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Project-M/Assets/Screenshots/iter_sword_idle.png.meta
T
kronic eeaf8a4247 Pronounced combat animation: 3-swing sword combo, per-class specials, sword in hand
BLENDER (5 new/re-authored clips, all full-body, mirrored-left-arm axes
FIXED - Synty L shoulders mirror X/twist vs R, verified by axis probes):
- A_Swing_R2L / A_Swing_L2R (0.47s): horizontal slash + backhand with real
  anticipation (torso wound 25 deg), 2-frame strikes, follow-through past
  the target.
- A_Swing_Finisher (0.60s): overhead crash with a crouch drop into impact.
- A_Special_Slam (0.53s): two-handed ground slam - the Warrior cone finally
  LOOKS like a cone attack.
- A_Fire_OneHand re-authored punchier (cock -> full-extension thrust with
  torso commit -> recoil kick).
Export lesson: Blender 4.4 slotted actions - reassigning animation_data.
action does NOT bind the slot; force animation_data.action_slot before
export/render or you bake a stale pose.

CONTROLLER: MeleeSwing (one clip for everything) replaced by Swing1/2/3
keyed on new ComboStep int param (replicated MeleeCombo.Step); Fire gated
!IsCone (Ranger shot), new SpecialSlam state on IsFiring+IsCone (Warrior).

DRIVE SYSTEM: writes ComboStep from the replicated combo step and IsCone
from the replicated AbilityRef -> AbilityDatabase blob archetype (works for
remote teammates too).

SWORD: SM_Wep_Sword_01 (SciFiSpace - same pack/atlas as the soldier) as a
mesh-sub-asset child of Hand_R, grip rot (90,0,0) tuned live against the
running entity. Required RigDefinitionAuthoring boneEntityStrippingMode
Automatic -> None so the hand bone entity exists + is posed (stripped bones
never animate attachments). Play-verified: the energy blade rides the fist.

456/456 EditMode.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 21:18:07 -07:00

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