Map NpcAvatar bone sync and proxy pivots to the Quaternius 62-joint names with old-rig fallback
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+31
-16
@@ -413,38 +413,38 @@ func _build_skinned_body(npc_type: int) -> bool:
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# Animation proxies: the existing _animate()/idle code drives these Node3D
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# pivots; _sync_skeleton() copies their rotations onto the armature bones.
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_bind_bones()
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_head = Node3D.new()
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_head.name = "Head"
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_head.position = Vector3(0, 1.62, 0)
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_head.position = _rest_origin(["Head"])
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_rig.add_child(_head)
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for side in [-1.0, 1.0]:
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var suffix := "L" if side < 0.0 else "R"
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var hip := Node3D.new()
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hip.name = "Hip" + suffix
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hip.position = Vector3(0.13 * side, 0.64, 0)
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hip.position = _rest_origin(["Hip" + suffix, "UpperLeg." + suffix])
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_rig.add_child(hip)
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var knee := Node3D.new()
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knee.name = "Knee"
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knee.position = Vector3(0, -0.34, 0)
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knee.position = _rest_origin(["Knee" + suffix, "LowerLeg." + suffix]) - hip.position
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hip.add_child(knee)
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_legs.append(hip)
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_knees.append(knee)
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var shoulder := Node3D.new()
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shoulder.name = "Shoulder" + suffix
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shoulder.position = Vector3(0.27 * side, 1.38, 0)
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shoulder.position = _rest_origin(["Shoulder" + suffix, "UpperArm." + suffix])
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_rig.add_child(shoulder)
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var elbow := Node3D.new()
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elbow.name = "Elbow"
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elbow.position = Vector3(0, -0.30, 0)
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elbow.position = _rest_origin(["Elbow" + suffix, "LowerArm." + suffix]) - shoulder.position
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shoulder.add_child(elbow)
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var hand := Node3D.new()
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hand.name = "Hand"
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hand.position = Vector3(0, -0.30, 0.02)
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hand.position = _rest_origin(["Hand" + suffix, "Wrist." + suffix]) - elbow.position
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elbow.add_child(hand)
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_arms.append(shoulder)
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_elbows.append(elbow)
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_hands.append(hand)
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_bind_bones()
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_add_accessory(str(outfit["accessory"]), cloth)
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_add_character_gear()
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@@ -495,27 +495,42 @@ func _bind_bones() -> void:
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for index in _skeleton.get_bone_count():
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_bone_indices[_skeleton.get_bone_name(index)] = index
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## First-found rest origin for a list of candidate bone names. Lets the proxy
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## pivots track the actual skeleton (old 13-core or Quaternius 62-joint).
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func _rest_origin(names: Array) -> Vector3:
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if _skeleton == null:
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return Vector3.ZERO
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for bone_name in names:
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if _bone_indices.has(bone_name):
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return _skeleton.get_bone_rest(_bone_indices[bone_name]).origin
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return Vector3.ZERO
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## Copy the proxy pivot rotations onto armature bones. Limb bones point down, so
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## an X rotation swings them forward/back; the Head bone points up, so a Y
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## rotation is the look yaw.
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## rotation is the look yaw. The Quaternius rig uses dot-suffixed names
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## (UpperLeg.L, UpperArm.L, ...); the old 13-core rig uses HipL/ShoulderL, so
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## both are tried and the first one present in the skeleton wins.
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func _sync_skeleton() -> void:
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if _skeleton == null or _bone_indices.is_empty():
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return
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var names := ["HipL", "HipR"]
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for i in 2:
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_pose_bone(names[i], _legs[i].rotation.x, Vector3.RIGHT)
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names = ["KneeL", "KneeR"]
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_pose_bone_any(["UpperLeg.L", "HipL"], ["UpperLeg.R", "HipR"], i, _legs[i].rotation.x)
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for i in 2:
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_pose_bone(names[i], _knees[i].rotation.x, Vector3.RIGHT)
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names = ["ShoulderL", "ShoulderR"]
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_pose_bone_any(["LowerLeg.L", "KneeL"], ["LowerLeg.R", "KneeR"], i, _knees[i].rotation.x)
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for i in 2:
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_pose_bone(names[i], _arms[i].rotation.x, Vector3.RIGHT)
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names = ["ElbowL", "ElbowR"]
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_pose_bone_any(["UpperArm.L", "ShoulderL"], ["UpperArm.R", "ShoulderR"], i, _arms[i].rotation.x)
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for i in 2:
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_pose_bone(names[i], _elbows[i].rotation.x, Vector3.RIGHT)
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_pose_bone_any(["LowerArm.L", "ElbowL"], ["LowerArm.R", "ElbowR"], i, _elbows[i].rotation.x)
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if _head != null:
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_pose_bone("Head", _head.rotation.y, Vector3.UP)
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func _pose_bone_any(left: Array, right: Array, index: int, angle: float) -> void:
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var names: Array = left if index == 0 else right
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for bone_name in names:
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if _bone_indices.has(bone_name):
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_pose_bone(bone_name, angle, Vector3.RIGHT)
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return
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func _pose_bone(bone_name: String, angle: float, axis: Vector3) -> void:
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if not _bone_indices.has(bone_name):
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return
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