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
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+51 -14
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@@ -191,23 +191,52 @@ func load_attachment(slot_id: String, asset_id: String) -> Node3D:
# skeleton; static props (the common case) are unaffected. # skeleton; static props (the common case) are unaffected.
_retarget_skin(attachment_node) _retarget_skin(attachment_node)
# Mount to the appropriate bone via a BoneAttachment3D so it follows the # Check if this attachment has multi-bone children (e.g. Attach_LeftUpperLeg, Attach_Hips).
# skeleton. Falls back to a plain skeleton child if the mount bone is var multi_bone_children: Array[Node] = []
# missing (a bad catalog entry) rather than dropping the attachment. for child in attachment_node.get_children():
var mount_bone: String = asset_meta.get("mount_bone", "") var cname := child.name
if mount_bone.is_empty(): if cname.begins_with("Attach_") or cname.begins_with("attach_"):
mount_bone = _slot_to_mount_bone(slot_id) var target_bone := cname.substr(7)
if skeleton.find_bone(target_bone) != -1:
multi_bone_children.append(child)
var mount_node: Node3D var mount_node: Node3D
if not mount_bone.is_empty() and skeleton.find_bone(mount_bone) != -1: if not multi_bone_children.is_empty():
var ba := BoneAttachment3D.new() var created_bas: Array[BoneAttachment3D] = []
ba.name = "Mount_%s" % slot_id if slot_id != "accessory" else "Mount_accessory_%s" % asset_id for child in multi_bone_children:
ba.bone_name = mount_bone var target_bone := child.name.substr(7)
skeleton.add_child(ba) var ba := BoneAttachment3D.new()
ba.add_child(attachment_node) ba.name = "Mount_%s_%s" % [slot_id, target_bone]
mount_node = ba ba.bone_name = target_bone
else: skeleton.add_child(ba)
attachment_node.remove_child(child)
ba.add_child(child)
created_bas.append(ba)
skeleton.add_child(attachment_node) 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 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. # Store the top-level mount node so unload can free the whole unit.
if slot_id == "accessory": if slot_id == "accessory":
@@ -228,11 +257,19 @@ func unload_attachment(slot_id: String) -> void:
if slot_id == "accessory": if slot_id == "accessory":
for node in _attachments.get("accessory", []): for node in _attachments.get("accessory", []):
if is_instance_valid(node): 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() node.queue_free()
_attachments.erase("accessory") _attachments.erase("accessory")
else: else:
var node = _attachments.get(slot_id) var node = _attachments.get(slot_id)
if is_instance_valid(node): 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() node.queue_free()
_attachments.erase(slot_id) _attachments.erase(slot_id)
+1 -1
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@@ -12,7 +12,7 @@ extends Node
const STRIDE := 0.42 ## peak hip swing, radians (~24 deg) const STRIDE := 0.42 ## peak hip swing, radians (~24 deg)
const ARM_SWING := 0.32 ## peak shoulder swing, radians 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 CYCLE := 1.9 ## phase (radians) advanced per metre travelled
const BLEND := 12.0 ## ease rate toward the target pose 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 const MOVE_EPS := 0.35 ## m/s below which we treat the avatar as idle
+21 -10
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@@ -458,27 +458,38 @@ func _gen_pants_cargo() -> void:
pocket_mat.albedo_color = Color(0.20, 0.24, 0.32) # Dark pocket trim pocket_mat.albedo_color = Color(0.20, 0.24, 0.32) # Dark pocket trim
pocket_mat.roughness = 0.9 pocket_mat.roughness = 0.9
# 1. Waist section (covering hips across both legs) # 1. Waist mounted to Hips bone (Y=0.76)
var attach_hips := Node3D.new()
attach_hips.name = "Attach_Hips"
root.add_child(attach_hips)
var waist := MeshInstance3D.new() var waist := MeshInstance3D.new()
waist.name = "Waist" waist.name = "Waist"
var waist_mesh := BoxMesh.new() var waist_mesh := BoxMesh.new()
waist_mesh.size = Vector3(0.86, 0.20, 0.50) waist_mesh.size = Vector3(0.88, 0.22, 0.52)
waist.mesh = waist_mesh waist.mesh = waist_mesh
waist.position = Vector3(0.0, -0.06, 0.0) # Relative to Hips bone (Y=0.76) waist.position = Vector3(0.0, -0.05, 0.0) # Relative to Hips (Y=0.76), covers world Y 0.60 to 0.82
waist.material_override = pants_mat waist.material_override = pants_mat
root.add_child(waist) attach_hips.add_child(waist)
# 2. Left and Right Pant Legs (legs are 0.40 wide, 0.78 tall, 0.46 deep, centers X = +-0.21) # 2. Left and Right Pant Legs mounted to LeftUpperLeg and RightUpperLeg
for side in [-1.0, 1.0]: for side in [-1.0, 1.0]:
var sname := "Right" if side < 0.0 else "Left" var sname := "Right" if side < 0.0 else "Left"
var attach_leg := Node3D.new()
attach_leg.name = "Attach_%sUpperLeg" % sname
root.add_child(attach_leg)
var leg := MeshInstance3D.new() var leg := MeshInstance3D.new()
leg.name = "PantLeg_%s" % sname leg.name = "PantLeg_%s" % sname
var leg_mesh := BoxMesh.new() var leg_mesh := BoxMesh.new()
leg_mesh.size = Vector3(0.44, 0.64, 0.50) # Covers down to ankle # Encases leg from hip joint down to ankle/sole.
# Relative to UpperLeg bone (Y=0.74), center Y=-0.37, height 0.76 covers Y=-0.75 to +0.01 (world Y=-0.01 to 0.75).
# Width 0.44 encloses 0.40 leg, Depth 0.50 encloses 0.46 leg.
leg_mesh.size = Vector3(0.44, 0.76, 0.50)
leg.mesh = leg_mesh leg.mesh = leg_mesh
leg.position = Vector3(side * 0.21, -0.34, 0.0) leg.position = Vector3(0.0, -0.37, 0.0)
leg.material_override = pants_mat leg.material_override = pants_mat
root.add_child(leg) attach_leg.add_child(leg)
# Cargo pocket on outer side # Cargo pocket on outer side
var pocket := MeshInstance3D.new() var pocket := MeshInstance3D.new()
@@ -486,9 +497,9 @@ func _gen_pants_cargo() -> void:
var pocket_mesh := BoxMesh.new() var pocket_mesh := BoxMesh.new()
pocket_mesh.size = Vector3(0.08, 0.20, 0.24) pocket_mesh.size = Vector3(0.08, 0.20, 0.24)
pocket.mesh = pocket_mesh pocket.mesh = pocket_mesh
pocket.position = Vector3(side * 0.44, -0.32, 0.0) pocket.position = Vector3(side * 0.23, -0.32, 0.0)
pocket.material_override = pocket_mat pocket.material_override = pocket_mat
root.add_child(pocket) attach_leg.add_child(pocket)
_write_glb(root, "pants_cargo_01") _write_glb(root, "pants_cargo_01")
root.free() root.free()