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>
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# 泡泡龟 BubbleTurtle · T1 伙伴制作记录
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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。
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## 交付
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| 项目 | 路径 |
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| --- | --- |
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| 静态伙伴 | `AIClient/Assets/Bundles/Characters/Animal/BubbleTurtle/BubbleTurtle.prefab` |
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| 动画伙伴入口 | 同目录 `BubbleTurtle_Companion.prefab` |
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| 骨架中间Prefab | 同目录 `BubbleTurtle_Rigged.prefab` |
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| 独立验收场景 | `AIClient/Assets/Bundles/Scenes/Review/Companion_BubbleTurtle_Review.unity` |
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| 并排/Play截图 | `AIClient/Assets/Screenshots/companion_bubbleturtle_{review,play}.png` |
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| 正式配方 | `Config/Art/Companions/BubbleTurtle.json` |
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| 来源与状态 | `Tools/output/companions/BubbleTurtle/production_manifest.json`,status=validated |
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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。
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## 来源与朝向
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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。
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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。
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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。
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## 同源骨架与权重
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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。
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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。
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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。
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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。
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## 动作与验收
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| 动作 | 行为 | 各121帧实际蒙皮结果 |
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| --- | --- | --- |
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| 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 |
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| 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° |
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| 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 |
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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。
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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。
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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。
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## 调用与复现
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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。
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```powershell
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python Tools/character_animation_pipeline.py --recipe Config/Art/Companions/BubbleTurtle.json --build-review --play-check
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```
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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。
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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。
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Use case: stylized-concept.
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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.
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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.
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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.
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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.
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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.
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Lighting/backdrop: soft neutral studio lighting, PURE SOLID WHITE RGB255 background including all four corners, minimal soft contact shadow immediately under feet.
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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.
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Mode: built-in image_gen, new character concept using reference images.
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Identity reference: AIClient/Assets/Bundles/UI/Texture/Prototype/proto_pet_4.png
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Style reference: Doc/Design/Character/FireCat/firecat.png
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Output: Doc/Design/Character/BubbleTurtle/bubbleturtle.png (1536x1024).
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