feat(vagrant): v0.3.0 — substrate-port rig + animations + locomotion
- humanoid.rig.json rewrite: legs->root, rest.rot+rest.scl on all bones, Y-mirror via scl=-1 on leg_l/r/foot_l/r, locomotion-block with procedural footplant config - walk.anim.json: substrate walk_fwd_lower port; track=lower; pos+scl channels on legs+feet - walk_upper.anim.json (NEW): substrate walk_upper port; arm-swing - idle.anim.json: substrate idle_upper port; pos+rot on shoulders+arms - init.lua: walk_upper parallel-play wiring - manifest bump v0.2->v0.3; puppet dep ^0.3.0
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8
init.lua
8
init.lua
@@ -34,11 +34,13 @@ local function set_walk_or_idle(moving)
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if moving then
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if not puppet.is_playing(state.player, "walk") then
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puppet.stop(state.player, "idle")
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puppet.play(state.player, "walk", { loop = true })
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puppet.play(state.player, "walk", { loop = true })
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puppet.play(state.player, "walk_upper", { loop = true })
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end
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else
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if not puppet.is_playing(state.player, "idle") then
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puppet.stop(state.player, "walk")
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puppet.stop(state.player, "walk_upper")
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puppet.play(state.player, "idle", { loop = true })
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end
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end
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@@ -59,10 +61,12 @@ function M.init(ctx)
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-- Puppet rig + sprite textures + animations.
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local rig = puppet.load_rig("rigs/humanoid.rig.json", aliases)
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state.player = puppet.spawn(rig, { x = 320, y = 240 })
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local idle = puppet.load_animation("animations/idle.anim.json", rig)
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local walk = puppet.load_animation("animations/walk.anim.json", rig)
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local walk_upper = puppet.load_animation("animations/walk_upper.anim.json", rig)
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local idle = puppet.load_animation("animations/idle.anim.json", rig)
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puppet.register_animation(state.player, idle)
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puppet.register_animation(state.player, walk)
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puppet.register_animation(state.player, walk_upper)
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puppet.play(state.player, "idle", { loop = true })
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-- Furniture textures (preload to avoid first-frame load stutter).
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