User feedback: 'anchorpoints sind hüftgelenke und können sich nicht frei drehen. hüfte bleibt zum körper statisch'. Architecture: - legs.parent = body (was lower_control). Hip position cascades from body.world.rot, so hips stay at body-frame left/right regardless of body rotation. lower_control virtual bone removed (no longer needed). - Procedural 'leg_orientation' sets leg.local.rot = walk_dir - body.rot each frame, so leg.world.rot = walk_dir (independent of body cascade). Requires puppet v0.4.2 per-channel write_bone (walk_anim writes leg.scl while procedural writes leg.rot — disjoint channels). Result: legs visually attach at body's anatomical left/right hips no matter where body faces; stride oscillation aligns with WASD walk direction. Hip position no longer drifts with walk direction.
22 lines
765 B
Plaintext
22 lines
765 B
Plaintext
{
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"id": "vagrant-skeleton",
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"version": "0.4.0",
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"kind": "module",
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"api": "^0.1",
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"ci_frames": 60,
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"entry_point": "init.lua",
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"asset_aliases": {
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"player": "lib-asset.prototype-subterrain",
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"tiles": "lib-asset.prototype-subterrain",
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"world": "lib-asset.prototype-subterrain"
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},
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"deps": [
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{"id": "lib-core.input", "version": "0.4.0"},
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{"id": "lib-core.camera", "version": "0.3.0"},
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{"id": "lib-core.render", "version": "0.1.0"},
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{"id": "lib-core.maps", "version": "0.1.2"},
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{"id": "lib-core.puppet", "version": "0.4.2"},
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{"id": "lib-asset.prototype-subterrain", "version": "0.1.1"}
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]
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}
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