Record the three failed Swat yaw attempts and keep the guard on the worker base
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zwitschi committed 2026-11-06 19:50:31 +01:00
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@@ -132,7 +132,9 @@ canonical implemented-features list in `docs/development-status.md`.
regression — three meshes for twelve roles — and the modular part library is the `0.9.10` fix.
- **Roster is eleven outfits over twelve roles (2026-11-06):** hoodie, Casual, Worker, Suit,
Adventurer, Beach, Casual_2, Farmer, King, Punk (Swat is intaken but unused — it faces Godot −Z and
every yaw attempt broke the skin). Per-family slot maps live in `QUATERNIUS_SOURCES`; a family
every yaw attempt broke the skin: node rotation turns the skin with it, object rotation collapses
it, and data-space rotation after `transform_apply` still loses the head). Per-family slot maps
live in `QUATERNIUS_SOURCES`; a family
that cannot paint a slot (Farmer has no hair) gets `patch_slots`, which buries a 4 cm triangle so
the material survives the export and the contract holds.
- **FBX modular parts need five fixes before they are a base (2026-11-06):** (1) every FBX file
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@@ -781,10 +781,13 @@ regressing gear fit, budget or readability.
Farmer, King, Punk, Suit) with a slot map each: the roster now runs **eleven distinct outfits
across twelve roles**. `patch_slots` buries a hidden triangle for slots a family cannot paint
(Farmer has no hair shell), so the five-slot contract holds on helmeted and hatted heads.
- [ ] **Swat base faces backwards.** It is authored facing Godot -Z. Yawing the exported base
rotates the skin with the armature node and renders the character headless; yawing the mesh
too collapses it. The fix is to yaw the four FBX parts before the join. `npc_guard` stays on
the worker base until then.
- [ ] **Swat base faces backwards, and three yaw attempts failed.** It is authored facing Godot
−Z. Tried and rejected: (a) rotating the exported armature node — the skin turns with it and
the character renders headless; (b) rotating armature + mesh objects — collapses into a
spike; (c) rotating mesh *data* plus the rest bones after `transform_apply` — still headless.
Next idea: yaw each of the four FBX parts in its own import (before any join), or re-author
the base from the pack's `All together/Humans_Master` scene where facing is known.
`npc_guard` stays on the worker base; `Swat.glb` is intaken but unused.
- [ ] `SpaceSuit` is not intaken: it has no skin, eye or hair geometry at all and no role fits an
astronaut on Hollywood Boulevard. `Weapons` (pistol, sword) is unused by design — the game
has no weapon system.
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@@ -363,12 +363,19 @@ def make_base(family_dir: Path, out: Path, yaw: float = 0.0):
# mesh as well double-applies the skin, and baking the rotation into an already
# bound mesh collapses the character.
if abs(yaw) > 0.01:
# World-space rotation: the FBX armature carries its own -90 X, so
# `rotate_axis("Z")` would turn about that local axis and lay the character
# flat instead of facing the other way.
# Rotate in *data* space, after the object transforms are baked: turning the
# exported armature node rotates with the skin and renders headless, and
# rotating the object pair on top of a bound skin collapses it. Rotating the
# vertices and the rest bones by the same matrix keeps the bind intact.
from mathutils import Matrix # type: ignore
keep.matrix_world = (Matrix.Rotation(math.radians(yaw), 4, "Z")
@ keep.matrix_world)
rotation = Matrix.Rotation(math.radians(yaw), 4, "Z")
body.data.transform(rotation)
bpy.context.view_layer.objects.active = keep
bpy.ops.object.mode_set(mode="EDIT")
for bone in keep.data.edit_bones:
bone.head = rotation @ bone.head
bone.tail = rotation @ bone.tail
bpy.ops.object.mode_set(mode="OBJECT")
bpy.context.view_layer.update()
out.parent.mkdir(parents=True, exist_ok=True)