diff --git a/src/game/npc_avatar.gd b/src/game/npc_avatar.gd index 96930cd..beffbaa 100644 --- a/src/game/npc_avatar.gd +++ b/src/game/npc_avatar.gd @@ -420,27 +420,31 @@ func _build_skinned_body(npc_type: int) -> bool: _rig.add_child(_head) for side in [-1.0, 1.0]: var suffix := "L" if side < 0.0 else "R" + # The Quaternius rig labels its joints with the opposite side (its "L" sits + # at +x while the project's "L" sits at −x), so the dot-suffixed names are + # looked up with a swapped suffix. + var qsuffix := "R" if side < 0.0 else "L" var hip := Node3D.new() hip.name = "Hip" + suffix - hip.position = _rest_origin(["Hip" + suffix, "UpperLeg." + suffix]) + hip.position = _rest_origin(["Hip" + suffix, "UpperLeg." + qsuffix]) _rig.add_child(hip) var knee := Node3D.new() knee.name = "Knee" - knee.position = _rest_origin(["Knee" + suffix, "LowerLeg." + suffix]) - hip.position + knee.position = _rest_origin(["Knee" + suffix, "LowerLeg." + qsuffix]) - hip.position hip.add_child(knee) _legs.append(hip) _knees.append(knee) var shoulder := Node3D.new() shoulder.name = "Shoulder" + suffix - shoulder.position = _rest_origin(["Shoulder" + suffix, "UpperArm." + suffix]) + shoulder.position = _rest_origin(["Shoulder" + suffix, "UpperArm." + qsuffix]) _rig.add_child(shoulder) var elbow := Node3D.new() elbow.name = "Elbow" - elbow.position = _rest_origin(["Elbow" + suffix, "LowerArm." + suffix]) - shoulder.position + elbow.position = _rest_origin(["Elbow" + suffix, "LowerArm." + qsuffix]) - shoulder.position shoulder.add_child(elbow) var hand := Node3D.new() hand.name = "Hand" - hand.position = _rest_origin(["Hand" + suffix, "Wrist." + suffix]) - elbow.position + hand.position = _rest_origin(["Hand" + suffix, "Wrist." + qsuffix]) - _rest_origin(["Elbow" + suffix, "LowerArm." + qsuffix]) elbow.add_child(hand) _arms.append(shoulder) _elbows.append(elbow) @@ -514,21 +518,21 @@ func _sync_skeleton() -> void: if _skeleton == null or _bone_indices.is_empty(): return for i in 2: - _pose_bone_any(["UpperLeg.L", "HipL"], ["UpperLeg.R", "HipR"], i, _legs[i].rotation.x) + _pose_bone_any(["UpperLeg.R", "HipL"], ["UpperLeg.L", "HipR"], i, _legs[i].rotation.x) for i in 2: - _pose_bone_any(["LowerLeg.L", "KneeL"], ["LowerLeg.R", "KneeR"], i, _knees[i].rotation.x) + _pose_bone_any(["LowerLeg.R", "KneeL"], ["LowerLeg.L", "KneeR"], i, _knees[i].rotation.x) for i in 2: - _pose_bone_any(["UpperArm.L", "ShoulderL"], ["UpperArm.R", "ShoulderR"], i, _arms[i].rotation.x) + _pose_bone_any(["UpperArm.R", "ShoulderL"], ["UpperArm.L", "ShoulderR"], i, _arms[i].rotation.x, Vector3.LEFT) for i in 2: - _pose_bone_any(["LowerArm.L", "ElbowL"], ["LowerArm.R", "ElbowR"], i, _elbows[i].rotation.x) + _pose_bone_any(["LowerArm.R", "ElbowL"], ["LowerArm.L", "ElbowR"], i, _elbows[i].rotation.x, Vector3.LEFT) if _head != null: _pose_bone("Head", _head.rotation.y, Vector3.UP) -func _pose_bone_any(left: Array, right: Array, index: int, angle: float) -> void: +func _pose_bone_any(left: Array, right: Array, index: int, angle: float, axis: Vector3 = Vector3.RIGHT) -> 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) + _pose_bone(bone_name, angle, axis) return func _pose_bone(bone_name: String, angle: float, axis: Vector3) -> void: