fix: Articulate pants with leg bones and fix walking animation clipping
checkpoint / checkpoint (push) Successful in 6m11s

This commit is contained in:
2026-09-20 21:05:55 +00:00
parent a7de464e1f
commit ddcc0866b8
4 changed files with 73 additions and 25 deletions
+51 -14
View File
@@ -191,23 +191,52 @@ func load_attachment(slot_id: String, asset_id: String) -> Node3D:
# skeleton; static props (the common case) are unaffected.
_retarget_skin(attachment_node)
# Mount to the appropriate bone via a BoneAttachment3D so it follows the
# skeleton. Falls back to a plain skeleton child if the mount bone is
# missing (a bad catalog entry) rather than dropping the attachment.
var mount_bone: String = asset_meta.get("mount_bone", "")
if mount_bone.is_empty():
mount_bone = _slot_to_mount_bone(slot_id)
# Check if this attachment has multi-bone children (e.g. Attach_LeftUpperLeg, Attach_Hips).
var multi_bone_children: Array[Node] = []
for child in attachment_node.get_children():
var cname := child.name
if cname.begins_with("Attach_") or cname.begins_with("attach_"):
var target_bone := cname.substr(7)
if skeleton.find_bone(target_bone) != -1:
multi_bone_children.append(child)
var mount_node: Node3D
if not mount_bone.is_empty() and skeleton.find_bone(mount_bone) != -1:
var ba := BoneAttachment3D.new()
ba.name = "Mount_%s" % slot_id if slot_id != "accessory" else "Mount_accessory_%s" % asset_id
ba.bone_name = mount_bone
skeleton.add_child(ba)
ba.add_child(attachment_node)
mount_node = ba
else:
if not multi_bone_children.is_empty():
var created_bas: Array[BoneAttachment3D] = []
for child in multi_bone_children:
var target_bone := child.name.substr(7)
var ba := BoneAttachment3D.new()
ba.name = "Mount_%s_%s" % [slot_id, target_bone]
ba.bone_name = target_bone
skeleton.add_child(ba)
attachment_node.remove_child(child)
ba.add_child(child)
created_bas.append(ba)
skeleton.add_child(attachment_node)
attachment_node.set_meta("bone_attachments", created_bas)
attachment_node.tree_exiting.connect(func():
for ba in created_bas:
if is_instance_valid(ba) and not ba.is_queued_for_deletion():
ba.queue_free()
)
mount_node = attachment_node
else:
# Single mount bone via a BoneAttachment3D so it follows the skeleton.
# Falls back to a plain skeleton child if the mount bone is missing.
var mount_bone: String = asset_meta.get("mount_bone", "")
if mount_bone.is_empty():
mount_bone = _slot_to_mount_bone(slot_id)
if not mount_bone.is_empty() and skeleton.find_bone(mount_bone) != -1:
var ba := BoneAttachment3D.new()
ba.name = "Mount_%s" % slot_id if slot_id != "accessory" else "Mount_accessory_%s" % asset_id
ba.bone_name = mount_bone
skeleton.add_child(ba)
ba.add_child(attachment_node)
mount_node = ba
else:
skeleton.add_child(attachment_node)
mount_node = attachment_node
# Store the top-level mount node so unload can free the whole unit.
if slot_id == "accessory":
@@ -228,11 +257,19 @@ func unload_attachment(slot_id: String) -> void:
if slot_id == "accessory":
for node in _attachments.get("accessory", []):
if is_instance_valid(node):
if node.has_meta("bone_attachments"):
for ba in node.get_meta("bone_attachments"):
if is_instance_valid(ba):
ba.queue_free()
node.queue_free()
_attachments.erase("accessory")
else:
var node = _attachments.get(slot_id)
if is_instance_valid(node):
if node.has_meta("bone_attachments"):
for ba in node.get_meta("bone_attachments"):
if is_instance_valid(ba):
ba.queue_free()
node.queue_free()
_attachments.erase(slot_id)
+1 -1
View File
@@ -12,7 +12,7 @@ extends Node
const STRIDE := 0.42 ## peak hip swing, radians (~24 deg)
const ARM_SWING := 0.32 ## peak shoulder swing, radians
const KNEE := 0.5 ## peak knee bend, radians
const KNEE := 0.0 ## peak knee bend, radians (0.0 for rigid placeholder limbs so feet/shoes don't dislocate)
const CYCLE := 1.9 ## phase (radians) advanced per metre travelled
const BLEND := 12.0 ## ease rate toward the target pose
const MOVE_EPS := 0.35 ## m/s below which we treat the avatar as idle