Fix the Quaternius side swap, arm swing axis, and hand-proxy position (backward-compatible)
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bb54ef3eec
commit
2a6f29f5d0
1 file changed
+15
-11
+15
-11
@@ -420,27 +420,31 @@ func _build_skinned_body(npc_type: int) -> bool:
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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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# The Quaternius rig labels its joints with the opposite side (its "L" sits
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# at +x while the project's "L" sits at −x), so the dot-suffixed names are
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# looked up with a swapped suffix.
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var qsuffix := "R" if side < 0.0 else "L"
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var hip := Node3D.new()
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hip.name = "Hip" + suffix
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hip.position = _rest_origin(["Hip" + suffix, "UpperLeg." + suffix])
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hip.position = _rest_origin(["Hip" + suffix, "UpperLeg." + qsuffix])
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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 = _rest_origin(["Knee" + suffix, "LowerLeg." + suffix]) - hip.position
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knee.position = _rest_origin(["Knee" + suffix, "LowerLeg." + qsuffix]) - 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 = _rest_origin(["Shoulder" + suffix, "UpperArm." + suffix])
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shoulder.position = _rest_origin(["Shoulder" + suffix, "UpperArm." + qsuffix])
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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 = _rest_origin(["Elbow" + suffix, "LowerArm." + suffix]) - shoulder.position
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elbow.position = _rest_origin(["Elbow" + suffix, "LowerArm." + qsuffix]) - 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 = _rest_origin(["Hand" + suffix, "Wrist." + suffix]) - elbow.position
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hand.position = _rest_origin(["Hand" + suffix, "Wrist." + qsuffix]) - _rest_origin(["Elbow" + suffix, "LowerArm." + qsuffix])
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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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@@ -514,21 +518,21 @@ 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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for i in 2:
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_pose_bone_any(["UpperLeg.L", "HipL"], ["UpperLeg.R", "HipR"], i, _legs[i].rotation.x)
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_pose_bone_any(["UpperLeg.R", "HipL"], ["UpperLeg.L", "HipR"], i, _legs[i].rotation.x)
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for i in 2:
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_pose_bone_any(["LowerLeg.L", "KneeL"], ["LowerLeg.R", "KneeR"], i, _knees[i].rotation.x)
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_pose_bone_any(["LowerLeg.R", "KneeL"], ["LowerLeg.L", "KneeR"], i, _knees[i].rotation.x)
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for i in 2:
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_pose_bone_any(["UpperArm.L", "ShoulderL"], ["UpperArm.R", "ShoulderR"], i, _arms[i].rotation.x)
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_pose_bone_any(["UpperArm.R", "ShoulderL"], ["UpperArm.L", "ShoulderR"], i, _arms[i].rotation.x, Vector3.LEFT)
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for i in 2:
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_pose_bone_any(["LowerArm.L", "ElbowL"], ["LowerArm.R", "ElbowR"], i, _elbows[i].rotation.x)
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_pose_bone_any(["LowerArm.R", "ElbowL"], ["LowerArm.L", "ElbowR"], i, _elbows[i].rotation.x, Vector3.LEFT)
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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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func _pose_bone_any(left: Array, right: Array, index: int, angle: float, axis: Vector3 = Vector3.RIGHT) -> 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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_pose_bone(bone_name, angle, axis)
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return
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func _pose_bone(bone_name: String, angle: float, axis: Vector3) -> void:
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