Add formal enemies, remaining formal partners and synthesized UI SFX
- UI SFX v3: procedurally synthesized one-shots (Tools/synth_ui_sfx.py) wired to buttons, rewards, errors and red dots via UiSfx, gated by the SFX setting. - Five formal enemies (Hornlet, Dashlet, Shellhorn, HornCaptain, GreatHorn): Hunyuan 50k -> 2000-tri XPbr, DGXA TokenRig, Idle/Walk/Attack, nested per type in PrototypeArena; PrototypeBattle.Enemy gains presentation-only Moving/Strikes. - Formal partners for all ten pets in the arena and portraits, including new VineSprite, ThunderLeopard and TideWhale. - Pipeline fixes: reject local TokenRig fallback, drop loose mesh islands, configurable Unity run_script timeout, companion static stage. - Also includes concurrent work from another tool in this working tree (FlameLion, enemy combat FX, challenge mode, home explorer, server updates). - Resources registered in Doc/ResDesc_*.md; verified on isolated :18081. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@@ -0,0 +1,61 @@
|
||||
# 泡泡龟 BubbleTurtle · T1 伙伴制作记录
|
||||
|
||||
2026-10-21完成。伙伴ID=4,水元素守护,现行技能“缓流泡泡”。青蓝厚壳/宽奶油壳缘、四条短腿和短尾,沿用火喵/芽芽/闪闪雀的成品风格。仅交付正式角色视觉,不改变Config/Gameplay/greenfield.json玩法数值。
|
||||
|
||||
## 交付
|
||||
|
||||
| 项目 | 路径 |
|
||||
| --- | --- |
|
||||
| 静态伙伴 | `AIClient/Assets/Bundles/Characters/Animal/BubbleTurtle/BubbleTurtle.prefab` |
|
||||
| 动画伙伴入口 | 同目录 `BubbleTurtle_Companion.prefab` |
|
||||
| 骨架中间Prefab | 同目录 `BubbleTurtle_Rigged.prefab` |
|
||||
| 独立验收场景 | `AIClient/Assets/Bundles/Scenes/Review/Companion_BubbleTurtle_Review.unity` |
|
||||
| 并排/Play截图 | `AIClient/Assets/Screenshots/companion_bubbleturtle_{review,play}.png` |
|
||||
| 正式配方 | `Config/Art/Companions/BubbleTurtle.json` |
|
||||
| 来源与状态 | `Tools/output/companions/BubbleTurtle/production_manifest.json`,status=validated |
|
||||
|
||||
0.35m、2000三角面/988原始顶点,1024² base/mix、Test/XPbr,每顶点最多4个归一化权重。Y-up、底面中心、局部-Z正面;外层逻辑根单位缩放/旋转identity,Root Motion关闭。保持水平四足体态,不转成双足站立。
|
||||
|
||||
## 来源与朝向
|
||||
|
||||
内置imagegen参考proto_pet_4身份与火喵风格生成 `bubbleturtle.png`,1536×1024,白底四角RGB最小253;完整提示词、内置生成模式与参考见 `design_prompt.txt`。用户明确授权图像提交腾讯混元3D及随后模型/骨架发送项目DGXA,官方网页50k得到 `Tools/output/bubbleturtle_3d/bubbleturtle.glb`,实测50002 tris,内嵌贴图解码通过。
|
||||
|
||||
混元将三分之四设计图重建成斜向龟体。离线校准首次-135°尝试在Unity中前后相反,原因是FBX到Unity的左右手转换未计入;保留该诊断版本,最终从原高模绕Blender Z +45°刚性旋转,得到 `bubbleturtle_forward.glb`,Unity正侧背图确认脸朝-Z。形状/UV仅作刚性变换,无运行时补转。前后判断以Unity实际视图和头/前脚相对后脚的位置门禁为准。
|
||||
|
||||
正式烘焙目录 `Tools/output/bubbleturtle_game_forward/`,Blender5减面/UV/烘焙到2000 tris/1024 XPbr,Pipeline只导入FBX/两张PNG,在Unity创建材质/Prefab。原斜向及反向的高模、烘焙、17骨/11骨和反向Walk只留诊断,不作正式来源。
|
||||
|
||||
## 同源骨架与权重
|
||||
|
||||
最终forward高模经DGXA TokenRig original得到自身26骨,保留 `Tools/output/bubbleturtle_dgx/high_rig/rigged.glb` 与 `rig_request.json`。rig SHA256:`b913d91b8596ee5a3e6358d3332c416bfac363240455972d46bcd03a126216d5`。三段正式UniMate源动作均在该rig上新生成,CUDA成功,回执保留英文提示词、任务号和rig/FBX哈希;先通过单Walk再补Idle/Attack。
|
||||
|
||||
自身映射:root0、shell1、neck2、head3(头链继续至4);前右踝7/脚尖8、前左踝12/脚尖13、后右踝16/脚尖17、后左踝20/脚尖21,尾链22..25。所有编号只属于本次26骨,不能沿用诊断版或其它伙伴。
|
||||
|
||||
静态低模Y-up→Blender Z-up,对齐底面中心/等比尺寸后转权重,保留网格/UV。表面距离最大0.005086/RMS0.001701(源高约0.529),绑定后相对静态模最大顶点误差0.000034m。原自动权重让后左脚实际步幅不足,离线区域修正壳体及四脚,未降低验收门槛:壳区影响467个源顶点,其中402个全权重到shell1;四脚分别影响63/68/58/70个源顶点,平滑绑定各自踝骨。范围和几何信息见.skin.json。
|
||||
|
||||
skinRegions使用原低模FBX顶点坐标/高度归一化;其Z与Unity世界Z相反。shellRegionMin/Max使用Unity归一化空间供独立QA选择壳区。两者不能直接混用。壳体刚性检查覆盖860个Unity顶点;四脚分别采样76/96/92/117个实际蒙皮顶点,不能只看骨点移动。
|
||||
|
||||
## 动作与验收
|
||||
|
||||
| 动作 | 行为 | 各121帧实际蒙皮结果 |
|
||||
| --- | --- | --- |
|
||||
| Idle | 2.0秒循环,4%源变化+轻微头部呼吸,四脚固定,壳稳定 | 最大形变0.00636m;身体倾角0.040°;四脚支撑 |
|
||||
| Walk | 1.6秒循环,12%源变化+四拍短步,摆动窗口20%,每次一脚抬起 | 四脚实际步幅0.03499/0.03472/0.03413/0.03371m;抬脚0.00769/0.00799/0.00888/0.00921m;至少三脚支撑;身体倾角0.201° |
|
||||
| Attack | 1.2秒单次,8%源变化+缩颈蓄力/探头释放/恢复,四脚撑地 | 最大形变0.03919m;探头约0.02409m/回缩0.00797m;身体倾角2.731°;四脚支撑;0.6秒释放事件 |
|
||||
|
||||
三段端点顶点差均为0,逻辑根XZ漂移为0;Walk整段脚底误差≤0.238mm,Idle/Attack≤0.003mm。壳区扣除壳骨刚性变换后的变形误差在报告精度0.000000m,门槛1mm。身体倾角测量可见壳体相对绑定姿态,不用被固定的根骨代替身体,也不要求水平龟体的骨轴朝世界Y。
|
||||
|
||||
控制器验证Idle↔Walk、两状态进入Attack、单触发一次、恢复请求状态和过渡不穿地通过;真实10秒Play观察Idle/Walk/Attack,最大身体倾角2.714°,根固定,完成后已退出Play。静态/Walk五相位/Idle中段/Attack蓄力、出手、恢复的四向近景已检查,龟壳、脚部、头颈和尾部未见明显拉扯或塌陷。
|
||||
|
||||
独立场景为Static/Idle/Walk/Attack/Cycle五组,X=100。通过Pipeline Additive构建,不改写其他场景资产。宽体隔离相机改为按实际顶点投影的宽高取景,避免裁切龟头与尾部。资源总清单追加静态及伙伴两项,仅ValidateOnly,不重建总验收场景。
|
||||
|
||||
## 调用与复现
|
||||
|
||||
Animator在Model节点:Motion Int 0=Idle、1=Walk;Attack Trigger触发一次吐泡泡动作。Attack在0.6秒发送OnCompanionAttackImpact,接收器应位于Animator节点或转发。当前只有动作释放接口,实际泡泡投射物、缓速结算、特效/音效及正式关卡简模替换由技能系统接入。
|
||||
|
||||
```powershell
|
||||
python Tools/character_animation_pipeline.py --recipe Config/Art/Companions/BubbleTurtle.json --build-review --play-check
|
||||
```
|
||||
|
||||
标准流程新增quadruped_turtle/turtle_bubble分支,未知四足仍不得套用;完整入口最终代码已执行通过。6项Python流程保护测试、4个C#制作/验收脚本编译通过。初始BubbleTurtle.draft.json继续boneMappingReady=false,不作完成资产。
|
||||
|
||||
报告位于 `Tools/output/companions/BubbleTurtle/`:production_manifest.json、verification.txt、walk_verification.txt、play_verification.txt、walk_processing.txt、motion_processing.txt、BubbleTurtle_Rigged.skin.json。近景为static_audit、walk_audit、idle_audit、attack_audit。当前使用用户已有AIClient GUI实例,保留Editor开启。
|
||||
|
After Width: | Height: | Size: 1.5 MiB |
@@ -0,0 +1,13 @@
|
||||
Use case: stylized-concept.
|
||||
Asset type: a single production character concept image for image-to-3D, BubbleTurtle (泡泡龟), T1 water-element guardian companion for the same polished cute fantasy mobile game.
|
||||
Input images: image 1 proto_pet_4 is ONLY the identity reference: turquoise/aqua domed turtle shell, aqua rounded head, four short cream feet, low four-legged turtle silhouette. Image 2 FireCat is ONLY the established polished 3D art style, collectible proportions and high-quality expressive eyes reference. Create a turtle, never a cat and never a standing biped.
|
||||
Primary request: an appealing little fantasy land turtle, sturdy rounded squat quadruped with a thick smooth domed turquoise shell on its back, a few broad simple hexagonal scutes in slightly darker aqua, broad solid cream shell rim, large friendly aqua-blue head with a short visible neck projecting clearly out in front of the shell, expressive glossy deep-blue eyes with small readable whites, tiny happy mouth appropriate for blowing a bubble spell. Cream pale-yellow chin and underside. FOUR separate short stout legs, cream rounded feet with only two or three broad subtle toe divisions; all four legs support a normal horizontal quadruped turtle body. A tiny compact aqua tail, subtle pale water-drop-shaped mark integrated into the central shell scute, no detached ornaments. No clothing, fur or cat features. Friendly steadfast guardian personality, basic T1 form.
|
||||
Materials/style: polished stylized 3D studio character render matching FireCat's quality, smooth gently textured reptile skin and softly satin shell with clear solid volumes; strong clean silhouette, no realistic harsh reptile scales, no plastic toy seams, no see-through shell.
|
||||
Composition: ONE creature, whole body centered in an informative front three-quarter view, camera slightly above eye level so the shell dome and the friendly face are both visible; four feet clearly separated and as readable as possible, spaced naturally with visible gaps between legs and shell so joints can be rigged, not fused flippers. Head faces toward the viewer and slightly to one side without twisting the neck, body naturally horizontal and all feet grounded. Full shell, head, feet and small tail in frame, generous pure-white margins. Landscape 3:2 framing appropriate for a broad low turtle.
|
||||
Lighting/backdrop: soft neutral studio lighting, PURE SOLID WHITE RGB255 background including all four corners, minimal soft contact shadow immediately under feet.
|
||||
Constraints: suitable for a clean 2000-triangle game model, a single rigid thick shell, broad scutes rather than many tiny pieces, thick connected forms, no floating bubbles, water jets, particles, transparent effects, puddle, pedestal, props, environment, text, labels, multiple views, watermark, weapons or armor. Do not turn the turtle into a humanoid, a sea turtle with flippers, a spiky tortoise, or a shell-less animal.
|
||||
|
||||
Mode: built-in image_gen, new character concept using reference images.
|
||||
Identity reference: AIClient/Assets/Bundles/UI/Texture/Prototype/proto_pet_4.png
|
||||
Style reference: Doc/Design/Character/FireCat/firecat.png
|
||||
Output: Doc/Design/Character/BubbleTurtle/bubbleturtle.png (1536x1024).
|
||||
@@ -0,0 +1,63 @@
|
||||
# 芽芽 BudBud · T1 伙伴制作记录
|
||||
|
||||
2026-10-20完成正式版本。伙伴ID=2,草元素支援/治疗定位;奶油圆脸、五片绿叶瓣、头顶黄花苞、短叶臂和双足,与火喵保持相同美术风格。本次交付角色视觉资产,不改变战斗数值。
|
||||
|
||||
## 交付
|
||||
|
||||
| 项目 | 结果 |
|
||||
| --- | --- |
|
||||
| 静态伙伴 | `AIClient/Assets/Bundles/Characters/Animal/BudBud/BudBud.prefab` |
|
||||
| 动画伙伴入口 | `AIClient/Assets/Bundles/Characters/Animal/BudBud/BudBud_Companion.prefab` |
|
||||
| 骨架中间Prefab | 同目录 `BudBud_Rigged.prefab` |
|
||||
| 验收场景 | `AIClient/Assets/Bundles/Scenes/Review/Companion_BudBud_Review.unity` |
|
||||
| 并排/Play截图 | `AIClient/Assets/Screenshots/companion_budbud_{review,play}.png` |
|
||||
| 正式配方 | `Config/Art/Companions/BudBud.json` |
|
||||
| 来源与状态 | `Tools/output/companions/BudBud/production_manifest.json`,status=validated |
|
||||
|
||||
尺寸0.50m,2000三角面、1002原始顶点,1024² base/mix贴图,Test/XPbr材质,每顶点最多4个归一化权重。Y-up、底面中心原点、局部-Z正面;逻辑外层根缩放1/旋转identity,Root Motion关闭。
|
||||
|
||||
## 来源与制作
|
||||
|
||||
1. 内置imagegen参考 `FireCat/firecat.png` 风格与 `proto_pet_2.png` 身份生成 `budbud.png`,1024×1536,白底四角RGB最小253。完整提示词/模式/参考见 `design_prompt_formal.txt`。
|
||||
2. 用户明确授权后提交腾讯混元3D官方网页50k图生3D,得到 `Tools/output/budbud_3d/budbud.glb`(50000 tris),内嵌贴图解码通过。任务回执 `hunyuan_status.json`。
|
||||
3. Blender5减面、UV、烘焙到2000 tris/1024 XPbr;产物 `Tools/output/budbud_game/budbud_xpbr/`。Pipeline只导入FBX和两张PNG,在Unity创建材质/Prefab,不复制离线mat/meta。
|
||||
4. 同一混元高模经项目DGXA TokenRig original模板得到自身22骨,保存在 `Tools/output/budbud_dgx/high_rig/`。rig SHA256:`729fbbd33dee63977da22ae809762a2d4894882da04df9c0512291b27e44af98`。
|
||||
5. 已验收低模Y-up转Blender Z-up,再等比尺寸/底面中心对齐后转权重,保留网格与UV。对齐距离最大0.004639、RMS0.001779(源模型高约1.131);本角色无需额外skinOverrides。绑定后对静态模最大顶点误差0.000026m。
|
||||
6. 先生成并验收单Walk的121帧蒙皮和四个相位的正侧背面,再补Idle与治疗施法Attack。三段均为同一rig的UniMate新生成源动作,本次均CUDA成功,回执记录rig/源FBX哈希、原始英文提示词和远程任务号。
|
||||
7. 源动作经离线绑定空间校准、贴地、循环闭合与语义编辑保存为正式.anim;不依赖运行时反向旋转或临时生成动画。统一入口完成Edit及实际Play验收。
|
||||
|
||||
自身骨骼检查:root=bone_0、chest=bone_3、头部链bone_4/5;X正侧手臂bone_7/踝bone_16/脚尖bone_17,X负侧手臂bone_11/踝bone_20/脚尖bone_21。正面参考使用不同的左右踝骨16/20;编号只适用于本次芽芽rig。花瓣与花苞随头部链运动,无独立花瓣次级骨。
|
||||
|
||||
## 动作与验收
|
||||
|
||||
| 动作 | 正式行为 | 121帧实际蒙皮结果 |
|
||||
| --- | --- | --- |
|
||||
| Idle | 1.6秒循环,8%源变化+轻呼吸,首尾绑定参考 | 最大形变0.01614m;根倾角1.539°;脚底误差≤0.019mm |
|
||||
| Walk | 1.1秒原地循环,35%源变化+交替短步 | 左右步幅0.05763/0.05558m;根倾角7.950°;脚底误差≤0.137mm |
|
||||
| Attack | 1.1秒单次,12%源变化+双叶手抬起前推治疗施法,恢复Idle | 最大形变0.10955m;根倾角2.199°;脚底误差≤0.156mm;内部视觉位移0.002m |
|
||||
|
||||
Walk原始根倾角65.349°,并非静态模up改变;用全骨骼源首帧相对绑定姿态校准,保留相对运动后离线收尾。仅改Armature +90°X不能解决,正式资产保留正确绑定空间。
|
||||
|
||||
三段首尾顶点误差均为0;Idle/Walk逻辑根水平不漂移。控制器通过Idle↔Walk、两状态进入Attack、单触发一次及恢复请求状态;实际10秒Play观察到Idle、Walk、Attack,最大根倾角7.915°,根位置固定,结束已退出Play。
|
||||
|
||||
正侧背静态、Walk四相位、施法蓄力/出手/恢复近景已目视检查;花瓣头与花苞、叶臂和背部小叶无明显拉扯或塌陷。预览可在验收场景的Static/Idle/Walk/Attack/Cycle五组查看,X=60,与火喵X=40隔开。该场景未接入正式关卡。
|
||||
|
||||
## 调用与复现
|
||||
|
||||
Animator在Model节点:`Motion` Int,0=Idle、1=Walk;`Attack` Trigger触发一次治疗施法。Attack在0.55秒发送 `OnCompanionAttackImpact`,事件接收器应在Animator所在节点或由该处转发。该事件仅提供表现时机,实际回血、范围选取、治疗特效和音效由技能系统接入。
|
||||
|
||||
```powershell
|
||||
python Tools/character_animation_pipeline.py --recipe Config/Art/Companions/BudBud.json --build-review --play-check
|
||||
```
|
||||
|
||||
默认使用哈希校验后的本地来源;显式 `--generate Idle Walk Attack` 才请求新动作。初始 `BudBud.formal.draft.json` 继续保持boneMappingReady=false,仅作禁用草稿记录。
|
||||
|
||||
验收报告位于 `Tools/output/companions/BudBud/`:`verification.txt`、`walk_verification.txt`、`play_verification.txt`、`walk_processing.txt`、`motion_processing.txt`、`BudBud_Rigged.skin.json`。近景在 `static_audit/`、`walk_audit/`、`idle_audit/`、`attack_audit/`。
|
||||
|
||||
## 旧草稿留档
|
||||
|
||||
原Blender程序化1804 tris/8骨版本未通过Unity验收,已由本正式版本替换。原离线文件、配方与文档在 `Tools/output/budbud_offline_draft_20261020/`;原Unity资产通过Pipeline复制至 `AIClient/Assets/Temp/BudBud_OfflineDraft_20261020/`,新GUID且不进入Bundles。旧记录仅作历史,不作为正式来源。
|
||||
|
||||
AIClient使用图形batchmode+Unity Pipeline完成本次制作;启动时空白未命名场景(0对象、无修改)已通过Pipeline保存在 `Assets/Temp/BudBud_BatchStartup_20261020.unity`,以允许Additive创建验收场景,未丢弃任何场景内容。
|
||||
|
||||
制作结束后,已确认仅打开本次两个已保存场景,并通过Pipeline正常退出本次启动的batch Editor,释放项目锁供人工打开。其他Unity项目未操作。
|
||||
|
After Width: | Height: | Size: 1.7 MiB |
@@ -0,0 +1 @@
|
||||
Create BudBud (芽芽), the next companion after FireCat: a friendly small grass-element support creature for a polished stylized 3D mobile game. Use a rounded mint-green leaf-bud body, cream muzzle and belly, cream feet, a tiny pink nose, dark glossy eyes, three broad leaf sprouts on the crown and a small yellow flower center. Upright biped, short separate legs and arms, one full body, no props, no text, no scenery, clean studio white background, gentle welcoming expression, front and slight three-quarter views suitable for a 1500-2000 triangle low-poly model. Preserve Y-up game coordinates, grounded bottom-center origin and local -Z front. Avoid armor, weapons, floating particles, stone, fire, blue crystals, fur strands and humanoid anatomy.
|
||||
@@ -0,0 +1,7 @@
|
||||
Use case: stylized-concept. Asset type: a single full-body production concept image for image-to-3D of BudBud (芽芽), a grass-element healing companion in a polished cute mobile fantasy game. Input image 1 FireCat is ONLY the established polished 3D rendering style, scale language and large glossy eye quality reference; input image 2 proto_pet_2 is the BudBud identity reference, especially the cheerful cream round flower face surrounded by rounded green leaf petals. Create a new character, not a green cat. Subject: a small upright bipedal botanical flower-bud creature, large cream-colored round friendly face, expressive dark green glossy eyes, tiny warm smile, a crown/halo of five thick rounded fresh green leaf petals around the head, compact mint-green torso with a cream belly, two short separate legs with small cream feet, two short leaf-like arms held slightly away from torso for rigging, small fresh seedling sprout on top with a tiny warm yellow bud accent. Friendly healer expression. Thick connected fleshy leaves with subtle natural veins, smooth softly textured botanical surface, rich but restrained colors; no fur, animal ears, tail, clothing, pot or weapons. Forms must be solid volumes suitable for clean 2000-triangle game mesh, avoid paper-thin leaves or detached ornaments. Stand neutrally upright, both feet visibly grounded, both arms and full leaf crown visible, clear silhouettes and joint separation. One character only, one front-biased very slight three-quarter view, centered full body, comfortable 12% white margin on all sides. High quality stylized 3D studio render matching FireCat's polish, soft neutral lighting, pure solid white RGB255 background including all four corners, only a minimal soft contact shadow at feet, no gradient background, no text, no layout or labels, no props, no floating particles, no scenery. Portrait 2:3 framing. This is the T1 basic form, understated botanical design, warm appealing collectible companion.
|
||||
|
||||
Mode: built-in image_gen, new character concept using reference images.
|
||||
Style reference: Doc/Design/Character/FireCat/firecat.png
|
||||
Identity reference: AIClient/Assets/Bundles/UI/Texture/Prototype/proto_pet_2.png
|
||||
Output: Doc/Design/Character/BudBud/budbud.png (1024x1536).
|
||||
Existing procedural offline draft preserved under Tools/output/budbud_offline_draft_20261020.
|
||||
|
After Width: | Height: | Size: 1.0 MiB |
@@ -0,0 +1,27 @@
|
||||
{
|
||||
"id": "Dashlet",
|
||||
"name": "疾跑怪",
|
||||
"role": "fast",
|
||||
"jobId": "f008d3d9c4314d159d5af5b22d70df25",
|
||||
"status": "completed",
|
||||
"error": null,
|
||||
"model": "Qwen/Qwen-Image-2.1-Turbo (LAN LLM3DGraphics local-images)",
|
||||
"profile": "concept",
|
||||
"size": [
|
||||
1024,
|
||||
1024
|
||||
],
|
||||
"seedStart": 62001,
|
||||
"styleReferences": [
|
||||
"Doc/Design/Character/FireCat/firecat.png",
|
||||
"Doc/Design/Character/RockRhino/rockrhino.png"
|
||||
],
|
||||
"prompt": "Image 1 and image 2 are STYLE ONLY: match their friendly polished chibi 3D mobile-game render, glossy expressive eyes, rounded appealing volumes and clean readable shapes; do not copy their species, colors or features. Subject family: small mischievous 'horn imp' monsters that invade a cozy meadow camp in a cute tower-defense game; cheeky and naughty, never scary, gory or realistic. Base palette violet / lilac skin with cream-ivory horns. Body plan for rigging: a SHORT-LEGGED BIPED standing upright, two short stubby legs with flat round feet both grounded, two short separate arms held slightly away from the body, bilaterally symmetrical, neutral calm standing pose, head facing the viewer. Composition: single full-body character centered, very shallow front three-quarter view (about 15 degrees off frontal), whole body including horns and feet in frame with generous margin. Pure solid white #FFFFFF background to all corners, soft studio light, tiny contact shadow under the feet. Simple smooth matte surfaces suitable for a 2000-triangle mobile model with a 1024 texture. Exactly one character; no text, no watermark, no UI, no props held in hands, no weapons, no floor base, no scenery, no particles, no glow, no extra limbs, no wings. Dashlet, the fast runner: a slimmer, lighter lilac imp with a narrow teardrop body leaning slightly forward, one sleek swept-back cream horn, long pointed ears swept back like it is in a hurry, eager grinning face, slightly longer but still short legs with springy feet, thin tail; reads as quick and light.",
|
||||
"drafts": [
|
||||
"Doc/Design/Character/Enemy/Dashlet/drafts/Dashlet_62001.png",
|
||||
"Doc/Design/Character/Enemy/Dashlet/drafts/Dashlet_62002.png",
|
||||
"Doc/Design/Character/Enemy/Dashlet/drafts/Dashlet_62003.png",
|
||||
"Doc/Design/Character/Enemy/Dashlet/drafts/Dashlet_62004.png"
|
||||
],
|
||||
"generatedUtc": "2026-10-21T01:47:28Z"
|
||||
}
|
||||
|
After Width: | Height: | Size: 935 KiB |
|
After Width: | Height: | Size: 962 KiB |
|
After Width: | Height: | Size: 1.0 MiB |
|
After Width: | Height: | Size: 912 KiB |
@@ -0,0 +1,27 @@
|
||||
{
|
||||
"id": "GreatHorn",
|
||||
"name": "大角首领",
|
||||
"role": "boss",
|
||||
"jobId": "fc87f702414745eaaa5fe20e384a076a",
|
||||
"status": "completed",
|
||||
"error": null,
|
||||
"model": "Qwen/Qwen-Image-2.1-Turbo (LAN LLM3DGraphics local-images)",
|
||||
"profile": "concept",
|
||||
"size": [
|
||||
1024,
|
||||
1024
|
||||
],
|
||||
"seedStart": 65001,
|
||||
"styleReferences": [
|
||||
"Doc/Design/Character/FireCat/firecat.png",
|
||||
"Doc/Design/Character/RockRhino/rockrhino.png"
|
||||
],
|
||||
"prompt": "Image 1 and image 2 are STYLE ONLY: match their friendly polished chibi 3D mobile-game render, glossy expressive eyes, rounded appealing volumes and clean readable shapes; do not copy their species, colors or features. Subject family: small mischievous 'horn imp' monsters that invade a cozy meadow camp in a cute tower-defense game; cheeky and naughty, never scary, gory or realistic. Base palette violet / lilac skin with cream-ivory horns. Body plan for rigging: a SHORT-LEGGED BIPED standing upright, two short stubby legs with flat round feet both grounded, two short separate arms held slightly away from the body, bilaterally symmetrical, neutral calm standing pose, head facing the viewer. Composition: single full-body character centered, very shallow front three-quarter view (about 15 degrees off frontal), whole body including horns and feet in frame with generous margin. Pure solid white #FFFFFF background to all corners, soft studio light, tiny contact shadow under the feet. Simple smooth matte surfaces suitable for a 2000-triangle mobile model with a 1024 texture. Exactly one character; no text, no watermark, no UI, no props held in hands, no weapons, no floor base, no scenery, no particles, no glow, no extra limbs, no wings. Great Horn, the boss: a big heavy dark plum-violet imp chief with a round belly, two large curved ram-like cream horns and a small crown-like ridge of three tiny horns between them, thick bushy eyebrows, proud bossy grin with fangs, a short dark purple cape draped over the shoulders, chunky short legs and big round feet; imposing but still cute.",
|
||||
"drafts": [
|
||||
"Doc/Design/Character/Enemy/GreatHorn/drafts/GreatHorn_65001.png",
|
||||
"Doc/Design/Character/Enemy/GreatHorn/drafts/GreatHorn_65002.png",
|
||||
"Doc/Design/Character/Enemy/GreatHorn/drafts/GreatHorn_65003.png",
|
||||
"Doc/Design/Character/Enemy/GreatHorn/drafts/GreatHorn_65004.png"
|
||||
],
|
||||
"generatedUtc": "2026-10-21T01:58:10Z"
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.1 MiB |
|
After Width: | Height: | Size: 1.1 MiB |
|
After Width: | Height: | Size: 1016 KiB |
|
After Width: | Height: | Size: 1012 KiB |
|
After Width: | Height: | Size: 1.1 MiB |
@@ -0,0 +1,27 @@
|
||||
{
|
||||
"id": "HornCaptain",
|
||||
"name": "角怪队长",
|
||||
"role": "elite",
|
||||
"jobId": "8e196dbec4d24b14b2c05d14ca9bcfb3",
|
||||
"status": "completed",
|
||||
"error": null,
|
||||
"model": "Qwen/Qwen-Image-2.1-Turbo (LAN LLM3DGraphics local-images)",
|
||||
"profile": "concept",
|
||||
"size": [
|
||||
1024,
|
||||
1024
|
||||
],
|
||||
"seedStart": 64001,
|
||||
"styleReferences": [
|
||||
"Doc/Design/Character/FireCat/firecat.png",
|
||||
"Doc/Design/Character/RockRhino/rockrhino.png"
|
||||
],
|
||||
"prompt": "Image 1 and image 2 are STYLE ONLY: match their friendly polished chibi 3D mobile-game render, glossy expressive eyes, rounded appealing volumes and clean readable shapes; do not copy their species, colors or features. Subject family: small mischievous 'horn imp' monsters that invade a cozy meadow camp in a cute tower-defense game; cheeky and naughty, never scary, gory or realistic. Base palette violet / lilac skin with cream-ivory horns. Body plan for rigging: a SHORT-LEGGED BIPED standing upright, two short stubby legs with flat round feet both grounded, two short separate arms held slightly away from the body, bilaterally symmetrical, neutral calm standing pose, head facing the viewer. Composition: single full-body character centered, very shallow front three-quarter view (about 15 degrees off frontal), whole body including horns and feet in frame with generous margin. Pure solid white #FFFFFF background to all corners, soft studio light, tiny contact shadow under the feet. Simple smooth matte surfaces suitable for a 2000-triangle mobile model with a 1024 texture. Exactly one character; no text, no watermark, no UI, no props held in hands, no weapons, no floor base, no scenery, no particles, no glow, no extra limbs, no wings. Horn Captain, the elite squad leader: a taller, chunkier deep-violet imp with TWO curved cream horns, a short red scarf tied around the neck with the knot at the front, confident smug grin with two small fangs, small spiky tuft on the head, broader shoulders and slightly bigger fists; still short-legged and cute.",
|
||||
"drafts": [
|
||||
"Doc/Design/Character/Enemy/HornCaptain/drafts/HornCaptain_64001.png",
|
||||
"Doc/Design/Character/Enemy/HornCaptain/drafts/HornCaptain_64002.png",
|
||||
"Doc/Design/Character/Enemy/HornCaptain/drafts/HornCaptain_64003.png",
|
||||
"Doc/Design/Character/Enemy/HornCaptain/drafts/HornCaptain_64004.png"
|
||||
],
|
||||
"generatedUtc": "2026-10-21T01:54:36Z"
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.1 MiB |
|
After Width: | Height: | Size: 968 KiB |
|
After Width: | Height: | Size: 955 KiB |
|
After Width: | Height: | Size: 1.1 MiB |
|
After Width: | Height: | Size: 955 KiB |
@@ -0,0 +1,27 @@
|
||||
{
|
||||
"id": "Hornlet",
|
||||
"name": "小角怪",
|
||||
"role": "normal",
|
||||
"jobId": "3f06195bc39e47e4af0bd289d570cae0",
|
||||
"status": "completed",
|
||||
"error": null,
|
||||
"model": "Qwen/Qwen-Image-2.1-Turbo (LAN LLM3DGraphics local-images)",
|
||||
"profile": "concept",
|
||||
"size": [
|
||||
1024,
|
||||
1024
|
||||
],
|
||||
"seedStart": 61001,
|
||||
"styleReferences": [
|
||||
"Doc/Design/Character/FireCat/firecat.png",
|
||||
"Doc/Design/Character/RockRhino/rockrhino.png"
|
||||
],
|
||||
"prompt": "Image 1 and image 2 are STYLE ONLY: match their friendly polished chibi 3D mobile-game render, glossy expressive eyes, rounded appealing volumes and clean readable shapes; do not copy their species, colors or features. Subject family: small mischievous 'horn imp' monsters that invade a cozy meadow camp in a cute tower-defense game; cheeky and naughty, never scary, gory or realistic. Base palette violet / lilac skin with cream-ivory horns. Body plan for rigging: a SHORT-LEGGED BIPED standing upright, two short stubby legs with flat round feet both grounded, two short separate arms held slightly away from the body, bilaterally symmetrical, neutral calm standing pose, head facing the viewer. Composition: single full-body character centered, very shallow front three-quarter view (about 15 degrees off frontal), whole body including horns and feet in frame with generous margin. Pure solid white #FFFFFF background to all corners, soft studio light, tiny contact shadow under the feet. Simple smooth matte surfaces suitable for a 2000-triangle mobile model with a 1024 texture. Exactly one character; no text, no watermark, no UI, no props held in hands, no weapons, no floor base, no scenery, no particles, no glow, no extra limbs, no wings. Hornlet, the basic grunt: a small round violet imp, egg-shaped body, one short stubby cream horn on top of the head, big round eyes and a toothy cheeky grin with one small fang, tiny pointed ears, short tail stub.",
|
||||
"drafts": [
|
||||
"Doc/Design/Character/Enemy/Hornlet/drafts/Hornlet_61001.png",
|
||||
"Doc/Design/Character/Enemy/Hornlet/drafts/Hornlet_61002.png",
|
||||
"Doc/Design/Character/Enemy/Hornlet/drafts/Hornlet_61003.png",
|
||||
"Doc/Design/Character/Enemy/Hornlet/drafts/Hornlet_61004.png"
|
||||
],
|
||||
"generatedUtc": "2026-10-21T01:43:57Z"
|
||||
}
|
||||
|
After Width: | Height: | Size: 970 KiB |
|
After Width: | Height: | Size: 978 KiB |
|
After Width: | Height: | Size: 1.0 MiB |
|
After Width: | Height: | Size: 1.0 MiB |
|
After Width: | Height: | Size: 970 KiB |
@@ -0,0 +1,27 @@
|
||||
{
|
||||
"id": "Shellhorn",
|
||||
"name": "硬壳怪",
|
||||
"role": "armored",
|
||||
"jobId": "23af7751485442409d075ccf3bb60ce2",
|
||||
"status": "completed",
|
||||
"error": null,
|
||||
"model": "Qwen/Qwen-Image-2.1-Turbo (LAN LLM3DGraphics local-images)",
|
||||
"profile": "concept",
|
||||
"size": [
|
||||
1024,
|
||||
1024
|
||||
],
|
||||
"seedStart": 63101,
|
||||
"styleReferences": [
|
||||
"Doc/Design/Character/FireCat/firecat.png",
|
||||
"Doc/Design/Character/RockRhino/rockrhino.png"
|
||||
],
|
||||
"prompt": "Image 1 and image 2 are STYLE ONLY: match their friendly polished chibi 3D mobile-game render, glossy expressive eyes, rounded appealing volumes and clean readable shapes; do not copy their species, colors or features. Subject family: small mischievous 'horn imp' monsters that invade a cozy meadow camp in a cute tower-defense game; cheeky and naughty, never scary, gory or realistic. Base palette violet / lilac skin with cream-ivory horns. Body plan for rigging: a SHORT-LEGGED BIPED standing upright, two short stubby legs with flat round feet both grounded, two short separate arms held slightly away from the body, bilaterally symmetrical, neutral calm standing pose, head facing the viewer. Composition: single full-body character centered, very shallow front three-quarter view (about 15 degrees off frontal), whole body including horns and feet in frame with generous margin. Pure solid white #FFFFFF background to all corners, soft studio light, tiny contact shadow under the feet. Simple smooth matte surfaces suitable for a 2000-triangle mobile model with a 1024 texture. Exactly one character; no text, no watermark, no UI, no props held in hands, no weapons, no floor base, no scenery, no particles, no glow, no extra limbs, no wings. Shellhorn, the armored one: an UPRIGHT standing two-legged violet imp, same upright body plan as a small chubby person, standing on its two short hind legs only, two short arms hanging at its sides, NOT on all fours, not a turtle, not a quadruped. Stocky wide body; a compact rounded gray-brown stone plate covers its back like a small backpack-sized shell, staying behind the body and not wider than the shoulders, plus a smooth stone brow plate on its forehead with one short blunt cream horn poking out of it; stubborn frowning but cute face. The stone plates are solid attached armor with shallow seams, not floating rocks.",
|
||||
"drafts": [
|
||||
"Doc/Design/Character/Enemy/Shellhorn/drafts/Shellhorn_63101.png",
|
||||
"Doc/Design/Character/Enemy/Shellhorn/drafts/Shellhorn_63102.png",
|
||||
"Doc/Design/Character/Enemy/Shellhorn/drafts/Shellhorn_63103.png",
|
||||
"Doc/Design/Character/Enemy/Shellhorn/drafts/Shellhorn_63104.png"
|
||||
],
|
||||
"generatedUtc": "2026-10-21T02:04:36Z"
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.0 MiB |
|
After Width: | Height: | Size: 1.1 MiB |
|
After Width: | Height: | Size: 1.1 MiB |
|
After Width: | Height: | Size: 1.0 MiB |
|
After Width: | Height: | Size: 1.1 MiB |
|
After Width: | Height: | Size: 1.1 MiB |
|
After Width: | Height: | Size: 1.2 MiB |
|
After Width: | Height: | Size: 1.0 MiB |
@@ -0,0 +1,27 @@
|
||||
{
|
||||
"id": "Shellhorn",
|
||||
"name": "硬壳怪",
|
||||
"role": "armored",
|
||||
"jobId": "ccf90d9c2ada4aeb9c630d49894399df",
|
||||
"status": "completed",
|
||||
"error": null,
|
||||
"model": "Qwen/Qwen-Image-2.1-Turbo (LAN LLM3DGraphics local-images)",
|
||||
"profile": "concept",
|
||||
"size": [
|
||||
1024,
|
||||
1024
|
||||
],
|
||||
"seedStart": 63001,
|
||||
"styleReferences": [
|
||||
"Doc/Design/Character/FireCat/firecat.png",
|
||||
"Doc/Design/Character/RockRhino/rockrhino.png"
|
||||
],
|
||||
"prompt": "Image 1 and image 2 are STYLE ONLY: match their friendly polished chibi 3D mobile-game render, glossy expressive eyes, rounded appealing volumes and clean readable shapes; do not copy their species, colors or features. Subject family: small mischievous 'horn imp' monsters that invade a cozy meadow camp in a cute tower-defense game; cheeky and naughty, never scary, gory or realistic. Base palette violet / lilac skin with cream-ivory horns. Body plan for rigging: a SHORT-LEGGED BIPED standing upright, two short stubby legs with flat round feet both grounded, two short separate arms held slightly away from the body, bilaterally symmetrical, neutral calm standing pose, head facing the viewer. Composition: single full-body character centered, very shallow front three-quarter view (about 15 degrees off frontal), whole body including horns and feet in frame with generous margin. Pure solid white #FFFFFF background to all corners, soft studio light, tiny contact shadow under the feet. Simple smooth matte surfaces suitable for a 2000-triangle mobile model with a 1024 texture. Exactly one character; no text, no watermark, no UI, no props held in hands, no weapons, no floor base, no scenery, no particles, no glow, no extra limbs, no wings. Shellhorn, the armored one: a stocky wide violet imp wearing a thick rounded gray-brown stone shell plate fused on its back and a stone brow plate on its head, one short blunt cream horn poking out of the brow plate, sturdy short legs, stubborn frowning but cute face; the stone plates are solid attached armor with shallow seams, not floating rocks.",
|
||||
"drafts": [
|
||||
"Doc/Design/Character/Enemy/Shellhorn/drafts/Shellhorn_63001.png",
|
||||
"Doc/Design/Character/Enemy/Shellhorn/drafts/Shellhorn_63002.png",
|
||||
"Doc/Design/Character/Enemy/Shellhorn/drafts/Shellhorn_63003.png",
|
||||
"Doc/Design/Character/Enemy/Shellhorn/drafts/Shellhorn_63004.png"
|
||||
],
|
||||
"generatedUtc": "2026-10-21T01:51:02Z"
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.1 MiB |
|
After Width: | Height: | Size: 1.8 MiB |
@@ -30,9 +30,9 @@
|
||||
|
||||
## 3. 解剖类型与动作生成
|
||||
|
||||
已实现并验证的适配器为 `biped_short`:短腿双足、两侧短臂,岩团团12骨。配方显式记录root/chest/左右臂/脚根/脚尖/正面参考骨;12骨和bone_8等名称只属于样例。
|
||||
已实现并验证 `biped_short`(短腿双足、两侧短臂,岩团团12骨)、`avian_grounded`(地面鸟型,闪闪雀28骨)、`quadruped_turtle`(四足龟,泡泡龟26骨)及 `quadruped_heavy`(重型四足,岩甲犀29骨)。各自配方记录自身身体/前肢或四脚/脚尖/头颈与正面参考骨;骨数与bone编号只属于各自样例,不能跨角色套用。
|
||||
|
||||
其它短腿双足敌人需换成自己的骨名、尺寸和节奏并完整验收。四足、长腿人形、飞行或无脚敌人需要对应解剖适配器,当前入口拒绝未知profile;不能直接套双足步幅。标准人形可沿用Mixamo/Kimodo动作来源,仍需同源绑定和三动作验收。
|
||||
其它短腿双足敌人需换成自己的骨名、尺寸和节奏并完整验收。其它四足、长腿人形、飞行或无脚敌人需要对应解剖适配器,当前入口拒绝未知profile;不能直接套双足步幅。标准人形可沿用Mixamo/Kimodo动作来源,仍需同源绑定和三动作验收。
|
||||
|
||||
非人动作在同一TokenRig上用UniMate生成。英文提示词写清体型与单一动作,Walk不混jump,Attack不只写move;显式指定左右正面骨,保留实际提交文本、任务号和哈希。三个动作顺序生成。
|
||||
|
||||
@@ -116,3 +116,76 @@ DGXA显存不足时,可对指定动作加 `--generation-device cpu`(统一
|
||||
|
||||
对新角色先完成单Walk数值门禁(`VerifyEnemyMotions.Walk(recipePath)`)及多个相位目视,再交付完整三动作。数值门禁不能代替动作语义检查:施法必须能看出双爪前推,Idle不能大幅摇摆。最终配方支持 `idleSourceWeight` / `attackSourceWeight` 调整源运动幅度。
|
||||
|
||||
|
||||
## 地面鸟型伙伴适配(2026-10-20)
|
||||
|
||||
闪闪雀配方 `Config/Art/Companions/SparkBird.json` 与制作记录 `SparkBird/ProductionBrief.md` 为 `avian_grounded` 已验收样例。它有自身28骨,不能复用短臂生物的骨名或把飞行作为Walk。该适配仅覆盖双足地面行走及挥翼施法;持续飞行、悬停与飞行切换需另建适配器。
|
||||
|
||||
`attackStyle=wing_cast` 与avian_grounded必须成对使用。通用rightArm/leftArm字段表示各自翼根,额外提供rightWingTip/leftWingTip;检查左右骨独立、翼根分居身体两侧。离线负X旋转把初始向外/向上的鸟翼向局部-Z扫出,两侧相反的Z旋转按wingSpreadDegrees展翼,attackReach可加小幅前伸。抬翼不能用身体前倾冒充;VerifyEnemyMotions扣除根骨转动后检查每侧翼尖相对身体前挥>1cm,并仍通过完整蒙皮/脚底/高度/循环/恢复/事件/控制器及Play门禁。
|
||||
|
||||
闪闪雀先完成单Walk再生成Idle/Attack,均同rig且CUDA成功;0.9秒Walk,1.4秒Idle,1.0秒Attack,0.45秒OnCompanionAttackImpact。双翼实际相对前挥约3.4/3.7cm,尾羽/冠羽无独立次级骨但峰值形状目视通过。伙伴Prefab、X=80独立场景、Edit/Play均已交付;5项流程保护测试和2个C#脚本编译通过。参数只属于该角色,复制到其它鸟型时须重查自身解剖和重新验收。
|
||||
|
||||
## 四足龟伙伴适配(2026-10-21)
|
||||
|
||||
泡泡龟 `Config/Art/Companions/BubbleTurtle.json` 为已验收quadruped_turtle/turtle_bubble样例,最终26骨、0.35m/2000tris;详情见BubbleTurtle/ProductionBrief.md。该适配覆盖水平四足龟和缩颈探头施法,其它四足仍需检查解剖与动作类型,不能直接套用。
|
||||
|
||||
前右/前左/后右/后左踝及脚尖全部独立映射,FinalizeAnimalWalk.RunQuadruped将源变化校准到绑定姿态,四拍20%摆动窗口保证每次一脚抬起,固定脚部朝向并烘焙实际蒙皮贴地。VerifyQuadrupedMotions每段121帧计算四只脚各自的实际网格步幅/抬脚/支撑,Walk至少三脚支撑,Idle/Attack四脚撑地。骨点移动不能代替实际网格移动;泡泡龟后左脚原步幅不足,经离线paw权重区域修正后四脚均达约3.4~3.5cm,门槛未放宽。
|
||||
|
||||
shellRegionMin/Max在Unity归一化空间选取壳区,扣除shellBone刚性变换后检查≤1mm形变;可见身体倾角使用壳体相对绑定姿态的世界up,不能用固定根骨掩盖身体倾斜。skinRegions在原静态FBX顶点/高度空间控制权重,两者Z方向转换必须明确;每个区域保留影响数和范围,保持几何/UV不变。
|
||||
|
||||
静态三分之四设计图可能生成斜向躯干。先离线统一高模和后续绑定源,再在Unity前/侧/背面确认;glTF相机约定不能代替游戏朝向检查,须计入FBX左右手转换。新增绑定门禁要求头及前脚位于后脚的-Z方向,泡泡龟最终采用原高模Blender Z +45°;17骨斜向/11骨反向均留诊断,正式动作只用26骨同一rig哈希。
|
||||
|
||||
标准入口自动选择四足Walk与专用验证器,Idle/Attack使用离线turtle_bubble收尾:四脚固定、缩颈→探头→恢复,0.6秒OnCompanionAttackImpact。三动作/壳刚性/接缝/控制器/实际Play均通过,6项Python保护测试和4个C#脚本编译通过;真实泡泡投射物/缓速/音效仍由技能系统接入。
|
||||
|
||||
## 重型四足伙伴适配(2026-10-21)
|
||||
|
||||
岩甲犀 `Config/Art/Companions/RockRhino.json` 为quadruped_heavy/braced_bash已验收样例:0.55m/2000tris/自身29骨。先离线统一高模朝向,再静态Unity三视图确认-Z;检查本角色胸背、头颈及四蹄映射,禁止套用龟的探头施法或其它角色bone编号。
|
||||
|
||||
重型四足复用RunQuadruped四拍步态;Attack独立编辑胸背前送、头颈短促推进和低头,四蹄撑地,逻辑根固定。配方必须给出armorRegion与hornRegion及各自≤2mm刚性预算(样例均1mm),对应chestBone/headBone;QA扣除各自刚性变换后检查实际顶点,另检查肩部前送和角区相对头枢轴降低,不能用根骨运动或纯转向冒充冲撞。区域坐标与蒙皮源空间的Z转换沿用明确登记原则。
|
||||
|
||||
岩甲犀先通过单Walk,再生成Idle/Attack。Attack源变化8%时后蹄离地4.08mm失败,调整为4%后降至1.77mm,通过原3mm门槛;头前送4.15cm、肩前送2.51cm、可见头转约11.21°,岩甲/头角区域刚性通过。四脚步幅约5.96~5.98cm、抬脚约1.47~1.60cm,至少三脚支撑;三段首尾与根XZ误差0,Edit/控制器/实际Play通过,0.6秒伙伴事件。详情见RockRhino/ProductionBrief.md。
|
||||
|
||||
入口run_script显式使用服务器timeout_ms=90000、CLI --timeout 120,覆盖现场Editor刷新后的调度延迟;不自动重试结果未知的写入。四足验证失败另存last_failure.txt后仍抛错,不能以旧失败文件或CLI外层成功替代当前verification与validated状态。7项Python流程保护测试覆盖重型分支错误配对、缺失刚性区域、共享头胸和四蹄映射;泡泡龟只读回归验收通过。
|
||||
|
||||
|
||||
## P0 五类正式敌人(2026-10-21)
|
||||
|
||||
5 类敌人都按短腿双足 `biped_short`/`body_slam` 制作,共用一个已验证的解剖适配器,不需要新的四足或飞行适配器。设计、来源与验收结果见 `Doc/ResDesc_Model.md`「P0 五类正式敌人」;配方在 `Config/Art/EnemyCharacters/`。
|
||||
|
||||
| type | 敌人 | 配方 | 高度 | 骨数 | Walk/Idle/Attack |
|
||||
| --- | --- | --- | --- | --- | --- |
|
||||
| 0 | 小角怪 | Hornlet.json | 0.50m | 22 | 1.0/1.6/1.0s |
|
||||
| 1 | 疾跑怪 | Dashlet.json | 0.50m | 22 | 0.8/1.4/0.9s |
|
||||
| 2 | 硬壳怪 | Shellhorn.json | 0.50m | 28 | 1.2/1.8/1.0s |
|
||||
| 3 | 角怪队长 | HornCaptain.json | 0.60m | 22 | 1.1/1.8/1.0s |
|
||||
| 4 | 大角首领 | GreatHorn.json | 0.80m | 22 | 1.3/2.0/1.2s |
|
||||
|
||||
流程:设计草图(内网本地 Turbo)→ 用户选定 → 混元官网 50k → Blender 八向渲染确认正面 → `Tools/enemy_static_pipeline.py {Name} {height}`(烘焙、安装、静态 Prefab、四向检查)→ `Tools/rig_character_source.py --generate`(DGXA)→ 检查骨架填写配方 → `Tools/generate_enemy_motions.py`(DGXA)→ `character_animation_pipeline.py --build-review --play-check`。
|
||||
|
||||
本批次新增的注意事项:
|
||||
|
||||
- **DGXA 调用必须从 PowerShell 启动。** NVIDIA Sync 的 SSH 别名 `DGXA` 写在 `~/.ssh/config` 的 Windows 路径 Include 里,只有 Windows OpenSSH 能解析。Git Bash 下 ssh 解析失败,TokenRig 会静默回退本机 SkinTokens,得到单链退化骨架。`rig_character_source.py` 现在遇到回退会直接报错。DGXA 未连接时先运行 `Tools/dgx_ensure_ready.py`。
|
||||
- **生图后释放显存。** 本地 Turbo 生图模型会占用 DGXA 约 43GB,导致 TokenRig 显存不足;3D 前调用 `POST /api/local-images/prepare-3d`。
|
||||
- **DGXA 任务串行。** TokenRig 与 UniMate 并发时出现过 `No module named 'Animation'`,重试即可,应避免同时提交。
|
||||
- **检查游离网格岛。** 混元高模可能把细尾尖等做成悬浮的独立网格,TokenRig 会丢弃,导致 `bl_transfer_skin` 报 bind geometry mismatch。先焊接 UV 接缝统计网格岛;有游离岛时用 `Tools/model_tools/bl_keep_main_island.py` 生成 `_main.glb`,烘焙和绑骨都用它。
|
||||
- **验收后关闭验收场景。** 验收场景以 Additive 方式留在编辑器中,其相机 depth 很高,会盖住游戏 Play 画面。
|
||||
|
||||
战场接入:`BuildPrototype.ApplyFormalEnemies` 在 `PrototypeArena` 每个 `Enemies/EnemyN` 下嵌套 `Type0~4`,统一 1.2 单位高。`PrototypeFlow` 按 type 显示对应模型;`PrototypeBattle.Enemy` 新增仅供表现的 `Moving`/`Strikes`,移动时 Motion=1,每次出手触发一次 Attack,受击只做轻微缩放。`VerifyFormalEnemies.Assets`/`PlaySeeded`/`Cleanup` 为验收入口。
|
||||
|
||||
## 双足火焰施法伙伴适配(2026-10-21)
|
||||
|
||||
烈焰狮 `Config/Art/Companions/FlameLion.json` 为biped_short/flame_roar已验收样例:0.60m/2000tris/自身远程28骨。profile仍为双足;新attackStyle要求自身头颈/胸背/双臂与爪尖/双脚、鬃毛区域与≤2mm刚性预算,禁止套用火喵编号或按大头外观改成四足。
|
||||
|
||||
离线施法固定双脚与逻辑根,编辑头部前送/抬头、双爪前送/展开,开始与结束为Idle参考。QA对头鬃区实际网格扣除头骨刚性变换检查,对头部和双爪扣除胸背转动检查释放行为,并对两脚实际顶点测步幅/抬脚/支撑。不能只看脚骨或用身体前倾冒充施法。烈焰狮没有独立下颌或尾骨,本版无张嘴口型与独立尾摆;尾部58个源顶点跟随髋骨。
|
||||
|
||||
头鬃宽空间区域与尾部相邻时,bl_transfer_skin先执行skinRegions,再由精细skinOverrides测地距离覆盖,防止尾簇被头部或前臂带动。两种规则必须按自身网格检查,不能盲抄;此前已有伙伴未同时启用两种覆盖,其原单类行为不变。
|
||||
|
||||
烈焰狮先通过单Walk再补同rig Idle/Attack。25%Walk源变化导致左脚实际抬脚6.71mm失败,降至12%后11.91mm通过,未放宽门槛;两脚实际步幅48.66/67.37mm。Attack头前送16.24mm/抬头6.654°、双爪前送约6cm/外展约2cm,双脚支撑、鬃毛刚性及Edit/实际Play通过,0.6秒伙伴事件。详情见FlameLion/ProductionBrief.md。
|
||||
|
||||
本机TokenRig回退曾产出异常33骨长链,不可按生成回执直接当可用骨架。`rig_character_source.py --backend remote`要求远程回执且拒绝隐式本机回退;显存错误需保留诊断、验证GPU状态后重试,不停止其它服务。最终烈焰狮只接受DGXA28骨哈希。8项流程保护测试与火喵只读回归通过。
|
||||
|
||||
并排截图使用BuildEnemyReview.Capture隔离Prefab实例,在PreviewScene采样指定相位并异步等待渲染更新,避免已有Animator状态让Attack列显示旧Idle姿势;不改写或暂停真实验收场景。该方法已实际编译执行、峰值截图核对通过。
|
||||
|
||||
## 敌人攻击/受击表现衔接(2026-10-21)
|
||||
|
||||
五类正式敌人已接入8套攻击/命中特效与8条TangoFlux短音效,受击不再只有缩放。资产放在 `Assets/Bundles/Effects/EnemyCombat/` 和 `Assets/Bundles/Sound/SFX/EnemyCombat/`;完整方案见 [../Combat/EnemyCombatFx/Production.md](../Combat/EnemyCombatFx/Production.md)。继续制作敌人时需检查类型映射、攻击与目标命中位置、硬甲分类、音效开关及池回收;不能让动画事件扣血或把减速Pulse当成实际命中。现有规则即时结算与动画前摇的对齐属于下一阶段技能时序改造。
|
||||
|
||||
@@ -0,0 +1,69 @@
|
||||
# 烈焰狮 FlameLion · T1 伙伴制作记录
|
||||
|
||||
2026-10-21完成。伙伴ID=6,火元素输出,主动技能“燎原烈焰”(kind=burst,T1/T2为2/3目标)。保留原型双足比例与金橙身体、赤橙鬃毛身份,风格与现有正式伙伴一致。本次交付角色视觉,未修改Config/Gameplay/greenfield.json玩法数值。
|
||||
|
||||
## 交付
|
||||
|
||||
| 项目 | 路径 |
|
||||
| --- | --- |
|
||||
| 静态伙伴 | `AIClient/Assets/Bundles/Characters/Animal/FlameLion/FlameLion.prefab` |
|
||||
| 动画伙伴入口 | 同目录 `FlameLion_Companion.prefab` |
|
||||
| 骨架中间Prefab | 同目录 `FlameLion_Rigged.prefab` |
|
||||
| 独立验收场景 | `AIClient/Assets/Bundles/Scenes/Review/Companion_FlameLion_Review.unity` |
|
||||
| 并排/Play截图 | `AIClient/Assets/Screenshots/companion_flamelion_{review,play}.png` |
|
||||
| 正式配方 | `Config/Art/Companions/FlameLion.json` |
|
||||
| 来源与状态 | `Tools/output/companions/FlameLion/production_manifest.json`,status=validated |
|
||||
|
||||
0.60m、2000三角面/992原始顶点,1024² base/mix、Test/XPbr;每顶点最多4个归一化权重。Unity Y-up、底面中心、局部-Z正面;逻辑根旋转identity/单位缩放,Root Motion关闭。没有运行时补转或临时改骨。
|
||||
|
||||
## 来源与静态验收
|
||||
|
||||
内置image_gen参考 `AIClient/Assets/Bundles/UI/Texture/Prototype/proto_pet_6.png` 身份/双足比例和 `Doc/Design/Character/FireCat/firecat.png` 风格生成flamelion.png,1024×1536,白底四角RGB最小253;提示词、参考和内置生成模式完整保存于design_prompt.txt。图像SHA256为caec79d3578de66e37861d89dbff1e7b7ee068ab8fd4fd925efaedd777897123。鬃毛与尾簇是实体毛发,无预烘焙喷火或粒子。
|
||||
|
||||
用户已明确允许本角色设计图提交腾讯混元3D及模型/骨架发送项目DGXA。官方网页50k任务62a709af10ca42818aa72b6c092402a4得到Tools/output/flamelion_3d/flamelion.glb,实测50000tris、内嵌贴图解码通过。
|
||||
|
||||
Blender5减面/UV/烘焙到Tools/output/flamelion_game/flamelion_xpbr。通过Pipeline导入FBX与两张PNG,在Unity创建XPbr与静态Prefab;离线mat/meta不导入。实测静态高0.599976m、底面-0.000001m,正/侧/背/透视图确认-Z与形状,未额外旋转高模。
|
||||
|
||||
## 同角色骨架与权重
|
||||
|
||||
首轮DGXA CUDA上下文显存错误后,外部后端回退本机,得到异常33骨长链;该骨架已拒收,保留local_invalid_rigged.glb/回执和bind_probe.txt诊断,不接动作。明确远程重试仍遇显存错误,最小CUDA分配恢复成功且容器无残留任务后再次重试成功;全程未停止其它模型服务。
|
||||
|
||||
正式骨架为DGXA TokenRig original自身28骨,Tools/output/flamelion_dgx/high_rig/rigged.glb,回执backend=remote。rig SHA256:e3bdf093d484a2f87d2385b6be372f55594fb8eac7869362e87a43547e61cc96;三段UniMate源动作全部在该rig上新生成,CUDA成功,rig/FBX哈希及导入后骨路径一致性通过。先单Walk数值与四相位目视,再生成Idle/Attack。
|
||||
|
||||
自身映射:root0、chest3、neck4、head5;双臂7/14,双爪参考10/17;双脚22/26、脚尖23/27。编号只属于本角色。该骨架没有独立下颌或尾骨,本版无张嘴口型或独立尾部次级摆动;火焰释放由头部/双爪施法动作与事件表达。
|
||||
|
||||
低模Y-up→Blender Z-up,对齐底面中心/等比尺寸后转权重,保留原网格和UV。表面距离最大0.012422/RMS0.004445,源高约1.056;最终绑定对照静态模最大顶点误差0.000030m。Armature轴约定保持同源一致,不单独清零。
|
||||
|
||||
头鬃宽空间区域影响747个源顶点,其中681个全权重到head5;双脚区域影响44/47个源顶点。随后用更精细的尾部测地距离覆盖58个源顶点到髋骨root0,避免尾簇被头部宽区域或前臂带动。蒙皮工具现明确先空间区域、后测地覆盖的优先级;既有伙伴此前没有同时使用两类覆盖,原单类行为不变。报告保留每区范围和影响数。
|
||||
|
||||
skinRegions/skinOverrides使用原静态FBX坐标/高度,Z与Unity相反;maneRegion使用Unity归一化坐标供独立QA。刚性检查覆盖992个头鬃区Unity顶点,扣除头骨刚性变换后误差在报告精度0,门槛1mm;两脚实际采样80/55个顶点。
|
||||
|
||||
## 三动作与验收
|
||||
|
||||
| 动作 | 成品行为 | 各121帧实际蒙皮结果 |
|
||||
| --- | --- | --- |
|
||||
| Idle | 1.8秒循环,8%源变化+轻呼吸,双脚固定 | 最大形变0.02203m,身体倾角2.387°,两脚支撑 |
|
||||
| Walk | 1.2秒循环,12%源变化+离线交替短步 | 实际步幅0.04866/0.06737m,抬脚0.01789/0.01191m,至少一脚支撑;身体倾角3.514° |
|
||||
| Attack | 1.2秒单次,8%源变化+后收蓄力/双爪展开前送与头部释放/恢复 | 最大形变0.12594m,头部相对胸背前送0.01624m/抬头6.654°;双爪相对胸背前送0.06257/0.05974m、外展0.02023/0.01817m;两脚支撑,身体倾角1.584° |
|
||||
|
||||
原始Walk首帧根倾角34.142°,离线对所有骨骼校准至自身绑定姿态,保留相对源变化。最初保留25%源变化时左脚实际抬起6.71mm未通过门槛,降至12%后达11.91mm;不放宽实际网格门槛,也不只检查骨点。
|
||||
|
||||
三段首尾顶点差均为0、逻辑根XZ漂移0。Walk整体底面[-0.000109,0.000117]m,Idle/Attack约0~0.000001m;待机与施法两脚持续撑地,最大另一脚离地0.18mm。头部前送、双爪前送/外展扣除胸背转动后检查,不能由身体前倾冒充施法。
|
||||
|
||||
控制器Idle↔Walk、两状态进入Attack、单次Trigger只攻击一次、恢复请求状态及过渡贴地通过。实际10秒Play观察到三状态,最大根/身体倾角3.504°,逻辑根固定;结束已回编辑模式。静态四向、Walk四相位、Idle中段、Attack蓄力/释放/恢复四向近景均已核对,鬃毛与尾簇未见明显拉扯。
|
||||
|
||||
X=140独立Additive场景包含Static/Idle/Walk/Attack/Cycle五组。制作期间检测到其它敌人场景占用Play时先停止制作入口;用户明确允许退出后继续,保留其它场景。并排截图发现旧Attack姿势缓存,Capture现从正式Prefab在隔离PreviewScene建立新实例并采样,截图显示正确施法峰值,原场景与轮播不被暂停/改写。
|
||||
|
||||
## 调用与复现
|
||||
|
||||
Animator在Model节点:Motion Int 0=Idle、1=Walk;Attack Trigger触发一次火焰施法。Attack在0.6秒发送OnCompanionAttackImpact;接收器需位于Animator节点或转发。真实扇形火焰特效、音效、双/三目标伤害、灼烧表现与关卡简模替换仍由技能系统接入。
|
||||
|
||||
```powershell
|
||||
python Tools/character_animation_pipeline.py --recipe Config/Art/Companions/FlameLion.json --build-review --play-check
|
||||
# 需要重新绑骨时明确远程,禁止复用本机诊断
|
||||
python Tools/rig_character_source.py --source Tools/output/flamelion_3d/flamelion.glb --out Tools/output/flamelion_dgx/high_rig --generate --backend remote
|
||||
```
|
||||
|
||||
完整标准入口及最终隔离截图方法均已执行通过。8项Python流程保护测试、制作/QA/截图C#实际编译执行、火喵只读回归通过。初始FlameLion.draft.json仍boneMappingReady=false,仅为禁用历史草稿。
|
||||
|
||||
报告位于Tools/output/companions/FlameLion:production_manifest.json、verification.txt、walk_verification.txt、play_verification.txt、walk_processing.txt、motion_processing.txt、FlameLion_Rigged.skin.json;last_failure.txt保留已修正的25%Walk抬脚诊断,最终状态以validated清单与verification为准。资源登记Picture/Model/Animation/Config,总清单追加静态与伙伴两项,仅ValidateOnly,不重建总场景。
|
||||
@@ -0,0 +1,18 @@
|
||||
Mode: built-in image_gen (generate; stylized-concept)
|
||||
Date: 2026-10-21
|
||||
Output: Doc/Design/Character/FlameLion/flamelion.png
|
||||
References:
|
||||
- AIClient/Assets/Bundles/UI/Texture/Prototype/proto_pet_6.png (identity/proportions)
|
||||
- Doc/Design/Character/FireCat/firecat.png (style)
|
||||
|
||||
Final prompt:
|
||||
Use case: stylized-concept.
|
||||
Asset type: production concept for AIGame Unity mobile game T1 companion FlameLion / 烈焰狮, ID 6.
|
||||
Input images: Image 1 is the EXISTING identity/proportion reference, a cute upright small lion with golden-orange head, orange-red body, warm rust-orange mane, two small ears and two grounded feet; retain its recognizable lion identity and upright two-legged proportions while replacing primitive proxy geometry. Image 2 is STYLE ONLY: match the existing FireCat companion's polished friendly chibi 3D game render, large expressive glossy eyes, rounded body volumes, soft lighting and clean readable surfaces. The new animal must clearly be a male lion with rounded lion ears, broad muzzle and mane, not a duplicate kitten.
|
||||
Subject: one adorable stout baby male lion, oversized round golden-orange face framed by a thick warm reddish-orange sculpted mane. The mane forms a compact continuous attached silhouette around the head and neck, with a few broad flame-shaped fur locks, no individual floating flames. Small round lion ears, large friendly amber-brown eyes, broad cream muzzle, small dark rounded nose, gentle closed-mouth smile. Golden-orange torso, cream belly and toe tips, two relaxed short forepaws, two chunky hind feet, one short visible curved lion tail ending in a solid reddish-orange fur tuft. T1 base animal, without clothing or equipment.
|
||||
Pose: neutral symmetrical upright BIPED standing pose like the prototype and companion style, both hind feet flat on one common ground plane, clear gap between feet; forepaws slightly away from torso with visible armpit gaps, palms angled inward at rest, long enough for later braced spell casting. Head level and facing the viewer, no attack or large gesture. Mane leaves forepaws and shoulders readable for rigging; tail visible with gap from forearm.
|
||||
Composition: single full-body character, centered, portrait 2:3 framing, almost frontal with only a very slight three-quarter angle (no more than 10 degrees); all mane, ears, paws, feet and tail completely in frame, generous white margins.
|
||||
Scene/backdrop: pure solid white #FFFFFF to all four corners, soft neutral studio light and only a faint contact shadow immediately under feet.
|
||||
Materials: simple stylized soft fur, broad sculpted mane locks, clean gold / orange / rust-orange / cream palette, suitable for 2000-triangle reconstruction with 1024 textures. Match FireCat level of finish while keeping lion identity.
|
||||
Constraints: exactly ONE character, TWO grounded hind feet, TWO separate forepaws, ONE tail. No text, watermark, panel, logo, UI, border, base pedestal, scenery, extra characters, weapons, saddle, collar, metal armor, jewelry, magical glow, particles, flames detached from the animal, fire breath, smoke, effects, or an open-mouth attack pose. Flame-themed mane is solid attached fur geometry, not an effect.
|
||||
|
||||
|
After Width: | Height: | Size: 2.0 MiB |
@@ -0,0 +1,69 @@
|
||||
# 岩甲犀 RockRhino · T1 伙伴制作记录
|
||||
|
||||
2026-10-21完成。伙伴ID=5,前排控制,主动技能“碎岩震荡”(kind=slow)。蓝灰身体、青色岩甲、象牙独角与四足体态沿用原型身份,风格与现有正式伙伴一致。交付角色视觉;Config/Gameplay/greenfield.json玩法数值未修改。
|
||||
|
||||
## 交付
|
||||
|
||||
| 项目 | 路径 |
|
||||
| --- | --- |
|
||||
| 静态伙伴 | `AIClient/Assets/Bundles/Characters/Animal/RockRhino/RockRhino.prefab` |
|
||||
| 动画伙伴入口 | 同目录 `RockRhino_Companion.prefab` |
|
||||
| 骨架中间Prefab | 同目录 `RockRhino_Rigged.prefab` |
|
||||
| 独立验收场景 | `AIClient/Assets/Bundles/Scenes/Review/Companion_RockRhino_Review.unity` |
|
||||
| 并排/Play截图 | `AIClient/Assets/Screenshots/companion_rockrhino_{review,play}.png` |
|
||||
| 正式配方 | `Config/Art/Companions/RockRhino.json` |
|
||||
| 来源与验收状态 | `Tools/output/companions/RockRhino/production_manifest.json`,status=validated |
|
||||
|
||||
0.55m、2000三角面/990原始顶点,1024² base/mix、Test/XPbr;每顶点最多4个归一化权重。Unity Y-up、底面中心、局部-Z为正面。外层逻辑根单位缩放/旋转identity,关闭Root Motion;未通过运行时补转、改骨或临时造动画修正朝向。
|
||||
|
||||
## 来源与朝向
|
||||
|
||||
内置image_gen参考 `AIClient/Assets/Bundles/UI/Texture/Prototype/proto_pet_5.png` 的角色身份及 `Doc/Design/Character/FireCat/firecat.png` 的风格生成 `rockrhino.png`,1536×1024,白底四角RGB最小251。完整最终提示词、生成模式与参考保存在design_prompt.txt;设计原稿留在Doc,不进Bundles。
|
||||
|
||||
用户明确授权本角色设计图提交腾讯混元3D(3d.hunyuan.tencent.com),以及后续模型/骨架发送项目内网DGXA(192.168.132.46)完成绑骨和三动作。官方网页50k任务 `4d627ad034af4ca18079d3dbfd188718` 得到 `Tools/output/rockrhino_3d/rockrhino.glb`,实测49992 tris,内嵌贴图解码通过。
|
||||
|
||||
首版静态模在Unity正面显示朝向偏侧,保留 `static_audit_initial` 为诊断。原高模离线绕Blender Z +70°并重置底面中心,得到 `rockrhino_forward.glb`,再统一减面烘焙和绑骨;此次角度来自本角色检查,不沿用泡泡龟参数。最终Unity前/侧/背视图确认鼻角和头朝-Z、前后脚方向正确。刚性校准保留源形状和UV,无运行时补转。
|
||||
|
||||
正式烘焙目录 `Tools/output/rockrhino_game_forward/rockrhino_forward_xpbr/`。Blender5减面/UV/烘焙到2000 tris/1024贴图;Pipeline只导入FBX与两张PNG,在Unity创建XPbr材质和Prefab。初始侧向烘焙仅作诊断。
|
||||
|
||||
## 同源骨架与蒙皮
|
||||
|
||||
同角色forward高模经DGXA TokenRig original生成自身29骨。骨架 `Tools/output/rockrhino_dgx/high_rig/rigged.glb`,来源回执rig_request.json。rig SHA256:`26e215886fb538baa3b58bbb511b8d21bd3ce00ef4ddf316d7d8c5d210f86ca0`。三段UniMate源动作均在该rig上新生成、CUDA成功,回执保留英文提示词/任务号/rig与FBX哈希;先通过单Walk门禁及五相位目视,再生成Idle/Attack。
|
||||
|
||||
自身映射:root0、chest1、neck2、head3、嘴部链4、耳链5..8;前右下腿/蹄尖11/12、前左15/16、后右19/20、后左27/28,尾链21..24。编号只属于本角色,禁止套用其它伙伴。Armature导出轴约定与三动作保持一致,不单独清零。
|
||||
|
||||
低模Y-up→Blender Z-up,对齐底面中心/等比尺寸后转权重,保留网格与UV。表面距离最大0.005907/RMS0.002024(源高约0.738),绑定后对照静态模最大顶点误差0.000041m。
|
||||
|
||||
按本角色网格检查设置离线skinRegions:岩甲/胸背区影响231个源顶点、200个全权重至chest1;头角区379个、341个全权重至head3;四蹄分别影响77/87/82/82个源顶点。每区保留渐变与范围报告,不改几何。耳部随头部整体运动;本版未制作独立耳部次级动作。
|
||||
|
||||
skinRegions采用原静态FBX坐标/高度,其Z与Unity相反;armorRegion与hornRegion采用Unity归一化坐标供独立QA。刚性验收覆盖350个岩甲区/73个头角区Unity顶点,扣除对应骨骼刚性变换后误差在报告精度为0,门槛均1mm。四脚实际采样127/146/129/124个蒙皮顶点。
|
||||
|
||||
## 三动作与验收
|
||||
|
||||
| 动作 | 成品行为 | 各121帧实际蒙皮结果 |
|
||||
| --- | --- | --- |
|
||||
| Idle | 2.0秒循环,4%源变化与轻微头部呼吸 | 最大形变0.00724m,身体倾角0.818°,四脚支撑 |
|
||||
| Walk | 1.4秒原地循环,12%源变化与四拍短步,20%摆动窗口 | 四脚步幅0.05979/0.05962/0.05976/0.05963m,抬脚0.01468/0.01531/0.01596/0.01599m,至少三脚支撑,身体倾角1.125° |
|
||||
| Attack | 1.2秒单次,4%源变化与头肩后收→低头短冲→恢复 | 最大形变0.09503m,头前送0.04145m/回收0.01373m,肩前送0.02507m,头转角11.208°,角区相对头枢轴降低0.03277m,身体倾角2.845°,四脚支撑 |
|
||||
|
||||
Attack初版保留8%源变化时一只后蹄离地0.00408m,未通过四脚撑地门槛。将该角色attackSourceWeight调为4%后,最大后蹄离地降至0.00177m,其余蹄≤0.00098m;低头/肩部前送仍通过。未放宽3mm撑地门槛,也未重新标记旧动作来源。
|
||||
|
||||
三段首尾顶点差均0、逻辑根XZ漂移0。Walk实际整体脚底范围[-0.000045,0.000164]m,Idle/Attack约±0.001mm;岩甲和独角保持刚性。静态四向、Walk五相位、Idle中段、Attack蓄力/命中/恢复四向近景均已检查,未见明显拉伸或穿模。
|
||||
|
||||
控制器验证Idle↔Walk、两者进入Attack、单次Trigger只攻击一次、结束返回所请求状态及过渡贴地通过。实际10秒Play观察到Idle/Walk/Attack,最大身体倾角2.826°、外层根固定,完成后退出Play。独立X=120场景包含Static/Idle/Walk/Attack/Cycle五组,Pipeline Additive创建,保留已有场景。
|
||||
|
||||
完整标准入口已用最终配方执行成功,清单status=validated。现场Editor导入后曾出现脚本调度超时;流程脚本现在为run_script显式设置服务器90秒/CLI120秒窗口,不在未知执行结果上自动重试写入。QA在失败时另存last_failure.txt用于诊断;该文件保留修正前失败历史,当前结果以verification.txt与validated清单为准。
|
||||
|
||||
## 调用与复现
|
||||
|
||||
Animator在Model节点:Motion Int 0=Idle、1=Walk;Attack Trigger触发一次头肩冲撞。Attack在0.6秒发送OnCompanionAttackImpact,事件接收器需位于Animator节点或转发。
|
||||
|
||||
当前交付为可调用的角色视觉资产。真实冲锋/目标选择、减速结算、震荡特效、音效及关卡简模替换仍由技能系统接入,不表示本次已完成。
|
||||
|
||||
```powershell
|
||||
python Tools/character_animation_pipeline.py --recipe Config/Art/Companions/RockRhino.json --build-review --play-check
|
||||
```
|
||||
|
||||
quadruped_heavy/braced_bash为本次已验证解剖分支,复用四足步态基础,独立检查胸背/头颈/四蹄和岩甲/独角刚性、肩部前送与可见低头。其它四足仍需检查自身映射与完整验收。初始RockRhino.draft.json继续boneMappingReady=false,仅作禁用历史草稿。
|
||||
|
||||
报告位于Tools/output/companions/RockRhino:production_manifest.json、verification.txt、walk_verification.txt、play_verification.txt、walk_processing.txt、motion_processing.txt、RockRhino_Rigged.skin.json;近景为static_audit、walk_audit、idle_audit、attack_audit。资源分别登记Picture/Model/Animation/Config,并将静态及伙伴追加总验收manifest,仅ValidateOnly、不重建总场景。
|
||||
@@ -0,0 +1,18 @@
|
||||
Mode: built-in image_gen (generate; stylized-concept)
|
||||
Date: 2026-10-21
|
||||
Output: Doc/Design/Character/RockRhino/rockrhino.png
|
||||
References:
|
||||
- AIClient/Assets/Bundles/UI/Texture/Prototype/proto_pet_5.png (identity)
|
||||
- Doc/Design/Character/FireCat/firecat.png (style)
|
||||
|
||||
Final prompt:
|
||||
Use case: stylized-concept.
|
||||
Asset type: production concept for the Unity game AIGame, one T1 companion RockRhino / 岩甲犀, ID 5.
|
||||
Input images: Image 1 is the EXISTING prototype identity reference: blue-gray rhino, ivory horn, cyan angular armor; preserve this recognizable palette and identity while replacing its primitive proxy geometry. Image 2 is STYLE ONLY: match the FireCat companion's friendly polished chibi 3D game render, big expressive glossy eyes, appealing rounded volumes and clean readable shapes. Do not add cat features or fur to the rhino.
|
||||
Subject: one small friendly stocky FOUR-LEGGED rhinoceros with a broad rounded blue-gray head and muzzle, two large expressive dark eyes, small rounded ears, ONE short sturdy ivory horn centered on its nose, a thick squat blue-gray body, a few broad softly beveled cyan / teal stone armor plates integrated across shoulders and back. Short visible tail. Compact strong legs with simple rounded gray hooves. Stone plates are solid continuous attached armor, with shallow seams, not floating shards.
|
||||
Pose: calm neutral rigging-friendly quadruped standing pose. Four distinct stout legs, all four separate hooves grounded on a common flat plane, visible gaps between each leg and belly. Bilaterally symmetrical anatomy and level back. Head held naturally forward at rest, not attacking, not grazing. Neck readable and separable from shoulders for a later short braced head-and-shoulder bash animation.
|
||||
Composition: single full-body character, centered, landscape 3:2 composition, very shallow front three-quarter view (about 15 degrees off frontal) to show horn, both eyes, body length and all four legs; no exaggerated perspective or foreshortening. All horn, ears, tail and hooves fully in frame, generous white margin.
|
||||
Scene: pure solid white #FFFFFF background to all four corners, soft neutral studio lighting and minimal subtle contact shadow directly beneath feet.
|
||||
Material: smooth matte blue-gray skin, rounded stylized cyan stone armor, ivory horn; high quality soft 3D game art, simple surfaces suitable for 2000-triangle mobile-game reconstruction and 1024 textures. T1 base creature with restrained armor, no equipment.
|
||||
Constraints: exactly ONE rhino, ONE nose horn, FOUR legs; no text, no lettering, no watermark, no borders, no reference panels, no UI, no floor base, no scenery, no other characters, no saddle, no accessories, no magical glow, no particles, no floating stones, no attack effect, no biped pose.
|
||||
|
||||
|
After Width: | Height: | Size: 1.6 MiB |
@@ -0,0 +1,55 @@
|
||||
# 闪闪雀 SparkBird · T1 伙伴制作记录
|
||||
|
||||
2026-10-20完成。伙伴ID=3,电元素输出,现行技能“跃动雷光”;黄色圆身/奶油腹部、青蓝色短翼和闪电冠羽、橙色喙脚,延续火喵/芽芽的成品风格。本次交付正式角色视觉,玩法数值保持Config/Gameplay/greenfield.json现状。
|
||||
|
||||
## 交付
|
||||
|
||||
| 项目 | 路径 |
|
||||
| --- | --- |
|
||||
| 静态伙伴 | `AIClient/Assets/Bundles/Characters/Animal/SparkBird/SparkBird.prefab` |
|
||||
| 动画伙伴入口 | 同目录 `SparkBird_Companion.prefab` |
|
||||
| 骨架中间Prefab | 同目录 `SparkBird_Rigged.prefab` |
|
||||
| 验收场景 | `AIClient/Assets/Bundles/Scenes/Review/Companion_SparkBird_Review.unity` |
|
||||
| 并排/Play截图 | `AIClient/Assets/Screenshots/companion_sparkbird_{review,play}.png` |
|
||||
| 正式配方 | `Config/Art/Companions/SparkBird.json` |
|
||||
| 来源与状态 | `Tools/output/companions/SparkBird/production_manifest.json`,status=validated |
|
||||
|
||||
0.45m,2000三角面/998原始顶点,1024² base/mix,Test/XPbr,每顶点最多4个归一化权重。Y-up、底面中心、局部-Z正面;外层逻辑根旋转identity/缩放1,Root Motion关闭。
|
||||
|
||||
## 来源与制作
|
||||
|
||||
1. 内置imagegen参考proto_pet_3身份与火喵成品风格生成 `sparkbird.png`,1024×1536,白底四角RGB最小253。完整提示词、模式与参考见 `design_prompt.txt`。
|
||||
2. 用户明确授权本角色设计图提交腾讯混元3D及后续模型/骨架发送项目DGXA后,混元官方网页50k生成 `Tools/output/sparkbird_3d/sparkbird.glb`(50000 tris),内嵌贴图解码通过,回执 `hunyuan_status.json`。
|
||||
3. Blender5减面/UV/烘焙到2000 tris/1024 XPbr,产物 `Tools/output/sparkbird_game/sparkbird_xpbr/`。Pipeline仅导入FBX和两张PNG,Unity创建材质/Prefab,不复制离线mat/meta。
|
||||
4. 同一高模通过DGXA TokenRig original模板生成自身28骨,保留 `Tools/output/sparkbird_dgx/high_rig/rigged.glb` 及source/rig哈希。rig SHA256:`0c96b8f84ee9c42ca93d726294a5eb007c62dbe1fa6b6fa1b237d8916bbe8ab8`。
|
||||
5. 静态低模Y-up→Blender Z-up,底面中心/等比尺寸对齐后转权重,保留网格与UV。对齐距离max0.005798/RMS0.002192(源高约1.064);本角色未使用额外skinOverrides。绑定后对静态模最大顶点误差0.000021m。
|
||||
6. 先生成并验收单Walk,再补Idle与雷电施法Attack,均使用同一28骨rig、CUDA成功;每段保留英文提示词、任务号、原始GLB/FBX、高模预览、npy、rig及FBX哈希。
|
||||
7. 新增 `avian_grounded`/`wing_cast` 离线适配:保留鸟的两脚地面步态,按自身翼根/翼尖映射编辑双翼后收、上举并前挥。全骨骼参考绑定校准、贴地/循环闭合及动作语义编辑均保存为.anim,不依赖运行时反向旋转或临时动画。
|
||||
|
||||
骨骼映射来自本角色检查:root=bone_0、chest=bone_3、头部链bone_4/5;X正侧翼根bone_7/羽翼链8..12/翼尖12,X负侧翼根bone_14/链15..19/翼尖19;左右踝22/26,脚尖23/27。正面参考用两个不同踝骨22/26。无独立尾羽/冠羽次级骨;峰值动作已检查整体形状,不能据28骨数量推断所有附肢独立可控。
|
||||
|
||||
## 动作与验收
|
||||
|
||||
| 动作 | 行为 | 各121帧实际蒙皮结果 |
|
||||
| --- | --- | --- |
|
||||
| Idle | 1.4秒循环,6%源变化+轻呼吸/翼部收整,首尾绑定参考 | 最大形变0.01301m;根倾角0.692°;脚底误差≤0.005mm |
|
||||
| Walk | 0.9秒地面短步循环,25%源变化+交替步幅与抬脚 | 左右步幅0.04259/0.04558m;根倾角2.209°;脚底误差≤0.076mm |
|
||||
| Attack | 1.0秒单次,10%源变化+35°前挥/25°展翼;0.45秒释放事件,恢复Idle | 最大形变0.06489m;根倾角3.446°;脚底误差≤0.034mm;内部视觉位移0.002m |
|
||||
|
||||
源Walk根倾角76.906°,通过全骨骼源首帧相对绑定校准处理,保留正确Armature约定。三段循环/恢复端点顶点差均为0。独立鸟型门禁扣除根骨转动后测得双翼相对身体前挥0.03432/0.03705m,均大于1cm;身体前倾本身不能代替挥翼通过此检查。
|
||||
|
||||
控制器Idle↔Walk、Idle/Walk进入Attack、一次Trigger仅一次施法及恢复请求状态全部通过。实际10秒Play观察到Idle/Walk/Attack,最大根倾角3.421°,逻辑根固定,完成后已退出Play。五组场景为Static/Idle/Walk/Attack/Cycle,X=80,与芽芽X=60隔开,保留已打开场景及其内容。
|
||||
|
||||
静态四向、Walk四相位、Idle半周期、Attack蓄力/出手/恢复四向近景已目视检查;保持鸟爪交替迈步,双翼可读,尾羽和冠羽未见明显拉扯或塌陷。近景目录 `static_audit/`、`walk_audit/`、`idle_audit/`、`attack_audit/`。
|
||||
|
||||
## 调用与复现
|
||||
|
||||
Animator在Model节点:`Motion` Int 0=Idle、1=Walk,`Attack` Trigger触发一次施法。Attack在0.45秒发送 `OnCompanionAttackImpact`;接收器应在Animator所在节点或转发。事件仅提供视觉释放时机,真实雷电、链式选敌、伤害、特效及音效仍由技能系统接入。角色尚未替换正式关卡简模。
|
||||
|
||||
```powershell
|
||||
python Tools/character_animation_pipeline.py --recipe Config/Art/Companions/SparkBird.json --build-review --play-check
|
||||
```
|
||||
|
||||
默认复用哈希验证后的本地来源,显式 `--generate` 才请求新动作。初始 `SparkBird.draft.json` 继续禁用(boneMappingReady=false),正式配方为SparkBird.json。
|
||||
|
||||
报告:`verification.txt`、`walk_verification.txt`、`play_verification.txt`、`walk_processing.txt`、`motion_processing.txt`、`SparkBird_Rigged.skin.json`,均位于 `Tools/output/companions/SparkBird/`。新增鸟型配方保护和原流程共5项Python测试通过;2个C#脚本编译通过,最终鸟型门禁与Edit/Play实际运行通过。当前AIClient为用户已有GUI实例,保留开启,未关闭其他Unity项目。
|
||||
@@ -0,0 +1,13 @@
|
||||
Use case: stylized-concept.
|
||||
Asset type: one production character concept for image-to-3D, SparkBird (闪闪雀), T1 electric-element damage companion for the same polished cute fantasy mobile game.
|
||||
Input images: Image 1 proto_pet_3 is the identity reference, preserving a rounded yellow sparrow-like bird, cyan blue wings and crest, orange beak and feet. Image 2 FireCat is ONLY the established polished 3D art style, scale language and eye rendering reference. Create a bird, not a cat.
|
||||
Primary request: a charming small upright bipedal electric sparrow creature with a large rounded head and compact pear-shaped sunny yellow body, cream pale-yellow belly, glossy expressive dark amber eyes with readable whites, tiny friendly orange beak, two solid rounded cyan blue feather wings held slightly away from the body, a short solid cyan crest with a subtle lightning-zigzag silhouette, a small compact cyan tail, two short clearly separated orange legs with broad three-toed bird feet. Cheerful energetic expression, simple T1 form. Both wings and both feet clearly visible, clear shoulder and ankle separation suitable for rigging. Wings are compact feather paddles with only two or three broad sculpted feather lobes, not hands; no fingers.
|
||||
Style/medium: high quality stylized 3D studio character render matching FireCat, gently textured soft feather surfaces, clean solid rounded volumes, a few readable broad feather details, collectible companion appeal.
|
||||
Composition: one character only, centered full body, front-biased very slight three-quarter view, upright neutral standing pose with both feet grounded, wings slightly spread down and away from torso to leave small visible gaps. Full crest and tail in frame with comfortable 12% white margins. Portrait 2:3 framing.
|
||||
Lighting: soft neutral studio lighting, pure solid white RGB255 background including all four corners, minimal soft contact shadow under feet.
|
||||
Constraints: suitable for a clean 2000 triangle game mesh; thick connected solid feathers and crest, compact tail, no floating electricity, particles, detached ornaments or translucent effects. No clothes, jewelry, weapons, scenery, text, labels, multiple views, border or watermark. No cat ears, paws or fur. Do not turn it into a duck or penguin. No long flight wings and no hovering.
|
||||
|
||||
Mode: built-in image_gen, new concept with two reference images.
|
||||
Identity reference: AIClient/Assets/Bundles/UI/Texture/Prototype/proto_pet_3.png
|
||||
Style reference: Doc/Design/Character/FireCat/firecat.png
|
||||
Output: Doc/Design/Character/SparkBird/sparkbird.png (1024x1536).
|
||||
|
After Width: | Height: | Size: 1.4 MiB |
@@ -0,0 +1,14 @@
|
||||
# 雷鸣豹 ThunderLeopard · T1 伙伴制作记录
|
||||
|
||||
2026-10-21 完成。伙伴 ID=8。设计图 `thunderleopard.png`(种子 81004,草图与提示词见 drafts/、design_drafts.json)。
|
||||
|
||||
| 项目 | 路径 |
|
||||
| --- | --- |
|
||||
| 静态伙伴 | `AIClient/Assets/Bundles/Characters/Animal/ThunderLeopard/ThunderLeopard.prefab`(0.45m,2000 tris,Test/XPbr) |
|
||||
| 动画伙伴入口 | 同目录 `ThunderLeopard_Companion.prefab`(Animator:Motion Int 0/1、Attack Trigger、OnCompanionAttackImpact) |
|
||||
| 验收场景 | `AIClient/Assets/Bundles/Scenes/Review/Companion_ThunderLeopard_Review.unity` |
|
||||
| 正式配方 | `Config/Art/Companions/ThunderLeopard.json`(quadruped_heavy/braced_bash(头肩短扑),自身 31 骨,骨骼映射见 anatomyNotes) |
|
||||
| 来源与验收 | `Tools/output/companions/ThunderLeopard/production_manifest.json`(status=validated)、verification.txt、play_verification.txt |
|
||||
| 高模/骨架 | `Tools/output/companion_3d/ThunderLeopard/`、`Tools/output/companion_dgx/ThunderLeopard/high_rig/` |
|
||||
|
||||
流程:本地 Turbo 草图 → 用户选定 → 混元官网 50k → 八向渲染确认朝向 → `Tools/enemy_static_pipeline.py ThunderLeopard 0.45 --kind Animal` → DGXA TokenRig(PowerShell 启动)→ 配方 → `generate_enemy_motions.py` → `character_animation_pipeline.py --build-review --play-check`。战场 Hero8 已嵌套此 Prefab。
|
||||
@@ -0,0 +1,27 @@
|
||||
{
|
||||
"id": "ThunderLeopard",
|
||||
"name": "雷鸣豹",
|
||||
"role": "pet 8 lightning damage (chain)",
|
||||
"jobId": "c683f5f657ad43319249795c785f6258",
|
||||
"status": "completed",
|
||||
"error": null,
|
||||
"model": "Qwen/Qwen-Image-2.1-Turbo (LAN LLM3DGraphics local-images)",
|
||||
"profile": "concept",
|
||||
"size": [
|
||||
1536,
|
||||
1024
|
||||
],
|
||||
"seedStart": 81001,
|
||||
"references": [
|
||||
"AIClient/Assets/Bundles/UI/Texture/Prototype/proto_pet_8.png",
|
||||
"Doc/Design/Character/FireCat/firecat.png"
|
||||
],
|
||||
"prompt": "Image 1 is the EXISTING prototype identity reference made of primitive shapes: keep its recognizable palette and idea while replacing the primitive proxy geometry with a real character. Image 2 is STYLE ONLY: match the FireCat companion's friendly polished chibi 3D mobile-game render, big expressive glossy eyes, appealing rounded volumes and clean readable shapes; do not copy cat features. One friendly T1 companion creature for a cozy meadow tower-defense game. Calm neutral rigging-friendly standing pose, bilaterally symmetrical, all feet grounded on a common flat plane with visible gaps between the limbs, head facing forward. Single full-body character centered, very shallow front three-quarter view (about 15 degrees off frontal), everything in frame with generous margin. Pure solid white #FFFFFF background to all corners, soft studio light, tiny contact shadow under the feet. Every part is solid and attached to the body: no floating pieces, no separate water drops, sparks, petals or particles. Simple smooth surfaces suitable for a 2000-triangle mobile model with a 1024 texture. Exactly one character; no text, no watermark, no UI, no props, no scenery, no floor base. ThunderLeopard, a small sturdy FOUR-LEGGED leopard cub standing on all four paws: soft violet-purple fur with a few darker purple rosette spots, cream muzzle and belly, round ears, big bright golden eyes, a confident playful grin. Two broad solid cyan lightning-bolt-shaped crystal plates fused onto the shoulders like small armor, and one short cyan zigzag crystal crest on the forehead; the crystals are solid attached parts with shallow seams, not floating. Medium thick tail with a cyan crystal tip, attached. Four distinct stout legs with rounded paws all grounded, level back, head held forward at rest, neck readable and separable from the shoulders for a later short head-and-shoulder pounce animation. Landscape composition showing the whole body length.",
|
||||
"drafts": [
|
||||
"Doc/Design/Character/ThunderLeopard/drafts/ThunderLeopard_81001.png",
|
||||
"Doc/Design/Character/ThunderLeopard/drafts/ThunderLeopard_81002.png",
|
||||
"Doc/Design/Character/ThunderLeopard/drafts/ThunderLeopard_81003.png",
|
||||
"Doc/Design/Character/ThunderLeopard/drafts/ThunderLeopard_81004.png"
|
||||
],
|
||||
"generatedUtc": "2026-10-21T03:23:47Z"
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.4 MiB |
|
After Width: | Height: | Size: 1.4 MiB |
|
After Width: | Height: | Size: 1.4 MiB |
|
After Width: | Height: | Size: 1.5 MiB |
|
After Width: | Height: | Size: 1.5 MiB |
@@ -0,0 +1,14 @@
|
||||
# 潮汐鲸 TideWhale · T1 伙伴制作记录
|
||||
|
||||
2026-10-21 完成。伙伴 ID=9。设计图 `tidewhale.png`(种子 91001,草图与提示词见 drafts/、design_drafts.json)。
|
||||
|
||||
| 项目 | 路径 |
|
||||
| --- | --- |
|
||||
| 静态伙伴 | `AIClient/Assets/Bundles/Characters/Animal/TideWhale/TideWhale.prefab`(0.55m,2000 tris,Test/XPbr) |
|
||||
| 动画伙伴入口 | 同目录 `TideWhale_Companion.prefab`(Animator:Motion Int 0/1、Attack Trigger、OnCompanionAttackImpact) |
|
||||
| 验收场景 | `AIClient/Assets/Bundles/Scenes/Review/Companion_TideWhale_Review.unity` |
|
||||
| 正式配方 | `Config/Art/Companions/TideWhale.json`(biped_short/body_slam,自身 22 骨,骨骼映射见 anatomyNotes) |
|
||||
| 来源与验收 | `Tools/output/companions/TideWhale/production_manifest.json`(status=validated)、verification.txt、play_verification.txt |
|
||||
| 高模/骨架 | `Tools/output/companion_3d/TideWhale/`、`Tools/output/companion_dgx/TideWhale/high_rig/` |
|
||||
|
||||
流程:本地 Turbo 草图 → 用户选定 → 混元官网 50k → 八向渲染确认朝向 → `Tools/enemy_static_pipeline.py TideWhale 0.55 --kind Animal` → DGXA TokenRig(PowerShell 启动)→ 配方 → `generate_enemy_motions.py` → `character_animation_pipeline.py --build-review --play-check`。战场 Hero9 已嵌套此 Prefab。
|
||||
@@ -0,0 +1,27 @@
|
||||
{
|
||||
"id": "TideWhale",
|
||||
"name": "潮汐鲸",
|
||||
"role": "pet 9 water guardian (shield)",
|
||||
"jobId": "393f36d96c6d4788a67d420c7d7f454a",
|
||||
"status": "completed",
|
||||
"error": null,
|
||||
"model": "Qwen/Qwen-Image-2.1-Turbo (LAN LLM3DGraphics local-images)",
|
||||
"profile": "concept",
|
||||
"size": [
|
||||
1024,
|
||||
1024
|
||||
],
|
||||
"seedStart": 91001,
|
||||
"references": [
|
||||
"AIClient/Assets/Bundles/UI/Texture/Prototype/proto_pet_9.png",
|
||||
"Doc/Design/Character/FireCat/firecat.png"
|
||||
],
|
||||
"prompt": "Image 1 is the EXISTING prototype identity reference made of primitive shapes: keep its recognizable palette and idea while replacing the primitive proxy geometry with a real character. Image 2 is STYLE ONLY: match the FireCat companion's friendly polished chibi 3D mobile-game render, big expressive glossy eyes, appealing rounded volumes and clean readable shapes; do not copy cat features. One friendly T1 companion creature for a cozy meadow tower-defense game. Calm neutral rigging-friendly standing pose, bilaterally symmetrical, all feet grounded on a common flat plane with visible gaps between the limbs, head facing forward. Single full-body character centered, very shallow front three-quarter view (about 15 degrees off frontal), everything in frame with generous margin. Pure solid white #FFFFFF background to all corners, soft studio light, tiny contact shadow under the feet. Every part is solid and attached to the body: no floating pieces, no separate water drops, sparks, petals or particles. Simple smooth surfaces suitable for a 2000-triangle mobile model with a 1024 texture. Exactly one character; no text, no watermark, no UI, no props, no scenery, no floor base. TideWhale, a chubby baby whale standing UPRIGHT on two short stubby feet like a small round plush toy, not swimming and not floating: a round cyan-blue whale body with a smooth cream belly with soft grooves, a gently domed head, big friendly eyes, a small happy smile, two short rounded flippers held at the sides as arms, a small rounded dorsal fin, a short whale tail with two rounded flukes resting behind on the ground, two short separate stubby legs with flat round feet, a protective calm look. No water spout, no splash, no bubbles.",
|
||||
"drafts": [
|
||||
"Doc/Design/Character/TideWhale/drafts/TideWhale_91001.png",
|
||||
"Doc/Design/Character/TideWhale/drafts/TideWhale_91002.png",
|
||||
"Doc/Design/Character/TideWhale/drafts/TideWhale_91003.png",
|
||||
"Doc/Design/Character/TideWhale/drafts/TideWhale_91004.png"
|
||||
],
|
||||
"generatedUtc": "2026-10-21T03:27:21Z"
|
||||
}
|
||||
|
After Width: | Height: | Size: 1019 KiB |
|
After Width: | Height: | Size: 818 KiB |
|
After Width: | Height: | Size: 998 KiB |
|
After Width: | Height: | Size: 856 KiB |
|
After Width: | Height: | Size: 1019 KiB |
@@ -0,0 +1,14 @@
|
||||
# 藤蔓灵 VineSprite · T1 伙伴制作记录
|
||||
|
||||
2026-10-21 完成。伙伴 ID=7。设计图 `vinesprite.png`(种子 71001,草图与提示词见 drafts/、design_drafts.json)。
|
||||
|
||||
| 项目 | 路径 |
|
||||
| --- | --- |
|
||||
| 静态伙伴 | `AIClient/Assets/Bundles/Characters/Animal/VineSprite/VineSprite.prefab`(0.5m,2000 tris,Test/XPbr) |
|
||||
| 动画伙伴入口 | 同目录 `VineSprite_Companion.prefab`(Animator:Motion Int 0/1、Attack Trigger、OnCompanionAttackImpact) |
|
||||
| 验收场景 | `AIClient/Assets/Bundles/Scenes/Review/Companion_VineSprite_Review.unity` |
|
||||
| 正式配方 | `Config/Art/Companions/VineSprite.json`(biped_short/ranged_cast(治疗施法),自身 28 骨,骨骼映射见 anatomyNotes) |
|
||||
| 来源与验收 | `Tools/output/companions/VineSprite/production_manifest.json`(status=validated)、verification.txt、play_verification.txt |
|
||||
| 高模/骨架 | `Tools/output/companion_3d/VineSprite/`、`Tools/output/companion_dgx/VineSprite/high_rig/` |
|
||||
|
||||
流程:本地 Turbo 草图 → 用户选定 → 混元官网 50k → 八向渲染确认朝向 → `Tools/enemy_static_pipeline.py VineSprite 0.5 --kind Animal` → DGXA TokenRig(PowerShell 启动)→ 配方 → `generate_enemy_motions.py` → `character_animation_pipeline.py --build-review --play-check`。战场 Hero7 已嵌套此 Prefab。
|
||||
@@ -0,0 +1,27 @@
|
||||
{
|
||||
"id": "VineSprite",
|
||||
"name": "藤蔓灵",
|
||||
"role": "pet 7 grass support (heal)",
|
||||
"jobId": "72bc2417017d4189a502eb764aef5e4e",
|
||||
"status": "completed",
|
||||
"error": null,
|
||||
"model": "Qwen/Qwen-Image-2.1-Turbo (LAN LLM3DGraphics local-images)",
|
||||
"profile": "concept",
|
||||
"size": [
|
||||
1024,
|
||||
1024
|
||||
],
|
||||
"seedStart": 71001,
|
||||
"references": [
|
||||
"AIClient/Assets/Bundles/UI/Texture/Prototype/proto_pet_7.png",
|
||||
"Doc/Design/Character/FireCat/firecat.png"
|
||||
],
|
||||
"prompt": "Image 1 is the EXISTING prototype identity reference made of primitive shapes: keep its recognizable palette and idea while replacing the primitive proxy geometry with a real character. Image 2 is STYLE ONLY: match the FireCat companion's friendly polished chibi 3D mobile-game render, big expressive glossy eyes, appealing rounded volumes and clean readable shapes; do not copy cat features. One friendly T1 companion creature for a cozy meadow tower-defense game. Calm neutral rigging-friendly standing pose, bilaterally symmetrical, all feet grounded on a common flat plane with visible gaps between the limbs, head facing forward. Single full-body character centered, very shallow front three-quarter view (about 15 degrees off frontal), everything in frame with generous margin. Pure solid white #FFFFFF background to all corners, soft studio light, tiny contact shadow under the feet. Every part is solid and attached to the body: no floating pieces, no separate water drops, sparks, petals or particles. Simple smooth surfaces suitable for a 2000-triangle mobile model with a 1024 texture. Exactly one character; no text, no watermark, no UI, no props, no scenery, no floor base. VineSprite, a small upright two-legged forest-green vine spirit, clearly different from a mint leaf bud: a rounded forest-green head with a pale lime face, a soft leaf hood that drapes over the back of the head, two thick curling vine tendrils springing from the top of the head and attached along their whole length, one small pink five-petal flower on the hood, a slim body wrapped by a single attached vine spiral, two short vine arms ending in rounded leaf hands, two short stubby root-like legs with flat rounded feet both grounded, gentle caring smile.",
|
||||
"drafts": [
|
||||
"Doc/Design/Character/VineSprite/drafts/VineSprite_71001.png",
|
||||
"Doc/Design/Character/VineSprite/drafts/VineSprite_71002.png",
|
||||
"Doc/Design/Character/VineSprite/drafts/VineSprite_71003.png",
|
||||
"Doc/Design/Character/VineSprite/drafts/VineSprite_71004.png"
|
||||
],
|
||||
"generatedUtc": "2026-10-21T03:19:40Z"
|
||||
}
|
||||
|
After Width: | Height: | Size: 891 KiB |
|
After Width: | Height: | Size: 899 KiB |
|
After Width: | Height: | Size: 881 KiB |
|
After Width: | Height: | Size: 840 KiB |
|
After Width: | Height: | Size: 891 KiB |
@@ -6,8 +6,16 @@
|
||||
"label": "角色与单位美术验收",
|
||||
"spacing": 3.0,
|
||||
"groundSize": 24.0,
|
||||
"cameraPosition": { "x": 6.0, "y": 1.4, "z": -6.5 },
|
||||
"cameraTarget": { "x": 6.0, "y": 0.85, "z": 0.0 },
|
||||
"cameraPosition": {
|
||||
"x": 6.0,
|
||||
"y": 1.4,
|
||||
"z": -6.5
|
||||
},
|
||||
"cameraTarget": {
|
||||
"x": 6.0,
|
||||
"y": 0.85,
|
||||
"z": 0.0
|
||||
},
|
||||
"fieldOfView": 35,
|
||||
"subjects": [
|
||||
{
|
||||
@@ -59,7 +67,11 @@
|
||||
"maxTriangles": 2500,
|
||||
"requireXpbr": true,
|
||||
"requireAnimator": true,
|
||||
"requiredClips": ["Idle", "Walk", "Attack"],
|
||||
"requiredClips": [
|
||||
"Idle",
|
||||
"Walk",
|
||||
"Attack"
|
||||
],
|
||||
"notes": "敌方制作标准样例:同角色12骨→空间对齐→低模转权重→Idle/Walk/Attack→离线收尾;Enemy视觉Variant见Characters/Enemy/RockBall。Motion=0/1,Attack使用Trigger。"
|
||||
},
|
||||
{
|
||||
@@ -81,8 +93,270 @@
|
||||
"maxTriangles": 2000,
|
||||
"requireXpbr": true,
|
||||
"requireAnimator": true,
|
||||
"requiredClips": ["Idle", "Walk", "Attack"],
|
||||
"requiredClips": [
|
||||
"Idle",
|
||||
"Walk",
|
||||
"Attack"
|
||||
],
|
||||
"notes": "火喵T1伙伴视觉:同角色22骨,Walk全骨骼首帧校准,尾部权重修正;Idle/Walk循环,Attack单次双爪施法,0.55秒出手事件。专用Companion_FireCat_Review场景Edit/Play均通过。"
|
||||
},
|
||||
{
|
||||
"id": "BudBud",
|
||||
"kind": "Animal",
|
||||
"prefab": "Assets/Bundles/Characters/Animal/BudBud/BudBud.prefab",
|
||||
"expectedHeight": 0.5,
|
||||
"heightTolerance": 0.01,
|
||||
"maxTriangles": 2000,
|
||||
"requireXpbr": true,
|
||||
"notes": "芽芽T1正式静态模,0.50m、Y-up、底面中心、局部-Z正面,正侧背检查通过。"
|
||||
},
|
||||
{
|
||||
"id": "BudBud_Companion",
|
||||
"kind": "Animal",
|
||||
"prefab": "Assets/Bundles/Characters/Animal/BudBud/BudBud_Companion.prefab",
|
||||
"expectedHeight": 0.5,
|
||||
"heightTolerance": 0.01,
|
||||
"maxTriangles": 2000,
|
||||
"requireXpbr": true,
|
||||
"notes": "芽芽T1草系治疗伙伴:混元50k→2000 tris/1024 XPbr;自身22骨,先Walk后补三动作,Edit/Play通过。",
|
||||
"requireAnimator": true,
|
||||
"requiredClips": [
|
||||
"Idle",
|
||||
"Walk",
|
||||
"Attack"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "SparkBird",
|
||||
"kind": "Animal",
|
||||
"prefab": "Assets/Bundles/Characters/Animal/SparkBird/SparkBird.prefab",
|
||||
"expectedHeight": 0.45,
|
||||
"heightTolerance": 0.01,
|
||||
"maxTriangles": 2000,
|
||||
"requireXpbr": true,
|
||||
"notes": "闪闪雀T1正式静态模:混元50k→2000 tris/1024 XPbr,0.45m、Y-up、底面中心、局部-Z正面,四向验收通过。"
|
||||
},
|
||||
{
|
||||
"id": "SparkBird_Companion",
|
||||
"kind": "Animal",
|
||||
"prefab": "Assets/Bundles/Characters/Animal/SparkBird/SparkBird_Companion.prefab",
|
||||
"expectedHeight": 0.45,
|
||||
"heightTolerance": 0.01,
|
||||
"maxTriangles": 2000,
|
||||
"requireXpbr": true,
|
||||
"notes": "闪闪雀T1电系输出伙伴:自身28骨,avian_grounded/wing_cast,先Walk后补三动作,双翼相对身体前挥门禁及Edit/Play通过。",
|
||||
"requireAnimator": true,
|
||||
"requiredClips": [
|
||||
"Idle",
|
||||
"Walk",
|
||||
"Attack"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "BubbleTurtle",
|
||||
"kind": "Animal",
|
||||
"prefab": "Assets/Bundles/Characters/Animal/BubbleTurtle/BubbleTurtle.prefab",
|
||||
"expectedHeight": 0.35,
|
||||
"heightTolerance": 0.01,
|
||||
"maxTriangles": 2000,
|
||||
"requireXpbr": true,
|
||||
"notes": "泡泡龟T1正式静态模:混元50k→离线统一朝向→2000 tris/1024 XPbr,0.35m、Y-up、底面中心、局部-Z正面,四向图确认。"
|
||||
},
|
||||
{
|
||||
"id": "BubbleTurtle_Companion",
|
||||
"kind": "Animal",
|
||||
"prefab": "Assets/Bundles/Characters/Animal/BubbleTurtle/BubbleTurtle_Companion.prefab",
|
||||
"expectedHeight": 0.35,
|
||||
"heightTolerance": 0.01,
|
||||
"maxTriangles": 2000,
|
||||
"requireXpbr": true,
|
||||
"notes": "泡泡龟T1水系守护:最终26骨、quadruped_turtle/turtle_bubble、四脚实际网格步态/壳体刚性/Edit与Play通过,0.6秒释放事件。",
|
||||
"requireAnimator": true,
|
||||
"requiredClips": [
|
||||
"Idle",
|
||||
"Walk",
|
||||
"Attack"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "RockRhino",
|
||||
"kind": "Animal",
|
||||
"prefab": "Assets/Bundles/Characters/Animal/RockRhino/RockRhino.prefab",
|
||||
"expectedHeight": 0.55,
|
||||
"heightTolerance": 0.01,
|
||||
"maxTriangles": 2000,
|
||||
"requireXpbr": true,
|
||||
"notes": "岩甲犀T1静态模:官方混元50k→离线+70°统一朝向→2000tris/1024 XPbr,0.55m、Y-up、底面中心、局部-Z正面,四向图确认。"
|
||||
},
|
||||
{
|
||||
"id": "RockRhino_Companion",
|
||||
"kind": "Animal",
|
||||
"prefab": "Assets/Bundles/Characters/Animal/RockRhino/RockRhino_Companion.prefab",
|
||||
"expectedHeight": 0.55,
|
||||
"heightTolerance": 0.01,
|
||||
"maxTriangles": 2000,
|
||||
"requireXpbr": true,
|
||||
"notes": "岩甲犀T1控制伙伴:自身29骨、quadruped_heavy/braced_bash,先单Walk后补三动作,四脚实际蒙皮/岩甲与角刚性/Edit与Play通过,0.6秒事件。",
|
||||
"requireAnimator": true,
|
||||
"requiredClips": [
|
||||
"Idle",
|
||||
"Walk",
|
||||
"Attack"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "Hornlet_Enemy",
|
||||
"kind": "Enemy",
|
||||
"prefab": "Assets/Bundles/Characters/Enemy/Hornlet/Hornlet_Enemy.prefab",
|
||||
"expectedHeight": 0.5,
|
||||
"heightTolerance": 0.01,
|
||||
"maxTriangles": 2000,
|
||||
"requireXpbr": true,
|
||||
"requireAnimator": true,
|
||||
"requiredClips": [
|
||||
"Idle",
|
||||
"Walk",
|
||||
"Attack"
|
||||
],
|
||||
"notes": "小角怪(普通,type0):混元50k→2000 tris/1024 XPbr,DGXA同源TokenRig,biped_short/body_slam三动作,Edit/Play通过;战场 Enemies/EnemyN/Type0 嵌套。"
|
||||
},
|
||||
{
|
||||
"id": "Dashlet_Enemy",
|
||||
"kind": "Enemy",
|
||||
"prefab": "Assets/Bundles/Characters/Enemy/Dashlet/Dashlet_Enemy.prefab",
|
||||
"expectedHeight": 0.5,
|
||||
"heightTolerance": 0.01,
|
||||
"maxTriangles": 2000,
|
||||
"requireXpbr": true,
|
||||
"requireAnimator": true,
|
||||
"requiredClips": [
|
||||
"Idle",
|
||||
"Walk",
|
||||
"Attack"
|
||||
],
|
||||
"notes": "疾跑怪(快速,type1):混元50k→2000 tris/1024 XPbr,DGXA同源TokenRig,biped_short/body_slam三动作,Edit/Play通过;战场 Enemies/EnemyN/Type1 嵌套。"
|
||||
},
|
||||
{
|
||||
"id": "Shellhorn_Enemy",
|
||||
"kind": "Enemy",
|
||||
"prefab": "Assets/Bundles/Characters/Enemy/Shellhorn/Shellhorn_Enemy.prefab",
|
||||
"expectedHeight": 0.5,
|
||||
"heightTolerance": 0.01,
|
||||
"maxTriangles": 2000,
|
||||
"requireXpbr": true,
|
||||
"requireAnimator": true,
|
||||
"requiredClips": [
|
||||
"Idle",
|
||||
"Walk",
|
||||
"Attack"
|
||||
],
|
||||
"notes": "硬壳怪(护甲,type2):混元50k→2000 tris/1024 XPbr,DGXA同源TokenRig,biped_short/body_slam三动作,Edit/Play通过;战场 Enemies/EnemyN/Type2 嵌套。"
|
||||
},
|
||||
{
|
||||
"id": "HornCaptain_Enemy",
|
||||
"kind": "Enemy",
|
||||
"prefab": "Assets/Bundles/Characters/Enemy/HornCaptain/HornCaptain_Enemy.prefab",
|
||||
"expectedHeight": 0.6,
|
||||
"heightTolerance": 0.01,
|
||||
"maxTriangles": 2000,
|
||||
"requireXpbr": true,
|
||||
"requireAnimator": true,
|
||||
"requiredClips": [
|
||||
"Idle",
|
||||
"Walk",
|
||||
"Attack"
|
||||
],
|
||||
"notes": "角怪队长(精英,type3):混元50k→2000 tris/1024 XPbr,DGXA同源TokenRig,biped_short/body_slam三动作,Edit/Play通过;战场 Enemies/EnemyN/Type3 嵌套。"
|
||||
},
|
||||
{
|
||||
"id": "GreatHorn_Enemy",
|
||||
"kind": "Enemy",
|
||||
"prefab": "Assets/Bundles/Characters/Enemy/GreatHorn/GreatHorn_Enemy.prefab",
|
||||
"expectedHeight": 0.8,
|
||||
"heightTolerance": 0.01,
|
||||
"maxTriangles": 2000,
|
||||
"requireXpbr": true,
|
||||
"requireAnimator": true,
|
||||
"requiredClips": [
|
||||
"Idle",
|
||||
"Walk",
|
||||
"Attack"
|
||||
],
|
||||
"notes": "大角首领(首领,type4):混元50k→2000 tris/1024 XPbr,DGXA同源TokenRig,biped_short/body_slam三动作,Edit/Play通过;战场 Enemies/EnemyN/Type4 嵌套。"
|
||||
},
|
||||
{
|
||||
"id": "FlameLion",
|
||||
"kind": "Animal",
|
||||
"prefab": "Assets/Bundles/Characters/Animal/FlameLion/FlameLion.prefab",
|
||||
"expectedHeight": 0.6,
|
||||
"heightTolerance": 0.01,
|
||||
"maxTriangles": 2000,
|
||||
"requireXpbr": true,
|
||||
"notes": "烈焰狮T1静态:官方混元50k→2000tris/1024 XPbr,0.60m、Y-up、底面中心、局部-Z正面,四向验收通过。"
|
||||
},
|
||||
{
|
||||
"id": "FlameLion_Companion",
|
||||
"kind": "Animal",
|
||||
"prefab": "Assets/Bundles/Characters/Animal/FlameLion/FlameLion_Companion.prefab",
|
||||
"expectedHeight": 0.6,
|
||||
"heightTolerance": 0.01,
|
||||
"maxTriangles": 2000,
|
||||
"requireXpbr": true,
|
||||
"notes": "烈焰狮T1火系输出:自身远程28骨、biped_short/flame_roar,单Walk后补三动作、实际双脚/鬃毛刚性/头与双爪施法/Edit与Play通过;0.6秒事件。",
|
||||
"requireAnimator": true,
|
||||
"requiredClips": [
|
||||
"Idle",
|
||||
"Walk",
|
||||
"Attack"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "VineSprite_Companion",
|
||||
"kind": "Animal",
|
||||
"prefab": "Assets/Bundles/Characters/Animal/VineSprite/VineSprite_Companion.prefab",
|
||||
"expectedHeight": 0.5,
|
||||
"heightTolerance": 0.01,
|
||||
"maxTriangles": 2000,
|
||||
"requireXpbr": true,
|
||||
"requireAnimator": true,
|
||||
"requiredClips": [
|
||||
"Idle",
|
||||
"Walk",
|
||||
"Attack"
|
||||
],
|
||||
"notes": "藤蔓灵(pet 7)T1:混元50k→2000 tris/1024 XPbr,DGXA同源28骨,biped_short/ranged_cast(治疗施法),Edit/Play通过。"
|
||||
},
|
||||
{
|
||||
"id": "ThunderLeopard_Companion",
|
||||
"kind": "Animal",
|
||||
"prefab": "Assets/Bundles/Characters/Animal/ThunderLeopard/ThunderLeopard_Companion.prefab",
|
||||
"expectedHeight": 0.45,
|
||||
"heightTolerance": 0.01,
|
||||
"maxTriangles": 2000,
|
||||
"requireXpbr": true,
|
||||
"requireAnimator": true,
|
||||
"requiredClips": [
|
||||
"Idle",
|
||||
"Walk",
|
||||
"Attack"
|
||||
],
|
||||
"notes": "雷鸣豹(pet 8)T1:混元50k→2000 tris/1024 XPbr,DGXA同源31骨,quadruped_heavy/braced_bash(头肩短扑),Edit/Play通过。"
|
||||
},
|
||||
{
|
||||
"id": "TideWhale_Companion",
|
||||
"kind": "Animal",
|
||||
"prefab": "Assets/Bundles/Characters/Animal/TideWhale/TideWhale_Companion.prefab",
|
||||
"expectedHeight": 0.55,
|
||||
"heightTolerance": 0.01,
|
||||
"maxTriangles": 2000,
|
||||
"requireXpbr": true,
|
||||
"requireAnimator": true,
|
||||
"requiredClips": [
|
||||
"Idle",
|
||||
"Walk",
|
||||
"Attack"
|
||||
],
|
||||
"notes": "潮汐鲸(pet 9)T1:混元50k→2000 tris/1024 XPbr,DGXA同源22骨,biped_short/body_slam,Edit/Play通过。"
|
||||
}
|
||||
],
|
||||
"workflow": {
|
||||
|
||||
|
After Width: | Height: | Size: 1.1 MiB |