Map NpcAvatar bone sync and proxy pivots to the Quaternius 62-joint names with old-rig fallback
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zwitschi committed 2026-11-06 07:38:39 +01:00
1 parent e2f52fbfd1
commit 271f10ac4d
1 file changed
+31 -16
+31 -16
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@@ -413,38 +413,38 @@ func _build_skinned_body(npc_type: int) -> bool:
# Animation proxies: the existing _animate()/idle code drives these Node3D # Animation proxies: the existing _animate()/idle code drives these Node3D
# pivots; _sync_skeleton() copies their rotations onto the armature bones. # pivots; _sync_skeleton() copies their rotations onto the armature bones.
_bind_bones()
_head = Node3D.new() _head = Node3D.new()
_head.name = "Head" _head.name = "Head"
_head.position = Vector3(0, 1.62, 0) _head.position = _rest_origin(["Head"])
_rig.add_child(_head) _rig.add_child(_head)
for side in [-1.0, 1.0]: for side in [-1.0, 1.0]:
var suffix := "L" if side < 0.0 else "R" var suffix := "L" if side < 0.0 else "R"
var hip := Node3D.new() var hip := Node3D.new()
hip.name = "Hip" + suffix hip.name = "Hip" + suffix
hip.position = Vector3(0.13 * side, 0.64, 0) hip.position = _rest_origin(["Hip" + suffix, "UpperLeg." + suffix])
_rig.add_child(hip) _rig.add_child(hip)
var knee := Node3D.new() var knee := Node3D.new()
knee.name = "Knee" knee.name = "Knee"
knee.position = Vector3(0, -0.34, 0) knee.position = _rest_origin(["Knee" + suffix, "LowerLeg." + suffix]) - hip.position
hip.add_child(knee) hip.add_child(knee)
_legs.append(hip) _legs.append(hip)
_knees.append(knee) _knees.append(knee)
var shoulder := Node3D.new() var shoulder := Node3D.new()
shoulder.name = "Shoulder" + suffix shoulder.name = "Shoulder" + suffix
shoulder.position = Vector3(0.27 * side, 1.38, 0) shoulder.position = _rest_origin(["Shoulder" + suffix, "UpperArm." + suffix])
_rig.add_child(shoulder) _rig.add_child(shoulder)
var elbow := Node3D.new() var elbow := Node3D.new()
elbow.name = "Elbow" elbow.name = "Elbow"
elbow.position = Vector3(0, -0.30, 0) elbow.position = _rest_origin(["Elbow" + suffix, "LowerArm." + suffix]) - shoulder.position
shoulder.add_child(elbow) shoulder.add_child(elbow)
var hand := Node3D.new() var hand := Node3D.new()
hand.name = "Hand" hand.name = "Hand"
hand.position = Vector3(0, -0.30, 0.02) hand.position = _rest_origin(["Hand" + suffix, "Wrist." + suffix]) - elbow.position
elbow.add_child(hand) elbow.add_child(hand)
_arms.append(shoulder) _arms.append(shoulder)
_elbows.append(elbow) _elbows.append(elbow)
_hands.append(hand) _hands.append(hand)
_bind_bones()
_add_accessory(str(outfit["accessory"]), cloth) _add_accessory(str(outfit["accessory"]), cloth)
_add_character_gear() _add_character_gear()
@@ -495,27 +495,42 @@ func _bind_bones() -> void:
for index in _skeleton.get_bone_count(): for index in _skeleton.get_bone_count():
_bone_indices[_skeleton.get_bone_name(index)] = index _bone_indices[_skeleton.get_bone_name(index)] = index
## First-found rest origin for a list of candidate bone names. Lets the proxy
## pivots track the actual skeleton (old 13-core or Quaternius 62-joint).
func _rest_origin(names: Array) -> Vector3:
if _skeleton == null:
return Vector3.ZERO
for bone_name in names:
if _bone_indices.has(bone_name):
return _skeleton.get_bone_rest(_bone_indices[bone_name]).origin
return Vector3.ZERO
## Copy the proxy pivot rotations onto armature bones. Limb bones point down, so ## Copy the proxy pivot rotations onto armature bones. Limb bones point down, so
## an X rotation swings them forward/back; the Head bone points up, so a Y ## an X rotation swings them forward/back; the Head bone points up, so a Y
## rotation is the look yaw. ## rotation is the look yaw. The Quaternius rig uses dot-suffixed names
## (UpperLeg.L, UpperArm.L, ...); the old 13-core rig uses HipL/ShoulderL, so
## both are tried and the first one present in the skeleton wins.
func _sync_skeleton() -> void: func _sync_skeleton() -> void:
if _skeleton == null or _bone_indices.is_empty(): if _skeleton == null or _bone_indices.is_empty():
return return
var names := ["HipL", "HipR"]
for i in 2: for i in 2:
_pose_bone(names[i], _legs[i].rotation.x, Vector3.RIGHT) _pose_bone_any(["UpperLeg.L", "HipL"], ["UpperLeg.R", "HipR"], i, _legs[i].rotation.x)
names = ["KneeL", "KneeR"]
for i in 2: for i in 2:
_pose_bone(names[i], _knees[i].rotation.x, Vector3.RIGHT) _pose_bone_any(["LowerLeg.L", "KneeL"], ["LowerLeg.R", "KneeR"], i, _knees[i].rotation.x)
names = ["ShoulderL", "ShoulderR"]
for i in 2: for i in 2:
_pose_bone(names[i], _arms[i].rotation.x, Vector3.RIGHT) _pose_bone_any(["UpperArm.L", "ShoulderL"], ["UpperArm.R", "ShoulderR"], i, _arms[i].rotation.x)
names = ["ElbowL", "ElbowR"]
for i in 2: for i in 2:
_pose_bone(names[i], _elbows[i].rotation.x, Vector3.RIGHT) _pose_bone_any(["LowerArm.L", "ElbowL"], ["LowerArm.R", "ElbowR"], i, _elbows[i].rotation.x)
if _head != null: if _head != null:
_pose_bone("Head", _head.rotation.y, Vector3.UP) _pose_bone("Head", _head.rotation.y, Vector3.UP)
func _pose_bone_any(left: Array, right: Array, index: int, angle: float) -> void:
var names: Array = left if index == 0 else right
for bone_name in names:
if _bone_indices.has(bone_name):
_pose_bone(bone_name, angle, Vector3.RIGHT)
return
func _pose_bone(bone_name: String, angle: float, axis: Vector3) -> void: func _pose_bone(bone_name: String, angle: float, axis: Vector3) -> void:
if not _bone_indices.has(bone_name): if not _bone_indices.has(bone_name):
return return