Bondage test items : placeholder assets for Phase 3 pipeline validation
Adds minimum viable assets to exercise the Phase 3 anim pipeline in-game : - 5 placeholder anim JSON files in assets/tiedup/animmodels/animations/ (identity keyframes matching context_stand_idle template) : armbinder_idle, armbinder_walk, armbinder_struggle, armbinder_equip_oneshot, classic_collar_idle - armbinder.json enriched with 'animations' block binding IDLE + WALK + WALK_BOUND + STRUGGLE_BOUND living_motions + on_equip oneshot - classic_collar.json enriched with IDLE binding for multi-item composition test Purpose : validate end-to-end that the data-driven pipeline fires correctly (rebuild, motion switch, oneshot sound, rehydrate) via F6 debug overlay. Visual pose does not change (identity anims) — body keyframe authoring remains blocked on Blender artist assets. Runtime note : the placeholder JSONs lack the EF 'constructor' block, so readResourcepackAnimation does not register them in AnimationManager.animationByName. resolveWithFallback will return EMPTY_ANIMATION with a dedup WARN per missing ID — this exercises the binding resolution path without needing a real StaticAnimation (the map livingAnimations still receives the accessor, F6 overlay still reports bindings:N). Real registration will land when either InstantiateInvoker.getArmature() is implemented (Phase 2 armature registry) or a dedicated AnimationRegistryEvent handler is added. Gameday verification steps documented in docs/plans/rig/GAMEDAY_CHECKLIST.md (gitignored, local only).
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{
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"_comment": "PLACEHOLDER gameday — identity walk pour armbinder (2 keyframes Root, 1s loop). Le but est de tester le switch de motion IDLE→WALK au runtime : F6 overlay doit afficher 'motion: WALK' quand le joueur bouge. Identité visuelle pour l'instant, remplacement Blender-authored (démarche contrainte, épaules raides) quand dispo.",
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"_comment_registration": "Même statut que armbinder_idle.json : pas de bloc 'constructor' => resolveWithFallback retourne EMPTY_ANIMATION. Valide le switch de motion côté binding map sans besoin d'un StaticAnimation réel.",
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"format": "ATTRIBUTES",
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"animation": [
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{
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"name": "Root",
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"time": [0.0, 1.0],
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"transform": [
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{ "loc": [0.0, 0.0, 0.0], "rot": [1.0, 0.0, 0.0, 0.0], "sca": [1.0, 1.0, 1.0] },
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{ "loc": [0.0, 0.0, 0.0], "rot": [1.0, 0.0, 0.0, 0.0], "sca": [1.0, 1.0, 1.0] }
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]
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}
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]
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}
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