PC3 Phase 1.2: placeholder avatar asset pack + make the loader actually assemble
assets/avatars/catalog.json referenced 14 GLB files that were never in the repo, so the avatar system could not load a single avatar. And the loader's assembly path had never run against a real skeleton -- it called Skeleton3D.has_bone() (no such method in Godot 4) and hand-copied bones in a way that dropped the skin binding. - scripts/tools/gen_placeholder_avatars.gd: generates the pack headlessly via GLTFDocument -- one rigged/skinned base body (the full 24-bone canonical rig from a T-pose) + 13 primitive attachments. Crude on purpose; real art swaps in as a pure content change (catalog paths unchanged). - assets/avatars/*.glb: the generated pack (checked in). - avatar_loader.gd: rewrote _parse_glb_as_avatar to lift the skin-bound Skeleton3D that generate_scene() already produces, instead of rebuilding it. Attachments now mount via BoneAttachment3D to the catalog's mount_bone and are actually added to the avatar tree (they were parsed then dropped). Fixed the has_bone() crash, the null ARRAY_BONES cast in _retarget_skin, and the Array[String] type mismatch on the accessory list. - smoke_test_avatar_system.gd: replaced the "asserts it fails gracefully because the files don't exist" section with a real assembly check -- Skeleton3D present, full 24-bone rig, canonical bones resolve by name, visible body mesh, equipped items mounted to bones. 14/14 from a cold cache. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
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Reference in New Issue
Block a user