgment (silhouette read, "does this look right"), or pose polish | I do the bulk, then **the nudge-and-bake loop** — stage, operator drives, I bake back, iterate. |
|
||||
| **New-asset** | a brand-new model/creature/suit from scratch or a Synty kitbash | full spine; the kitbash/model/UV/rig steps are Auto, the placement/pose/silhouette calls are Guided. |
|
||||
|
||||
Push to do as much as possible in **Auto**; hand off only what genuinely needs eyes-on. Unsure which → one `AskUserQuestion` ("shall I just make the change, or stage it for you to place?"). **Always leave the scene editable** (named objects, relevant pieces selected, a good camera) even in Auto — the operator may want to jump in.
|
||||
|
||||
## The spine
|
||||
|
||||
### Phase 0 — Pre-flight
|
||||
1. **Blender live?** `get_scene_info` (needs `user_prompt`). No response → blendermcp addon not connected (socket 9876) / window hidden — surface, ask the operator to open Blender + check the BlenderMCP panel. **Blender is 5.1 here** (EEVEE Next; some 4.x APIs differ).
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2. **Which asset / .blend?** New → a fresh per-asset scene. Existing → `open_mainfile` the master `.blend` from `<repo>/ArtSource/Blender/`. Never clobber another asset's scene — one `.blend` per asset.
|
||||
3. **Intake gate.** Vague goal ("make it cooler") → one `AskUserQuestion` bundling the real forks (what silhouette / which base / warm-or-cold). A concrete goal ("add a porthole grille to the helmet") → skip.
|
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|
||||
### Phase 1 — Ground (read-only)
|
||||
Scan the art canon before touching geometry: [[Art_Direction_Lantern]] + [[Lantern_Art_Pipeline_Recipes]] (budgets, shaders, rig families, ontology), the target's fiction (Grep the vault for the creature/prop name — build *on-fiction*), the palette atlas band layout (`references/style-and-practices.md`), and the machine gotchas ([[blender-mcp-and-unity-mcp-v10]] = FBX-import workaround + ArtSource home; [[blender-hybrid-nudge-and-bake]] = the loop). For an existing asset, `get_scene_info` + `get_object_info` to map what's there. Synthesize a **≤200-word plan** (below).
|
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|
||||
### Phase 2 — Agree the change
|
||||
State a short plan: what changes, which track (Auto/Guided), the target budget/silhouette, warm/cold intent, and — for Guided — exactly **which step you'll hand to the operator** and which you'll do. Present forks with a recommendation. For a substantial *new* asset, this is a light gate; for a tweak, a one-liner. Don't over-ceremony a small change.
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|
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### Phase 3 — Setup scene (standing tooling)
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Establish the LANTERN working scene (snippets → `references/blender-cookbook.md`): metric units (1 u = 1 m); the murk world + warm-key/gloam-fill lights + the capture grade; the palette atlas material (`Closest` filter) + emissive materials; a **fixed render camera** + named views for consistent framing; `view_transform='Standard'` for judging hue (AgX desaturates bright emission to white). These are pure wins — set them even in Auto.
|
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|
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### Phase 4 — Build
|
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- **Model/kitbash (Auto):** primitives via `bmesh.ops`; faceted (flat shading); UVs *placed* on atlas cells (never unwrap); Synty base import via the **5.1 window-override + `ignore_leaf_bones=True, automatic_bone_orientation=False`** workaround; normalize to metres/feet-at-floor. Report tris vs budget.
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||||
- **AI-generate an iconic shape (Auto, last resort):** when scripted primitives can't nail an *iconic organic hard-surface* form (a Mark-V helmet, an ornate horn) and hand attempts read as golf-ball/egg/blob, **generate the base with Hyper3D Rodin** then **conform it** — it arrives as raw photoreal high-poly meter-scale clay that clashes with the flat low-poly body. The conform pass IS the work: clean-decimate to budget (watertight — weld+recalc FIRST, gentle collapse, 0 boundary edges), **drop the baked texture for the shared palette**, flat-shade, ontology-tie any emissive, and (rigid accessory) don't skin a generated mesh onto a cm-scale rig (~100× shrink → invisible). Full recipe → `references/blender-cookbook.md` §14.
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||||
- **Precision / pose / silhouette (Guided) → the nudge-and-bake loop** (next section).
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- Iterate: for Guided, the operator can request modifications ("bigger", "move it", "add another there", "stage the vent for me") — treat each as a mini Auto or a new stage. Keep going until they're happy.
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### Phase 5 — Verify
|
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High-res EEVEE **render-to-file** → Read the PNG (murk + capture grade); judge silhouette + value + ontology at full size AND ~200px. **Render from the GAME CAMERA too, not only a hero 3/4 ★** — this is a top-down ARPG (Pitch 45° / FOV 55°, rig values in `references/blender-cookbook.md` §9), and detail belongs where the camera actually looks: top-facing surfaces (crown, shoulders, back-pack) read; the face/underside barely does. Check **both facings** (front + back-away). Check material *values* if anything looks off (a dark render hides bugs). Report tri count. For skinned meshes, `WorldRenderBounds`/bone reads return the bind AABB not the deformed pose — use the operator's eyes.
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### Phase 6 — Export / save
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Save the master `.blend` to `<repo>/ArtSource/Blender/<Type>_<Name>.blend`, **Pack All** first (a Synty `.psd` pack-warn is harmless). Export a `.glb` (statics) / per-action FBX (skinned) per the recipes with correct scale settings — only when an export is actually wanted (concept assets can stay `.blend`-only). **Never write into `Assets/`** while a Unity session may be live.
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### Phase 7 — Unity bake (optional, hand off)
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The real A0/game path is the in-engine bake (collider policy, assign the shared material, subscene, Rukhanka for skinned). If the editor is busy/another agent holds it → **stay read-only on Unity**, note the bake as the pending follow-up. Otherwise hand to `/dots-dev` (statics recipe / skinned recipe in [[Lantern_Art_Pipeline_Recipes]]).
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|
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### Phase 8 — Doc + memory bookend
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Session log → `Docs/Vault/07_Sessions/<year>/<YYYY-MM-DD>_<Topic>.md`; a new reusable gotcha/technique → update [[blender-mcp-and-unity-mcp-v10]] or [[blender-hybrid-nudge-and-bake]]; a new reusable placement offset / rig fact → bake it into `references/blender-cookbook.md` so the next asset starts correct. CLAUDE.md self-maintenance if a rule changed (40 KB budget — archive, don't delete).
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### Phase 9 — Report + offer commit
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Summary; what changed (repo-relative paths); tris vs budget; render verdict; what's staged/editable for the operator; the pending Unity bake. **Commit docs + push gitea** (standing); **offer** asset commits — keep each asset with its `.meta`/sidecar, stage explicit paths, never `git add -A`.
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## The nudge-and-bake loop (the heart of Guided)
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The operator has a **live Blender GUI** — use it for the last 20% (precision + taste) a script can't do. Three steps, iterated:
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1. **I stage (headless):** build/position the pieces at a best guess; **name** them clearly; give them a temp **bright emissive marker** material so they're unmistakable; float them clearly in view (in front of the target, not buried); **select** them (active = the first); set flat `MATERIAL` shading so the *target* feature (painted eyes, panel line) is visible; frame the area; screenshot the start state. Then hand off with **exact beginner steps**.
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2. **Operator drives (GUI):** they nudge/scale/rotate onto the target while watching full-framerate. Tell them which axis to ignore when tooling can fix it ("place it in this front view — don't worry about depth, I'll snap it"). They can also request changes ("make it bigger", "add another", "stage the next piece"). Wait for "done".
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3. **I bake back (headless):** read the objects' `matrix_world`; snap the hard-to-see axis with a **raycast or shrinkwrap** to the surface; restore the real palette/emissive material; **parent to the driving bone** (`CHILD_OF`, `inverse_matrix=(arm.matrix_world @ pb[bone].matrix).inverted()`) so it rides the rig; and **express the placement as a bone-local offset** (`(arm.matrix_world @ pb[bone].matrix).inverted() @ world_pos`) — the reusable value so the NEXT asset on that rig starts correct with no re-nudge. Symmetrize L/R for the default. Save. Confirm with a render.
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Code for every step → `references/blender-cookbook.md`. Alternatives when nudging is awkward: the **empty-marker handshake** (operator drops empties, I snap geo to them) and **shrinkwrap** (auto-conform to a surface).
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## Beginner-coach rules
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||||
- On any handoff, give a **numbered, literal** step list: how to select (left-click; Shift-click to add), grab (`G`, move mouse, left-click to confirm, `Esc`/right-click to cancel), constrain to an axis (`G` then `X`/`Y`/`Z`), scale (`S`), rotate (`R`), orbit (middle-mouse drag / numpad), zoom (scroll), frame selected (`Numpad .`), and **save** (`Ctrl S`) — only the ones they need for that step.
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- Explain the **why / best practice** briefly (flat shading for the low-poly look; UVs onto a band not unwrapped; apply transforms before export; keep under the tri budget; one shared material).
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- Prefer letting me do the risky/fiddly Blender ops (mode switches, modifiers, export settings) headless; hand the operator only intuitive direct-manipulation.
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- If an operator request would break a non-negotiable (e.g. "just paint a texture on it"), say so and offer the palette-correct way.
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## Operator gates (same as the project standard)
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Present forks don't auto-decide · no time/effort estimates · never silently defer/descope · tuning-defaults autonomy (sensible defaults + let them tune) · aggressive-cleanup only on explicit opt-in.
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## Boundaries
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**Stop and consult:** intake too thin · goal contradicts the style bible / a locked decision · a silhouette/identity call with no clear best answer · a precision step that needs the operator's eyes · a destructive op (overwrite/delete an existing `.blend` or Synty source) outside the agreed change · Unity mutation while another agent may hold the editor (stay read-only).
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**May loop without consulting (≤3):** setup/export/render retries · an axis-probe → pose fix → re-render · a black-viewport `tag_redraw` re-capture.
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**Never:** overwrite a Synty pack source (GUID refs) — new files under `ArtSource/`/`Assets/_Project/Art/`; per-asset texturing / unwrapping; write to `Assets/` during a live Unity session; hardcode a machine path into the committed skill.
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## References (load on demand)
|
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- [`references/blender-cookbook.md`](references/blender-cookbook.md) — copy-paste-ready blendermcp code: scene/lights/camera setup, palette + emissive materials, atlas band map + cell-UV, faceted-primitive + UV-placement helper, the 5.1 Synty-FBX import workaround, normalize scale/feet, pose-bone axis-probe + set, the full nudge-and-bake stage + bake-back (raycast depth-snap, Child-Of parent, bone-local offset), shrinkwrap, high-res render-to-file (+ black-viewport fix), export (glb/FBX) + save/pack.
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||||
- [`references/style-and-practices.md`](references/style-and-practices.md) — the binding style essentials (palette ontology, readability law, budgets, the 3 shader roles), the palette atlas band layout, the rig families, and the Blender-beginner cheat-sheet + best-practice do/don't.
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@@ -0,0 +1,339 @@
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# Blender cookbook (blendermcp, Blender 5.1) — LANTERN art
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Copy-paste-ready snippets, all verified this-machine via `mcp__blender__execute_blender_code`. **Every runtime script sets `PROJ` first** (Blender runs outside the harness — resolve the absolute repo root at runtime; do NOT commit a machine path into this file's *usage*, the `<...>` below is a placeholder):
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```python
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PROJ = r"<absolute repo root, e.g. C:\Dev\Unity\M\Project-M>"
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ATLAS = PROJ + r"\Assets\_Project\Art\Palette\PaletteAtlas.png"
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SRC = PROJ + r"\ArtSource\Blender" # per-asset master .blend + exports live here
|
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```
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|
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General gotchas: `get_scene_info`/`get_viewport_screenshot` need a `user_prompt` arg. `Date.now`/`random` are fine in Blender Python (unlike Workflow scripts) — seed `random` for reproducibility. Blender 5.1 = EEVEE Next; `action.fcurves` is gone (slotted actions).
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## 1. Scene setup (units + murk world + lights + camera + view transform)
|
||||
|
||||
```python
|
||||
import bpy
|
||||
sc = bpy.context.scene
|
||||
sc.unit_settings.system='METRIC'; sc.unit_settings.scale_length=1.0; sc.unit_settings.length_unit='METERS'
|
||||
try: sc.render.engine='BLENDER_EEVEE_NEXT'
|
||||
except Exception: sc.render.engine='BLENDER_EEVEE'
|
||||
sc.view_settings.view_transform='Standard'; sc.view_settings.look='None' # judge HUE truly; AgX whitens bright emission
|
||||
# murk world (deep cold blue, not black)
|
||||
w = sc.world or bpy.data.worlds.new("World"); sc.world=w; w.use_nodes=True
|
||||
bg=w.node_tree.nodes.get("Background"); bg.inputs[0].default_value=(0.015,0.03,0.05,1.0); bg.inputs[1].default_value=0.3
|
||||
# warm KEY (gold = our light) + faint cold GLOAM fill (the deep)
|
||||
def area_light(name, loc, color, energy, size=1.3):
|
||||
ld=bpy.data.lights.new(name,'AREA'); ld.size=size; ld.color=color; ld.energy=energy
|
||||
ob=bpy.data.objects.new(name,ld); ob.location=loc; sc.collection.objects.link(ob); return ob
|
||||
area_light("KeyWarm",(1.9,-2.2,2.4),(1.0,0.75,0.45),220)
|
||||
area_light("GloamFill",(-2.0,1.8,1.5),(0.22,0.55,0.8),120)
|
||||
```
|
||||
- A default startup scene has objects `Cube`/`Light`/`Camera`. `bpy.ops.wm.read_homefile()` (NOT `use_empty=True` — an empty scene breaks the FBX importer's context). Delete `Cube` after.
|
||||
- For a self-emissive subject (wisp/flora), drop key energy (~30–80) + world (~0.25) so the emission reads as the light source.
|
||||
|
||||
## 2. Palette + emissive materials (the ONLY materials — color by UV placement)
|
||||
|
||||
```python
|
||||
def palette_mat(name="M_Palette_Atlas"):
|
||||
m=bpy.data.materials.get(name)
|
||||
if m: return m
|
||||
m=bpy.data.materials.new(name); m.use_nodes=True; nt=m.node_tree; nt.nodes.clear()
|
||||
o=nt.nodes.new("ShaderNodeOutputMaterial"); o.location=(400,0)
|
||||
b=nt.nodes.new("ShaderNodeBsdfPrincipled"); b.location=(120,0); b.inputs["Roughness"].default_value=0.65
|
||||
t=nt.nodes.new("ShaderNodeTexImage"); t.location=(-260,0)
|
||||
t.image=bpy.data.images.load(ATLAS, check_existing=True); t.interpolation='Closest' # crisp flat bands
|
||||
nt.links.new(t.outputs["Color"],b.inputs["Base Color"]); nt.links.new(b.outputs["BSDF"],o.inputs["Surface"])
|
||||
return m
|
||||
def emissive(name, color, strength): # warm(1.0,0.66,0.28) true | gloam(0.1,0.85,0.34) false | teal(0.12,0.62,0.85) ambient
|
||||
m=bpy.data.materials.get(name)
|
||||
if m: return m
|
||||
m=bpy.data.materials.new(name); m.use_nodes=True; nt=m.node_tree; nt.nodes.clear()
|
||||
o=nt.nodes.new("ShaderNodeOutputMaterial"); e=nt.nodes.new("ShaderNodeEmission")
|
||||
e.inputs["Color"].default_value=(*color,1.0); e.inputs["Strength"].default_value=strength
|
||||
nt.links.new(e.outputs["Emission"],o.inputs["Surface"]); return m
|
||||
```
|
||||
⚠ Emission **strength 4–6 + AgX** clips to white and desaturates. On `Standard`, keep strength ~1.5–3 and use a saturated color (one channel high, others low) so it doesn't clip to white/cyan. URP bloom supplies the glow halo in-engine (Blender preview has none).
|
||||
|
||||
## 3. Palette atlas band map + cell-UV (row 0 = BOTTOM)
|
||||
|
||||
The atlas is an 8×8 grid; each face samples ONE flat cell. Cell centre UV:
|
||||
```python
|
||||
def cell(cx, cy): return ((cx+0.5)/8.0, (cy+0.5)/8.0) # cx,cy in 0..7
|
||||
```
|
||||
| Row (from bottom) | Band | Use |
|
||||
|---|---|---|
|
||||
| 6 | pure grey ramp (col0 dark → col7 light) | neutral hard-surface |
|
||||
| 5 | warm gold/amber → cream | **true light / ours** |
|
||||
| 4 | dark → bright red | lure-red / bait |
|
||||
| 3 | dark navy → bright blue | **gloam (cold)** |
|
||||
| 2 | dark → bright corpse-green | **gloam (cold)** |
|
||||
| 0–1 | warm brown/rust → amber/brass | warm metal |
|
||||
Handy picks: grey body `cell(3,6)`, brass trim `cell(5,0)`, steel `cell(2,6)`, dark-gloam accent `cell(1,2)`.
|
||||
|
||||
## 4. Faceted primitive + UV-placement helper
|
||||
|
||||
```python
|
||||
import bmesh
|
||||
def new_obj(name, bm, mat, uv, loc=(0,0,0), rot=None):
|
||||
me=bpy.data.meshes.new(name); ob=bpy.data.objects.new(name,me); bpy.context.collection.objects.link(ob)
|
||||
L=bm.loops.layers.uv.verify()
|
||||
for f in bm.faces:
|
||||
f.smooth=False # FLAT / faceted shading (the style)
|
||||
for l in f.loops: l[L].uv=uv # every loop -> one cell centre = flat colour
|
||||
bm.to_mesh(me); bm.free(); me.materials.append(mat); ob.location=loc
|
||||
if rot: ob.rotation_euler=rot
|
||||
return ob
|
||||
# examples
|
||||
bm=bmesh.new(); bmesh.ops.create_cube(bm,size=1.0) # box
|
||||
bm=bmesh.new(); bmesh.ops.create_icosphere(bm,subdivisions=1,radius=0.15) # faceted orb (20 faces)
|
||||
bm=bmesh.new(); bmesh.ops.create_cone(bm,cap_ends=True,segments=8,radius1=0.08,radius2=0.0,depth=0.3) # taper/cylinder
|
||||
bmesh.ops.bevel(bm,geom=list(bm.edges)+list(bm.verts),offset=0.045,segments=1,affect='EDGES',clamp_overlap=True)
|
||||
bmesh.ops.inset_individual(bm,faces=[f for f in bm.faces if max(abs(c) for c in f.normal)>0.95],thickness=0.075,depth=-0.028) # recessed panels
|
||||
```
|
||||
Report tris: `me.calc_loop_triangles(); len(me.loop_triangles)`.
|
||||
|
||||
## 5. Synty character FBX import (Blender 5.1 workaround)
|
||||
|
||||
Plain `import_scene.fbx` on a combined Synty character FBX FAILS on 5.1 (`mode_set('EDIT') Context missing active object`, then `pose.bones['Root'] KeyError`). Fix = window-override + these flags; do NOT force `object=`/`active_object=` (fights the importer's armature activation → the 'Root' error):
|
||||
```python
|
||||
bpy.ops.wm.read_homefile() # need a valid active object for the importer
|
||||
fbx = PROJ + r"\Assets\Synty\PolygonSciFiSpace\Models\Characters.fbx"
|
||||
win=bpy.context.window_manager.windows[0]; scr=win.screen
|
||||
area=next(a for a in scr.areas if a.type=='VIEW_3D'); region=next(r for r in area.regions if r.type=='WINDOW')
|
||||
with bpy.context.temp_override(window=win, screen=scr, area=area, region=region):
|
||||
bpy.ops.import_scene.fbx(filepath=fbx, ignore_leaf_bones=True, automatic_bone_orientation=False)
|
||||
```
|
||||
Bodies live INSIDE the combined FBX (20 chars on one rig): `SM_Chr_SpaceSoldier_Male_01` (armored suit base), `SM_Chr_Crew_Male_01`/`_Junker_Male_01` (lean → drowner/enemy bases), `SM_Chr_..._Armour_01` (plate shell), EVA dome parts are separate FBX. Cull the 19 you don't want; keep the one body + the `Armature`. We are **licensed to modify Synty** — but never overwrite the pack FBX (GUID refs).
|
||||
|
||||
Synty bone names: `Root, Hips, Spine_01/02/03, Neck, Head, Eyes, Clavicle_L/R, Shoulder_L/R (upper arm), Elbow_L/R, Hand_L/R, UpperLeg/LowerLeg/Ankle/Ball _L/R`.
|
||||
|
||||
## 6. Normalize scale + feet-at-floor, apply for export
|
||||
|
||||
```python
|
||||
from mathutils import Vector
|
||||
def world_bounds(objs):
|
||||
mn=Vector((1e9,)*3); mx=Vector((-1e9,)*3)
|
||||
for ob in objs:
|
||||
for c in ob.bound_box:
|
||||
wv=ob.matrix_world@Vector(c); mn=Vector((min(mn[i],wv[i]) for i in range(3))); mx=Vector((max(mx[i],wv[i]) for i in range(3)))
|
||||
return mn,mx
|
||||
mn,mx=world_bounds(body_parts); root=arm or body_parts[0]
|
||||
s=1.8/(mx.z-mn.z); root.scale=[v*s for v in root.scale]; bpy.context.view_layer.update()
|
||||
mn,mx=world_bounds(body_parts); root.location.z-=mn.z # drop feet to z=0
|
||||
# before export of a static: origin to geometry, apply transforms
|
||||
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='BOUNDS')
|
||||
bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)
|
||||
```
|
||||
|
||||
## 7. Pose bones (rough pose headless; polish is Guided)
|
||||
|
||||
Set `pose.bones[...].rotation_euler` directly in object mode (no mode switch); `view_layer.update()` to evaluate. **Probe an unknown axis** before committing: rotate +1.0 rad on each local axis, read a child bone's world pos.
|
||||
```python
|
||||
arm=next(o for o in bpy.data.objects if o.type=='ARMATURE'); pb=arm.pose.bones
|
||||
for b in pb: b.rotation_mode='XYZ'; b.rotation_euler=(0,0,0)
|
||||
def child_w(n): bpy.context.view_layer.update(); return arm.matrix_world @ pb[n].head
|
||||
```
|
||||
**Verified Synty-humanoid facts (this rig):** arm-DOWN (T-pose→hang) = **−Z** on `Shoulder_*`; forward-hunch = **−X** on the `Spine_*` chain + `Neck`/`Head`. Z is symmetric L/R; **X and Y MIRROR** — negate them for `*_L` (e.g. `Shoulder_L=(0, +y, -z)`, `Shoulder_R=(0, -y, -z)`). Hide the bone overlay for shots: `arm.hide_set(True)`.
|
||||
|
||||
## 8. The nudge-and-bake loop
|
||||
|
||||
**STAGE (I run):** mark + isolate + float + select + flat-shade + frame.
|
||||
```python
|
||||
mk=emissive("M_Marker",(1.0,0.0,0.85),4.0) # unmistakable magenta
|
||||
head=arm.matrix_world @ pb["Head"].head
|
||||
for nm,sx in (("SM_X_Eye_L",-0.05),("SM_X_Eye_R",0.05)):
|
||||
e=bpy.data.objects[nm]
|
||||
e.location=(head.x+sx, head.y-0.16, head.z+0.03) # float clearly IN FRONT of the face
|
||||
e.data.materials.clear(); e.data.materials.append(mk)
|
||||
for a in bpy.context.screen.areas:
|
||||
if a.type=='VIEW_3D':
|
||||
sp=a.spaces.active; sp.shading.type='MATERIAL'; sp.shading.use_scene_lights=False; sp.shading.use_scene_world=False
|
||||
r=next(rg for rg in a.regions if rg.type=='WINDOW')
|
||||
with bpy.context.temp_override(area=a,region=r): bpy.ops.view3d.view_axis(type='FRONT')
|
||||
sp.region_3d.view_location=(head.x,head.y,head.z+0.03); sp.region_3d.view_distance=0.75
|
||||
for ob in bpy.data.objects: ob.select_set(False)
|
||||
eL=bpy.data.objects["SM_X_Eye_L"]; eR=bpy.data.objects["SM_X_Eye_R"]
|
||||
eL.select_set(True); eR.select_set(True); bpy.context.view_layer.objects.active=eL
|
||||
```
|
||||
Then give the operator literal steps (select, `G`, orbit, "don't worry about depth"). Wait for "done".
|
||||
|
||||
**BAKE BACK (I run):** read placement → raycast depth-snap → restore material → parent to bone → reusable offset.
|
||||
```python
|
||||
from mathutils import Vector
|
||||
dg=bpy.context.evaluated_depsgraph_get(); head=arm.matrix_world @ pb["Head"].head
|
||||
GLO=emissive("M_Emissive_Gloam",(0.15,0.9,0.5),2.5)
|
||||
hbmat=arm.matrix_world @ pb["Head"].matrix; hinv=hbmat.inverted()
|
||||
for nm in ("SM_X_Eye_L","SM_X_Eye_R"):
|
||||
e=bpy.data.objects[nm]; loc=e.matrix_world.translation.copy()
|
||||
hit,hl,hn,idx,obj,mtx=bpy.context.scene.ray_cast(dg, Vector((loc.x,head.y-0.4,loc.z)), Vector((0,1,0)))
|
||||
if hit: e.location=(loc.x, hl.y-0.010, loc.z) # snap depth to the face surface, keep operator X/Z
|
||||
e.data.materials.clear(); e.data.materials.append(GLO)
|
||||
for c in list(e.constraints):
|
||||
if c.type=='CHILD_OF': e.constraints.remove(c)
|
||||
c=e.constraints.new('CHILD_OF'); c.target=arm; c.subtarget="Head"; c.inverse_matrix=hinv # rides the rig
|
||||
print(nm, "head-local offset:", tuple(round(v,3) for v in (hinv @ e.matrix_world.translation))) # REUSABLE
|
||||
```
|
||||
The printed **head-local offset** is the bake — record it (here + the asset's build step) so the next creature on this rig gets eyes auto-placed. Symmetrize L/R (±avg x, avg y/z) for the default. If a raycast misses (piece outside the mesh silhouette), keep the operator depth.
|
||||
|
||||
Alternatives: **empty-marker handshake** (operator drops empties named `eye.L`/`eye.R`; snap: `e.location = bpy.data.objects['eye.L'].location`). **Shrinkwrap** (`m=e.modifiers.new('sw','SHRINKWRAP'); m.target=body; m.wrap_method='PROJECT'`) to auto-conform to a surface — note it evaluates the target's geometry, verify on a posed/skinned mesh.
|
||||
|
||||
## 9. Verify — high-res render-to-file (beats the flaky viewport grab)
|
||||
|
||||
```python
|
||||
import tempfile, os
|
||||
sc=bpy.context.scene; sc.render.resolution_x=1000; sc.render.resolution_y=1000
|
||||
for eng in ('BLENDER_EEVEE_NEXT','BLENDER_EEVEE'): # ⚠ on THIS 5.1 build the enum is 'BLENDER_EEVEE' (not _NEXT)
|
||||
try: sc.render.engine=eng; break
|
||||
except Exception: continue
|
||||
sc.render.filepath = os.path.join(tempfile.gettempdir(), "artdev_preview.png") # OS temp — NEVER Library/Temp/Assets or any committed path
|
||||
# ensure a camera exists + is active; frame it, then:
|
||||
bpy.ops.render.render(write_still=True)
|
||||
```
|
||||
Then `Read` the PNG. The ~800px `get_viewport_screenshot` is a quick check but returns **BLACK/garbled when the window isn't drawing** — `area.tag_redraw()` + `view3d.view_selected` then re-capture, or ask the operator to focus Blender. (Reason + more: [[mcp-screenshot-and-pose-validation]].)
|
||||
|
||||
### ★ Verify from the GAME CAMERA too, not just a hero 3/4
|
||||
This is a **top-down ARPG** — an asset that reads in a hero shot can be invisible/wrong from the gameplay angle. **Always render from the game-camera angle** and judge there. Real rig values (`Assets/_Project/Scripts/Client/Presentation/PrototypeCameraRig.cs`): **Pitch 45° · Yaw 45° (default) · Distance 13 m · TargetHeight 1 m · FOV 55°**. Render at that *angle* but framed tighter (dist ~3–3.5) to see the asset, and check **both facings** — the camera sees the character's front when they move toward it and their **back when they move away** (so back-mounted kit reads too).
|
||||
```python
|
||||
import math; from mathutils import Vector
|
||||
def make_cam(name,fov):
|
||||
c=bpy.data.cameras.get(name) or bpy.data.cameras.new(name); c.lens_unit='FOV'; c.angle=math.radians(fov)
|
||||
o=bpy.data.objects.get(name) or bpy.data.objects.new(name,c)
|
||||
if o.name not in bpy.context.collection.objects: bpy.context.collection.objects.link(o)
|
||||
o.data=c; return o
|
||||
def aim(o,frm,tgt): o.location=Vector(frm); o.rotation_euler=(Vector(tgt)-Vector(frm)).normalized().to_track_quat('-Z','Y').to_euler()
|
||||
def opos(tgt,pitch,yaw,dist): # game-cam geometry: pitch DOWN from horizontal, yaw around Z
|
||||
t=Vector(tgt); p=math.radians(pitch); y=math.radians(yaw)
|
||||
return t+(Vector((math.sin(y),-math.cos(y),0))*math.cos(p)+Vector((0,0,1))*math.sin(p))*dist
|
||||
gf=make_cam("GameFront",55); aim(gf, opos((0,0,1.15),45,15,3.2),(0,0,1.15)) # facing toward
|
||||
gr=make_cam("GameRear",55); aim(gr, opos((0,0,1.15),45,195,3.2),(0,0,1.15)) # facing away (back-kit)
|
||||
# sc.camera = gf; render... then sc.camera = gr; render...
|
||||
```
|
||||
**The design consequence (learned on the Bathynaut):** from 45° top-down you see the **dome crown, shoulders, back-pack tops** — the **face/porthole is nearly invisible in-game.** Put detail + emissive accents on **top-facing surfaces** (helmet crown, shoulder lamp, tank tops); treat the face as a hero/close-up-only detail. Budget effort by where the camera actually looks.
|
||||
|
||||
## 10. Export + save
|
||||
|
||||
```python
|
||||
import os; os.makedirs(SRC, exist_ok=True)
|
||||
try: bpy.ops.file.pack_all() # self-contained .blend (a Synty .psd pack-warn is harmless)
|
||||
except Exception as e: print("pack warn:", e)
|
||||
bpy.ops.wm.save_as_mainfile(filepath=SRC + r"\<Type>_<Name>.blend")
|
||||
# static export (glTF; metric scene = correct scale)
|
||||
bpy.ops.export_scene.gltf(filepath=SRC + r"\SM_<Name>.glb", export_format='GLB',
|
||||
use_selection=True, export_apply=True, export_yup=True)
|
||||
```
|
||||
Skinned/animation export → the per-action FBX recipe in [[blender-mcp-and-unity-mcp-v10]] (`bake_anim_use_all_bones`, `bake_anim_force_startend_keying`, `apply_scale_options='FBX_SCALE_UNITS'`, `add_leaf_bones=False`; Unity import `CreateFromThisModel`). **★ Blender 5.1: ALSO pass `bake_anim_use_nla_strips=False`** — slotted actions break the `use_all_actions=False` active-action path and the FBX exports with ZERO takes (silent, ~50KB vs ~270KB); with NLA strips off the exporter samples the evaluated scene over the frame range (set the scene range + `action_slot` per action first). Unity side: `ModelImporter.defaultClipAnimations` only enumerates takes AFTER a rig-typed `SaveAndReimport` (two-pass; see `PlayerRigTools.ImportUnderwaterClips`). **Never export into `Assets/` while a Unity session may be live** — write to `ArtSource/`, bake in later.
|
||||
|
||||
## 11. In-engine verification (Unity URP render harness) — the REAL A0 check
|
||||
|
||||
Blender previews are a proxy; the gate is the asset in **URP** under murk + bloom + the game camera. Import + render via UnityMCP (only when the editor is free / operator granted it — else stay read-only):
|
||||
1. **Import** the glb: `import_model_file(source_path=<ArtSource glb>, output_folder="Assets/_Project/Art/Models", name=...)` — needs the leading `Assets/`; glTFast handles glb + scale.
|
||||
2. **Confirm the shared material samples the atlas** — the palette ShaderGraphs expose it as **`_BaseColorMap`** (NOT `_BaseMap`/`mainTexture`, so `mat.mainTexture` reads null — that's fine): `ShaderUtil` enumerate or `mat.GetTexture("_BaseColorMap")`.
|
||||
3. **Render harness** (`execute_code`, C#): load the `Mesh` from the imported glb, spawn a temp GO (mesh + shared material) on an **isolated layer**, warm-key + cold-fill directional lights (`cullingMask` = that layer), murk ambient (save+restore `RenderSettings.ambientMode/ambientLight`), a temp `Camera` (SolidColor murk bg, `cullingMask` = that layer, **FOV 55**) positioned at the **game angle** and framed by `MeshRenderer.bounds`, then **`RenderPipeline.SubmitRenderRequest(cam, new StandardRequest{destination=rt})`** (URP — `Camera.Render()` is unreliable) → `ReadPixels` → `EncodeToPNG` to OS temp → `Read` the PNG. `DestroyImmediate` all temp objects; never save the open scene.
|
||||
- ⚠ **Layer sign-bit:** `1<<31` is NEGATIVE → a broken culling mask that renders NOTHING (all-black). Use **layer ≤ 30**.
|
||||
- ⚠ Set `cam.cullingMask` to ONLY the temp layer so the open scene's geometry doesn't leak into the shot (`~0` renders the whole scene).
|
||||
- Game-cam offset from target: `(horiz*cos(pitch) + up*sin(pitch))*dist`, `horiz=(sin(yaw),0,-cos(yaw))`, pitch 45°, then `cam.transform.LookAt(center)`.
|
||||
```csharp
|
||||
// core render call (URP)
|
||||
var rt=new UnityEngine.RenderTexture(1000,1000,24); rt.Create();
|
||||
var req=new UnityEngine.Rendering.RenderPipeline.StandardRequest(); req.destination=rt;
|
||||
UnityEngine.Rendering.RenderPipeline.SubmitRenderRequest(cam, req);
|
||||
UnityEngine.RenderTexture.active=rt; var tex=new UnityEngine.Texture2D(1000,1000,UnityEngine.TextureFormat.RGBA32,false);
|
||||
tex.ReadPixels(new UnityEngine.Rect(0,0,1000,1000),0,0); tex.Apply();
|
||||
System.IO.File.WriteAllBytes(path, UnityEngine.ImageConversion.EncodeToPNG(tex));
|
||||
```
|
||||
**Findings from the first bake (crate):** the palette single-material pipeline works in URP; a pure-murk render reads *dark* (in-game URP bloom + scene fill lift it); grey under a warm key reads brownish (expected, not a bug). Skinned assets (suit/creatures) need the Rukhanka path + `Skinned-Palette` — hand to `/dots-dev`.
|
||||
|
||||
## 12. The persistent staging scene (`Assets/Scenes/ArtStaging.unity`) — the operator's in-engine view
|
||||
A committed dev scene set up in the **correct A0 conditions** so the operator can OPEN it and inspect assets live (Scene-view orbit) at the gameplay angle: murk env (cold flat ambient + `ExponentialSquared` fog, no skybox), **warm-key + cold-gloam directional lights + a warm point pool**, a **Main Camera at the game angle** (pitch ~42–45°, FOV 55, `UniversalAdditionalCameraData.renderPostProcessing=true`), and a **global Volume** (profile `Assets/_Project/Art/Materials/Staging/StagingVolume.asset`: **Bloom** thr~0.85/int~1.1 — makes Emissive-Gloam glow — + **Tonemapping ACES** + **ColorAdjustments** postExposure/saturation = the capture grade), on a dark faceted pedestal. Contains labeled `SLOT_*` empties for pending assets.
|
||||
- **To verify a newly-baked asset:** `import_model_file` the glb → assign the shared material (`M_Lit_Palette` statics; emissive bulbs → an HDR-emission material so bloom triggers) → `PrefabUtility.InstantiatePrefab(asset, scene)` into ArtStaging at a slot → `SaveScene` → tell the operator to open it, OR render `Camera.main` via §11.
|
||||
- ⚠ Opening ArtStaging `Single` closes the active scene — only do it when the editor is free / operator-authorized (a parallel agent's scene would be swapped out). Check `editor/state` first; the scene must be clean before swapping.
|
||||
- Beginner view steps to hand over: open the scene (double-click in Project ▸ Assets/Scenes), **orbit** = middle-mouse drag, **zoom** = scroll, **frame a selected object** = `F`, **Game tab** shows the gameplay-angle camera.
|
||||
|
||||
### Underwater ambiance recipe (built into ArtStaging — the gameplay-env prototype)
|
||||
The staging env IS the gameplay ambiance (build it from real systems so it transfers). Elements that made it read "underwater" (vs a bland dark disc):
|
||||
- **Caustics** = a tileable cookie on an overhead **Spot** light (dappled seabed light). Generate procedurally (sum of `Sin` interference, `pow(1-abs(n), k)` for bright ridges), save PNG, importer `wrapMode=Repeat`, `light.cookie=tex`; spot ~4.5m up, angle ~85°, cool color, intensity ~40 (spots need high intensity). ⚠ a texture `SaveAndReimport` mid-render → one BLACK frame; just re-render.
|
||||
- **Marine snow** = a `ParticleSystem` (real gameplay system): World sim space, ~500 particles, `startSpeed`~0.03, tiny size, cool-white low-alpha, box shape ~9×5×9, `noise` on for wander, slight negative gravity (drift up). Renderer material = `Sprites/Default` + a generated soft-dot texture. ⚠ edit-mode doesn't auto-play — `ps.Clear(); ps.Simulate(10f,true,true); ps.Pause();` **before** rendering.
|
||||
- **Depth fog** teal (`ExponentialSquared`, cool color), **cool grade** (WhiteBalance temp ~-20, Vignette dark-teal), lifted cool **ambient** (Flat ~0.09,0.16,0.20), warm-key vs cold-fill contrast + a warm point "pool" (the beacon-in-murk look).
|
||||
- **Seabed dressing** = scatter real meshes (my flora as bioluminescent ground-clutter = the readability-law density dial; Synty rocks as boulders). ⚠ **Synty rocks import HUGE** (DungeonRealms boulders are multi-metre) — never scatter at raw scale; **bounds-normalize**: instantiate at scale 1, measure `MeshRenderer.bounds` max dim, `scale = targetMetres / maxDim` (target ~0.35–1.0 m), then place. Strip colliders on cosmetic dressing.
|
||||
|
||||
### ★ LOCKED lighting = "light is territory" (the thematic template; reads TOP-DOWN)
|
||||
The direction that landed (operator-approved): **the interest lives in the LIGHTING, not geometry.**
|
||||
- ⚠ **Vertical god-ray shafts DON'T read from a top-down camera** — you look straight down them. Tried, removed. For a top-down ARPG, thematic light must live in **pools ON the ground.**
|
||||
- **Warm beacon pool** (a warm point light) = "our light / safe territory." **Cold bioluminescent pools** = a cold-teal point light AT each glow-flora (emissive meshes don't illuminate — add real lights). **Deep dark between** the pools (drop ambient to ~0.03,0.055,0.08, gentle key ~1.2 for form only) → chiaroscuro. This IS the "light is territory" pillar, made literal, and it reads perfectly top-down.
|
||||
- **Undulating seabed mesh** (not a disc — a disc reads as a platform): procedural grid + layered `PerlinNoise` height, **damped to flat within ~2 m of the hero assets**, extended past the fog cutoff so the edge fades to murk. Flat-faceted (per-quad verts). Save as a `.asset` mesh so it persists.
|
||||
- **Dynamic layer** = a Play-mode `MonoBehaviour` (`StagingAmbiance`) modulating **LIGHTS ONLY** (no material writes → nothing persists on Play exit): slow-spin the caustics spot, flicker the beacon, sine-pulse the flora pool intensities. Self-wires by `GameObject.Find`. ⚠ hitting Play in a non-menu scene runs `GameBootstrap` (spawns netcode worlds) — harmless to the visual, just background noise.
|
||||
|
||||
### Posed STATIC hero bake (style-proof placement without the Rukhanka pipeline)
|
||||
To drop a posed suit/creature into the staging scene as a static mesh (skinned Rukhanka bake is separate `/dots-dev` work): in Blender — **apply the `Armature` modifier** on each skinned mesh (bakes the current pose into geometry), **`visual_transform_apply` + clear constraints** on bone-parented kit (eyes/lamp Child-Of), then export a static glb (meshes only, no armature). ⚠ both `modifier_apply` and `export_scene.gltf` need the **window `temp_override`** after `open_mainfile` (context.active_object). Import via `import_model_file`, `InstantiatePrefab` at the slot — glTFast carries the embedded materials (Synty atlas + emission).
|
||||
```
|
||||
|
||||
## 13. Skinned attachment kit → existing Unity rig (proven 07-16, Bathynaut dome/tank/lamp)
|
||||
|
||||
Rigid accessories that must RIDE an already-in-engine Rukhanka rig (helmet, packs, lamps). Full failure-chain + Unity-side detail: gotchas archive 2026-07-16 + [[DR-052_SoD_Facing_Underwater_Feel]].
|
||||
|
||||
```python
|
||||
# 1. BIND (non-destructive, saved into the master): per piece — one vgroup named for the target
|
||||
# bone, ALL verts weight 1.0, + an Armature modifier. Pieces stay editable.
|
||||
o.vertex_groups.new(name="Head").add(range(len(o.data.vertices)), 1.0, 'REPLACE')
|
||||
o.modifiers.new("Armature", 'ARMATURE').object = ARM
|
||||
# 2. JOIN copies per SHADER ROLE (palette brass vs emissive glow) -> 2 export meshes, vgroups merge by name.
|
||||
# 3. EXPORT — ★ UNHIDE THE ARMATURE FIRST: a hidden armature can't be selected and the FBX
|
||||
# exports SILENTLY SKINLESS (static meshes, no vgroups). Restore hidden after.
|
||||
ARM.hide_set(False)
|
||||
bpy.ops.export_scene.fbx(filepath=out, use_selection=True, object_types={'ARMATURE','MESH'},
|
||||
apply_scale_options='FBX_SCALE_UNITS', apply_unit_scale=True, add_leaf_bones=False, bake_anim=False)
|
||||
```
|
||||
|
||||
Unity side (`PlayerRigTools.AttachBathynautKit` / `GraftSmr` is the reference implementation):
|
||||
- Rebind `smr.bones` by NAME onto the target skeleton (Blender dedup suffixes `.001` → strip to base name; safe when the kit only weights unambiguous bones).
|
||||
- **REBASE, never reuse bindposes**: a Blender FBX roundtrip imports cm bones under a 0.01 armature (regardless of scale option) while Synty-native rigs are meter-scale → raw bindpose reuse renders ×100 off. Bake verts to rest-world; bindposes = `Matrix4x4.TRS(m.GetColumn(3), m.rotation, Vector3.one).inverse` (RIGID, scale-stripped).
|
||||
- **`mesh.RecalculateTangents()` is mandatory** — a tangent-less procedural skinned mesh fails Rukhanka/BRG registration (`BatchMeshID not present`) and the WHOLE rig disappears.
|
||||
- Persist rebased meshes as `Rebased_*.asset` (Clear+refill an existing asset = GUID-stable re-runs).
|
||||
- Emissive pieces: `ProjectM/EmissiveGloamSkinned` (hand-written HLSL + Rukhanka `ComputeDeformedVertex`; the DOTS-instanced `_DeformedMeshIndex` block must be declared BEFORE the include, and the property must ALSO be in the Properties block for the baker's `HasProperty` validation). BRG-only: invisible in plain classic scenes, correct in the baked ECS world.
|
||||
|
||||
## 14. AI-generated hero shape → conform to Synty (proven 07-24, Bathynaut Mark-V helmet)
|
||||
|
||||
When scripted `bmesh` primitives can't nail an **iconic organic hard-surface shape** (a classic diving helmet, an ornate boss horn) — repeated hand attempts read as "golf-ball / egg / blocky robot" — **generate the base shape with Hyper3D Rodin** (`generate_hyper3d_model_via_text` → poll → `import_generated_asset`), then **conform it to the LANTERN/Synty style**. Generation is a valid *modeling* path (like a kitbash); the output is raw clay, NOT a finished asset — it arrives photoreal, high-poly, meter-scale, single-textured, and **clashes hard** dropped next to the flat-shaded low-poly body. The conform pass is the real work:
|
||||
|
||||
**A. Watertight decimate — clean topology FIRST, then a GENTLE collapse.** A raw generated mesh has duplicate verts + loose geometry; an aggressive collapse (ratio ~0.10) on it **tears holes and shatters facets** (the operator will see it). Order matters:
|
||||
```python
|
||||
import bmesh
|
||||
bm=bmesh.new(); bm.from_mesh(h.data)
|
||||
bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=0.0006) # weld
|
||||
bmesh.ops.recalc_face_normals(bm, faces=bm.faces)
|
||||
loose=[v for v in bm.verts if not v.link_faces]
|
||||
if loose: bmesh.ops.delete(bm, geom=loose, context='VERTS')
|
||||
bm.to_mesh(h.data); bm.free()
|
||||
d=h.modifiers.new("Dec","DECIMATE"); d.decimate_type='COLLAPSE'; d.ratio=0.26 # ~1k tris for a hero prop
|
||||
dg=bpy.context.evaluated_depsgraph_get(); h.data=bpy.data.meshes.new_from_object(h.evaluated_get(dg)); h.modifiers.clear()
|
||||
# HOLE DETECTOR: boundary edges (edges touching <2 faces). MUST be 0 = watertight.
|
||||
bm=bmesh.new(); bm.from_mesh(h.data); holes=sum(1 for e in bm.edges if len(e.link_faces)<2); bm.free()
|
||||
```
|
||||
23k→1.1k with 0 boundary edges reads as chunky Synty facets. If `holes>0`, the collapse was too aggressive for the cleanup — raise the ratio (gentler). Report tris vs budget.
|
||||
|
||||
**B. Kill the photoreal texture — flat palette color is the biggest tell.** The single baked albedo/PBR map (painted weathering, smooth metal highlights) is what makes it look "AI dropped on low-poly." **Discard the imported material** and re-paint the mesh with the scene's **OWN shared palette materials** (assign by face region → guaranteed cohesion, literally the same material asset). Set **flat/faceted shading** (`for p in mesh.polygons: p.use_smooth=False`) so each plane reads as a facet. Region-assign by world-space geometry on the *decimated* mesh (fewer faces = cleaner colour blocks):
|
||||
```python
|
||||
h.data.materials.clear()
|
||||
for m in (brass, gunmetal, glass): h.data.materials.append(m) # reuse the suit/scene's flat mats
|
||||
mw=h.matrix_world; bm=bmesh.new(); bm.from_mesh(h.data); bm.faces.ensure_lookup_table(); bm.verts.ensure_lookup_table()
|
||||
zs=[(mw@v.co).z for v in bm.verts]; zmin,zmax=min(zs),max(zs); zh=zmax-zmin
|
||||
port=mathutils.Vector((0,-0.15,1.68)) # feature centre in WORLD space
|
||||
for f in bm.faces:
|
||||
c=mw@f.calc_center_median(); n=(mw.to_3x3()@f.normal).normalized(); vz=[(mw@v.co).z for v in f.verts]
|
||||
s=0 # brass body (dominant)
|
||||
if min(vz)>zmax-zh*0.085 or max(vz)<zmin+zh*0.11: s=1 # top knob / bottom collar = accent (all-verts test = clean band)
|
||||
d=(c-port).length
|
||||
if n.y<-0.25 and d<0.10: s=2 if d<0.072 else 1 # front-facing near feature: inner disc glass, ring bezel
|
||||
f.material_index=s; f.smooth=False
|
||||
bm.to_mesh(h.data); bm.free()
|
||||
```
|
||||
Tie any emissive to the **ontology** (the helmet porthole = teal glass, faint glow ~0.5 → reads as the same bioluminescent palette as the flora/enemy-eyes, not a competing warm light — the shoulder lamp carries "our light"). Use `min/max(vert-z)` (all verts in/out) for clean bands, not face-centre thresholds (torn edges on a dense mesh).
|
||||
|
||||
**C. Scale gotcha — generated meshes are METER-scale; a cm-scale rig shrinks a skinned attachment ~100×.** Rodin exports ~1–2 m meshes; the Synty suit rig is cm-scale (0.01 armature). Skinning the generated piece to a bone applies the armature's 0.01 → it imports at **~5 mm (invisible)** with a wrong bindpose. For a rigid accessory (helmet, pack) **do NOT skin it** — drop the armature modifier + vgroups, `parent=None`, and set a plain `scale` so it sits at the feature's world size (a 1.7-unit generated mesh × 0.25 = ~0.42 m = head-sized). It rides the bone rigidly in-engine (Unity-side: parent the GO to the `Head` bone, §13 covers the skinned path when you DO want deform).
|
||||
|
||||
**D. Judge cohesion in-engine, at game scale, next to the existing Synty assets.** A generated mesh that looks fine solo can still clash beside the low-poly body — the only true test is a Play capture with the character next to its neighbours (the suit, an enemy) at the real game framing (§9). The Blender render confirms the mesh is clean; the *style match* is an in-engine, next-to-siblings call.
|
||||
|
||||
Recipe verified on the Mark-V: 4 hand-model attempts failed → Rodin generate → clean-decimate 23k→1.1k (0 holes) → drop the copper photoreal map → flat `M_Diver_Brass`/`HelmetMetal` + a teal `M_Diver_Porthole` + flat-shade → reads as one cohesive Synty diver (operator-approved). GLB 1.7 MB → 736 KB (texture dropped).
|
||||
|
||||
**E. ★ Coloring on the GAMEPLAY (deformation) rig ≠ staging — flat `_BaseColor` FAILS.** A static staging mesh takes flat colour from the material `_BaseColor` (plain Principled / the `Skinned-Palette` graph). But the animated player/enemy render entities carry a **per-instance `URPMaterialPropertyBaseColor` override** (driven by the hit-flash system, set to `(1,1,1)` at rest) which **REPLACES** the material's `_BaseColor` — so a flat-`_BaseColor` material with `_BaseColorMap = null` renders **white/cream** (null map samples white × instance-white). (This corrects the older "clear `_BaseColorMap` → uses `_BaseColor` directly" note — that only holds for entities WITHOUT the per-instance override.) Fix: drive colour from `_BaseColorMap` — either UV the piece to a `PaletteAtlas` band, or assign a **solid-colour texture** (an 8×8 PNG of the target colour) as `_BaseColorMap` and leave `_BaseColor` white; the instance override then just multiplies (and the flash still tints correctly). Diagnose by reading the live entity: `EntityManager.HasComponent<URPMaterialPropertyBaseColor>` on the `LinkedEntityGroup` render children → if present and `(1,1,1)`, the material `_BaseColor` is dead, use a map. Per-submesh colour (e.g. the Mark-V's brass/gunmetal/glass) = one material per submesh, each with its own solid `_BaseColorMap`. Verified live: `M_Diver_*_Skinned` + `DiverTex/T_Diver_*.png` on `Player.prefab`.
|
||||
@@ -0,0 +1,57 @@
|
||||
# Style essentials + Blender best-practices (LANTERN art-dev)
|
||||
|
||||
The **binding** style lives in [[Art_Direction_Lantern]] (constitution) + [[Lantern_Art_Pipeline_Recipes]] (manual). This file is the *operative subset* to hold in-head during a session, plus the **Blender-beginner** coaching the operator needs. When this and the art docs disagree, the docs win.
|
||||
|
||||
## The five rules that shape every asset
|
||||
|
||||
1. **One material, color by UV placement.** Never texture/unwrap per asset. Model → *place* each face's UV onto a palette-atlas colour band (`Closest`-filtered) → flat colour. Three shader roles only: **Lit-Palette** (statics), **Emissive-Gloam** (glows), **Skinned-Palette** (creatures/suits, deformation-aware). Batching + coherence + zero texture skill = the solo-dev factory.
|
||||
2. **Faceted low-poly, silhouette-first.** Flat shading (`face.smooth=False`). The read is the *shape* + *light*, not detail — "a readable blob with a great light beats a detailed model nobody can see."
|
||||
3. **Budgets (hard):** props ≤ ~800 tris · creatures ≤ ~3k · hero/boss/suit-frame ≤ ~6k. Report tris every time; over-budget → decimate or drop parts (e.g. body OR armour, not both).
|
||||
4. **The palette IS the ontology:** warm gold/amber = **true light (ours)** · cold corpse-green/blue = **gloam (the deep's counterfeit)** · lure-red = **bait** · white-hot = **conversion**. Pick an asset's emissive hue for what it *is* (diver beacon = warm; wisp/gloam-enemy = cold green; ambient flora = cold teal; lure = red).
|
||||
5. **The readability law:** value-first (carry every warm/cold read by luminance + shape + **flicker-cadence**, not hue alone — steady = true, flicker = false; this is the colorblind answer). Reads at **200 px**. A **capture grade** (lifted/saturated) for shots; the murk grade is darker.
|
||||
|
||||
## Rig families (skinned assets — clips are made per FAMILY, not per creature)
|
||||
|
||||
| Family | Body plan | Members | Base to kitbash |
|
||||
|---|---|---|---|
|
||||
| **Drifter** | spine-chain swimmer | Wisp-Choir motes, lure-fish, serpents | procedural blobs + tail beads (no humanoid rig) |
|
||||
| **Crawler** | legged/scuttling | Grindylow, kappa-kin, Tenders | (quadruped — separate rig) |
|
||||
| **Strider** | biped-ish | Drowner, Wrecker, **suit-frames** | Synty humanoid (`SM_Chr_*` in the combined FBX) |
|
||||
|
||||
Suit-frames = kitbash on the Synty humanoid (helmet/tank/plate swaps over the proven rig); a custom silhouette sculpt is a later upgrade, not a blocker.
|
||||
|
||||
## Assets built so far (in `<repo>/ArtSource/Blender/`, the style-proof set)
|
||||
|
||||
`Prop_CargoCrate` (92 tris, statics/palette proof) · `Prop_GlowFlora` (380, teal ambient) · `Creature_WispMote` (110, gloam-green Drifter) · `Creature_Drowner` (2742, Synty-crew Strider kitbash — gloam skin, hunched, bone-parented glowing eyes) · `Suit_Bathynaut_Kitbash` (8.4k ⚠ over hero budget — body+armour+kit; game-ready pass must pick body-or-armour + decimate). Concepts: suit kit + wisp not rig-bound; drowner posed not animated. Pending: the in-engine Unity bake + the 3 master ShaderGraphs (esp. Emissive-Gloam's flicker param).
|
||||
|
||||
## Coaching a Blender beginner (the operator)
|
||||
|
||||
On **every** handoff, give a short **numbered, literal** step list — only the keys they need for that step — and one line on *why* (the best practice). The vocabulary:
|
||||
|
||||
| Do this | How (tell them exactly) |
|
||||
|---|---|
|
||||
| Orbit the view | **middle-mouse drag** (or numpad `4/6/8/2`) |
|
||||
| Zoom | **scroll** (or `Ctrl`+MMB drag) |
|
||||
| Pan | **Shift**+MMB drag |
|
||||
| Frame selected | **`Numpad .`** (or View ▸ Frame Selected) |
|
||||
| Front / side / top view | **`Numpad 1` / `3` / `7`** |
|
||||
| Select an object | **left-click** it; **Shift**+click to add to selection |
|
||||
| Move (grab) | **`G`**, move mouse, **left-click** to confirm, **`Esc`/right-click** to cancel |
|
||||
| Move on one axis | **`G` then `X`/`Y`/`Z`** (e.g. `G Z` = up/down only) |
|
||||
| Scale / Rotate | **`S`** / **`R`** (same confirm/cancel; add an axis letter to constrain) |
|
||||
| Save | **`Ctrl S`** |
|
||||
|
||||
- Hand the operator only **intuitive direct-manipulation** (grab/scale/rotate a selected object onto a target). Keep the fiddly/risky ops (mode switches, modifiers, bmesh, export settings, materials) **headless** on my side.
|
||||
- When one axis is hard to see in a single view (depth), tell them to ignore it — "place it in this front view, I'll snap the depth after" (raycast/shrinkwrap).
|
||||
- Explain the *why* briefly so they learn: flat shading = the low-poly look; UVs onto a band (not unwrapped) = the shared-material rule; apply transforms before export = correct scale in Unity; under the tri budget = it stays cheap in the dark.
|
||||
- If a request would break a rule (e.g. "paint a texture", "make it super smooth/high-poly"), say so plainly and offer the palette-correct / budget-correct way.
|
||||
|
||||
## Best-practice do / don't
|
||||
|
||||
**Do:** faceted flat shading · UVs placed on atlas cells · metric units, 1 u = 1 m · feet at z=0, origin sensible · apply rotation/scale before export · pack textures before saving the `.blend` · one shared material per asset · report tris vs budget · verify with a hi-res render under murk, judging silhouette + value + 200px · **also render from the game camera (top-down ARPG, Pitch 45°/FOV 55°), both facings — put detail + emissive accents on TOP-facing surfaces (crown/shoulders/back-pack), not the face the camera never sees** · keep each asset a separate master `.blend` under `ArtSource/Blender/`.
|
||||
|
||||
**Don't:** per-asset texture/unwrap · smooth-shade the low-poly forms · exceed the tri budget silently (log the upgrade if you ship a placeholder) · overwrite a Synty pack FBX (GUID refs — new files only) · write into `Assets/` while a Unity session may be live · trust a dark screenshot (check material *values*) · trust `WorldRenderBounds`/bone reads for a *skinned/posed* mesh (they return the bind AABB — use the operator's eyes) · leave emission at strength 4–6 on AgX (whites out — Standard + saturated color, ~1.5–3).
|
||||
|
||||
## The pipeline into Unity (hand off to /dots-dev)
|
||||
|
||||
Statics: model → export `.glb` → collider policy (cosmetic = strip colliders/no ghost; blocking = `Environment` collider baked into the gameplay subscene, mesh Read/Write on) → assign the shared `M_Lit_Palette` → bake into subscene → verify baked CollisionWorld + a Play screenshot. Skinned: Humanoid rig → per-action clips (Key All Bones, bake-to-pose) → FBX → Rukhanka ingest (`CreateFromThisModel`) → `Skinned-Palette` → prefab via `EnemyRigTools` (ownerless interpolated ghost; server strips Rukhanka). Full checklists + gotchas → [[Lantern_Art_Pipeline_Recipes]] + `CLAUDE.md` (Animation / Art-import sections).
|
||||
@@ -56,6 +56,11 @@ DOES propagate into parented children's `LocalToWorld` (verified live on 6.5.0).
|
||||
|
||||
## Headless expedition-run driving (flaky — know the failure modes)
|
||||
|
||||
> The specific nouns below (`PlayerReady`, expedition launch, respawn-reset) are **co-op-Hades-era** and become
|
||||
> salvage under the LANTERN pivot ([[DR-048_Lantern_Adoption_Full_Pivot]]) — they will be re-meaned to the
|
||||
> **descent lifecycle** (muster → Bell → pockets) when that lands. The *harness patterns* (server-inject, the
|
||||
> `EditorApplication.update` guardian, capture-in-the-same-call) are direction-agnostic and stay valid.
|
||||
|
||||
- Launch by setting server `PlayerReady=1` from clean Staging. **Post-abort re-launch is intermittent** — a clean
|
||||
Play restart launches reliably on the first ready; re-readying after an abort may not.
|
||||
- **An AFK player dies to the swarm in ~15 s** and `Health` resets to the class value on respawn — a
|
||||
@@ -82,6 +87,32 @@ DOES propagate into parented children's `LocalToWorld` (verified live on 6.5.0).
|
||||
- Forcing an animation pose: disable the drive system, write params via `AnimatorParametersAspect`; measure
|
||||
ground-contact via feet-Y only on non-deformed geometry.
|
||||
|
||||
## Input-path validation (07-21, the auto-recast false negative)
|
||||
|
||||
- **A guardian window must OUTLIVE the period it judges.** Frames ≠ ticks: an unfocused editor can run FASTER
|
||||
than 60 fps, so a 500-frame watch can end BEFORE a 7 s cooldown does. The morning "sim is clean" verdict was
|
||||
a false negative for exactly this; the 2000-frame re-run caught a recast at every cooldown reopen. Size the
|
||||
window in TICKS of the judged period × 2, converted generously.
|
||||
- **`DebugInputInjectionSystem` writes the COMPONENT — it can never reproduce wire-semantics bugs.** To exercise
|
||||
the real gather → copy-layer → command-buffer path headless, queue synthetic device events:
|
||||
`StateEvent.From(Keyboard.current, out var ev); InputControlExtensions.WriteValueIntoEvent<float>(kb.digit1Key, 1f, ev); InputSystem.QueueEvent(ev);`
|
||||
(+ a 0f release event). Works unfocused with runInBackground.
|
||||
- **Wire truth: `InputEvent` counts ACCUMULATE across commands** (the per-frame gather reset never reaches the
|
||||
buffer). Test fixtures that push `InputBufferData<PlayerInput>` must model that: press = count STEP at one
|
||||
tick, and the stepped count PERSISTS in every later entry — a "release = count 0" entry is a wire-impossible
|
||||
shape that hides the ever-pressed class of bug (and double-fires a delta gate).
|
||||
|
||||
## EditMode fixtures for prediction-gated systems (07-21, AbilityFireSystemConeTests)
|
||||
|
||||
- **`NetworkTime.Flags` is INTERNAL** — a system gated on `IsFirstTimeFullyPredictingTick` silently no-ops in any
|
||||
plain test world (default Flags = 0). Fixture fix: box the struct + `typeof(NetworkTime).GetField("Flags",
|
||||
NonPublic|Instance).SetValue(boxed, NetworkTimeFlags.IsInPredictionLoop | IsFirstTimeFullyPredictingTick)`.
|
||||
Test-only; never reflect internals in shipped code.
|
||||
- **Input-buffer presses**: an `InputBufferData<PlayerInput>` entry with a set `InputEvent` keeps answering
|
||||
`GetDataAtTick` for every later tick — it re-fires the moment a cooldown re-opens (the MeleeComboTests C6
|
||||
lesson, buffer-shaped). Always push a press at T **and a release (default command) at T+1**.
|
||||
- Damage paths gated `WorldUnmanaged.IsServer()` need `new World(name, WorldFlags.Game | WorldFlags.GameServer)`.
|
||||
|
||||
## Test-run mechanics
|
||||
|
||||
- `run_tests(mode="EditMode", assembly_names=["ProjectM.Tests.EditMode"])` → poll `get_test_job`
|
||||
|
||||
@@ -13,7 +13,7 @@ Two rules apply to every pattern here:
|
||||
Three read-only lens agents in `parallel()`; the orchestrator synthesizes the ≤400-word Project Brief and discards the raw returns.
|
||||
|
||||
**A1 — Code/asset graph (read-only).**
|
||||
> Map the code surface relevant to `{goal}`. Prefer serena `find_symbol`/`find_referencing_symbols`; if serena's C# LSP stalls on the Unity solution, use `Glob`/`Grep` on `Assets/_Project/**/*.cs` + `**/*.asmdef`. Identify the existing components/systems/bakers touching `{surface}`, the asmdef each lives in (Simulation / Client / Server / Authoring), and any `*Math.cs` helper or system you'd otherwise duplicate. `manage_scene get_hierarchy` for relevant subscenes. Return a terse symbol/asmdef map (names + paths), not file dumps.
|
||||
> Map the code surface relevant to `{goal}`. Use `Glob`/`Grep` on `Assets/_Project/**/*.cs` + `**/*.asmdef` (serena was removed 2026-07-07 — C# nav is Glob/Grep). Identify the existing components/systems/bakers touching `{surface}`, the asmdef each lives in (Simulation / Client / Server / Authoring), and any `*Math.cs` helper or system you'd otherwise duplicate. `manage_scene get_hierarchy` for relevant subscenes. Return a terse symbol/asmdef map (names + paths), not file dumps.
|
||||
|
||||
**A2 — Knowledge state (read-only).**
|
||||
> Search the in-repo vault (obsidian-cli) and `basic-memory` for design docs, decision records, and notes touching `{goal}`. Return: relevant doc paths, any **locked** decisions that constrain `{goal}`, open questions already recorded. Quote ≤2 load-bearing lines each; link by path otherwise.
|
||||
|
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@@ -85,6 +85,8 @@ Packages/packages-lock.json linguist-generated
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*.FBX lfs
|
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|
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*.glb lfs
|
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*.gltf lfs
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*.jas lfs
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*.lws lfs
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*.lxo lfs
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