Replace TownSquare with HomeCamp art and land humanoid bots, LittleBear, and LmGirl review assets.
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -21,11 +21,11 @@ Pipeline:`AIClient/AgentScripts/BuildCharacterReview.cs`、`SetupCharacter.cs`
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- `Animal`:非人生物 / 宠物正式模型(站姿或四足,目标身高按物种登记)
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- 后续武器/道具走 `GameResProductProc` 独立物件节,可先在本验收场景并排放下对比尺度
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网格约定与附录 B 一致:Y-up、原点在底面中点、局部 **-Z 为正面**。
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网格约定与附录 B 一致:Y-up、原点在底面中点、局部 **+Z 为正面**。
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## 制作步骤(单件)
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1. **设计图**:纯白底、全身入画。人物用 T Pose、比例 `2:3`;非人用可辨识站姿,比例按体型选 `2:3` 或 `1:1`。
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1. **设计图**:纯白底、全身入画。人形角色用正面正交 T Pose、双手空、比例 `2:3`,必须原样加入 [GameResProductProc.md「二.2.A 人物角色」](../../../GameResProductProc.md#a-人物角色) 的完整固定英文姿态提示词,并按该节要求目视核对;非人用可辨识站姿,比例按体型选 `2:3` 或 `1:1`。
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2. **混元图生 3D**:`Tools/hunyuan_3d_generate.py --faces 50k`。
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3. **减面烘焙**:`Tools/model_tools/model_lowpoly_bake.py --tris <目标> --size 1024`。人物约 3000;非人/宠物默认 800~2000,在 manifest 的 `maxTriangles` 写死验收上限。
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4. **入库**:`python Tools/install_character_bundles.py -a {Name} --kind {Kind} -b Tools/output/..._xpbr`
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@@ -34,12 +34,18 @@ Pipeline:`AIClient/AgentScripts/BuildCharacterReview.cs`、`SetupCharacter.cs`
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6. **登记**到 `Doc/ResDesc_Model.md` / `Doc/ResDesc_Picture.md`。
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7. **验收**:把该件追加进 `character_unit_review_manifest.json` 的 `subjects`,再执行下方 Pipeline。
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### 人形角色蒙皮(默认)
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静态模型验收通过后,人形角色默认采用 **固定 Mixamo 骨架 + TokenRig 只预测蒙皮权重**。先按角色体型拟合骨架并固定,清除参考模型既有权重,使用已有骨架模式预测权重;随后装回固定骨架并校验骨名、层级、骨轴与休息矩阵,检查和清理跨部位错误影响,归一化后导出。保留原网格、UV 和烘焙贴图。
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Unity Pipeline 配置 Humanoid 与角色自己的 Avatar,并对实际所需动作进行形变、脚踝交叉及接地验收;动画 Prefab 和资源登记完成后才接入业务。详细约定见 [GameResProductProc.md「二.2.A 人物角色」](../../../GameResProductProc.md#a-人物角色)。现有固定 41 骨与局部约束工具需按新角色拟合、验收。
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## 验收场景(专用)
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场景里固定包含:
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- 地面与刻度(身高参考柱 0.5 / 1.0 / 1.8m)
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- 每个 subject 脚下的 **-Z 正面箭头**
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- 每个 subject 脚下的 **+Z 正面箭头**
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- 方向光 + 验收相机
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- 按 `spacing` 横向排列的 Prefab 实例
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@@ -68,7 +74,7 @@ unity command --project-path D:/UD/AI/AIGame/AIClient run_script --file AgentScr
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- 包围盒底面 `min.y` 接近 0(±0.05)
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- 身高在 `expectedHeight ± heightTolerance`
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- 三角面数 ≤ `maxTriangles`
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- 人工目视:局部 -Z 朝向相机前的箭头、无悬浮、无穿模、贴图无品红缺贴图
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- 人工目视:局部 +Z 朝向相机前的箭头、无悬浮、无穿模、贴图无品红缺贴图
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通过后,才允许把该 Prefab 接到开战/营地替换简模。
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@@ -83,3 +89,8 @@ unity command --project-path D:/UD/AI/AIGame/AIClient run_script --file AgentScr
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敌方角色制作采用 [EnemyCharacterProduction.md](EnemyCharacterProduction.md):同角色骨架、空间对齐、三动作来源哈希、离线收尾、Enemy视觉Prefab与整段验收。岩团团已从单Walk阶段升级到Idle/Walk/Attack;总验收按三动作检查。
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本场景**不**被 `PrototypeFlow` 加载。开战仍用 `PrototypeArena` 简模,直到某宠物正式模型验收通过并单独做替换任务。
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### 朝向兼容(2026-10-24)
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新 subject 默认 `localForward: "+Z"`,新资源相机应位于其 +Z 正面一侧。历史 manifest 中的旧件已显式标注 `localForward: "-Z"`,沿用原相机和旧件朝向,脚下标记按各自配置生成。渲染辅助 `AuditCharacterVisual.Capture` 的 `forwardZ` 默认 +1;旧 -Z 件必须传 -1。
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@@ -6,7 +6,7 @@
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每个敌人交付已验收静态模、同源骨架和蒙皮、Idle/Walk/Attack、Animator、Enemy视觉Prefab、验收场景、来源清单和验证报告。流程到可调用的视觉资产为止,战斗数值、寻路和伤害结算由玩法接入。
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统一约定:Unity Y-up、米制、底面中心原点、局部-Z正面。外层逻辑根旋转identity、缩放1,关闭Root Motion;移动和转向由玩法驱动。网格、骨架和动画必须共用绑定空间,不能靠运行时反向旋转补救。
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统一约定:Unity Y-up、米制、底面中心原点、局部+Z正面。外层逻辑根旋转identity、缩放1,关闭Root Motion;移动和转向由玩法驱动。网格、骨架和动画必须共用绑定空间,不能靠运行时反向旋转补救。
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| 动作 | 标准行为 | 岩团团参数 |
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| --- | --- | --- |
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@@ -24,7 +24,7 @@
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先尝试验收网格的TokenRig;过简低模导致关键关节缺失时,对**同角色高模**绑骨再转权重。骨数不能代替关节和动作质量验收。
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项目静态FBX导入Blender后仍为Y-up顶点,TokenRig GLB为Blender Z-up。`bl_transfer_skin.py --low-up Y --align-bounds` 先转Y→Z,再以底面中心平移/等比缩放对齐,最后转权重,保留原UV与三角面。几何距离门槛:最大≤尺寸3%、RMS≤1%;不满足就停止检查来源或对齐,不能对另一角色强行蒙皮。
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历史静态FBX曾在Blender中保留Y-up顶点,TokenRig GLB为Blender Z-up。v2标准FBX默认导入后已在Blender Z-up世界中站立,必须读取完整节点变换,不能对新文件再无条件旋转90°。旧输入兼容:`bl_transfer_skin.py --low-up Y --align-bounds` 先转Y→Z,再以底面中心平移/等比缩放对齐,最后转权重,保留原UV与三角面。几何距离门槛:最大≤尺寸3%、RMS≤1%;不满足就停止检查来源或对齐,不能对另一角色强行蒙皮。
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配方记录 `rigSource`,每个动作回执记录rig SHA256,导入前要求完全一致;新生成回执还校验FBX SHA256。Unity检查骨路径与父子关系,禁止按bone_N同名混用其它rig。Armature的+90°X可保留,不单独清零。
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@@ -59,7 +59,7 @@ animator.SetTrigger("Attack");
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Attack包含 `OnEnemyAttackImpact` 动画事件,时刻=`attackImpact * attackSeconds`。预览允许无接收器;玩法接入时由现有攻击事件或表现桥接处理,避免重复结算。美术事件不直接扣血,不替代服务器/战斗判定。
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视觉Prefab输出 `Assets/Bundles/Characters/Enemy/{Name}/{Name}_Enemy.prefab`。新敌人源资产通常放 `Characters/Enemy/{Name}/`;岩团团复用已有 `Characters/Animal/RockBall/` 的模型、动画、XPbr,通过Variant交付Enemy目录,不复制贴图材质。转向时以局部-Z对准目标。
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视觉Prefab输出 `Assets/Bundles/Characters/Enemy/{Name}/{Name}_Enemy.prefab`。新敌人源资产通常放 `Characters/Enemy/{Name}/`;岩团团复用已有 `Characters/Animal/RockBall/` 的模型、动画、XPbr,通过Variant交付Enemy目录,不复制贴图材质。新资源转向时以局部+Z对准目标,直接使用 Quaternion.LookRotation(direction)。
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## 6. 验收门槛
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@@ -199,3 +199,8 @@ shellRegionMin/Max在Unity归一化空间选取壳区,扣除shellBone刚性
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## 四敌人Studio流程复验完成(2026-10-21)
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Hornlet、Dashlet、Shellhorn、HornCaptain均按大角首领2~5步流程完成独立Studio版,绑定各自原骨架并直接复用原Avatar/控制器/三段成品动作。使用通用StudioTrial脚本按本角色骨数、尺寸及实际动作约束验收;禁止照搬大角首领骨编号或脚底顶点。生成、修正、Edit/Play及资源路径见 [StudioEnemies/Production.md](StudioEnemies/Production.md)。
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### +Z 新约定与旧样例
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自 2026-10-24 起新资源统一 +Z 正面。本文各日期样例、固定骨架和旧配方的 -Z 门禁描述其已验收的实际空间,保持兼容,不代表项目默认值。旧绑定空间只能在一次完整的网格/骨架/动作迁移中改变,不能仅改验证器符号或粒子挂点。
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@@ -0,0 +1,12 @@
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LittleBear:人形小熊,双足直立,圆耳、焦糖棕色短毛、奶油色口鼻和腹部,黑鼻与友善深色眼睛。圆润卡通冒险游戏风格,无服装、配饰或手持物。保留清楚的肩肘腕、髋膝踝,手掌为简化熊掌,便于固定 Mixamo 骨架蒙皮。
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standard T-pose, front orthographic view, full body,
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arms extended horizontally at shoulder height,
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straight elbows, palms facing down,
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legs straight, feet slightly apart and pointing forward,
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symmetrical neutral stance, character modeling reference
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纯白背景 #FFFFFF,正面正交视角,全身包括耳尖、指尖、脚底完整入画;对称中立站姿,双手空;无场景、地面阴影、文字、水印。2:3 画幅。
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生成方式:内置 imagegen(项目脚本未配置图像服务密钥),1024×1536 RGB。
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目标:混元50k高模→Studio低模→Studio UV→1024²烘焙→超出3000面目标30%时保留UV减面→固定Mixamo骨架+TokenRig只预测权重→Unity Humanoid与实际Walking验收。展示身高1.2m。
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Load Diff
@@ -26,7 +26,8 @@
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"heightTolerance": 0.15,
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"maxTriangles": 3500,
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"requireXpbr": true,
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"notes": "人物样例:Y-up、底面原点、局部 -Z 正面"
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"notes": "人物样例:Y-up、底面原点、局部 -Z 正面",
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"localForward": "-Z"
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},
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{
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"id": "LmGirl",
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@@ -36,7 +37,8 @@
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"heightTolerance": 0.15,
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"maxTriangles": 3500,
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"requireXpbr": true,
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"notes": "人物样例"
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"notes": "人物样例",
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"localForward": "-Z"
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},
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{
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"id": "LmCat",
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@@ -46,7 +48,8 @@
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"heightTolerance": 0.12,
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"maxTriangles": 3500,
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"requireXpbr": true,
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"notes": "非人样例:可作宠物正式模型目录模板 Characters/Animal/{Name}"
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"notes": "非人样例:可作宠物正式模型目录模板 Characters/Animal/{Name}",
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"localForward": "-Z"
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},
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{
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"id": "RockBall",
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@@ -56,7 +59,8 @@
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"heightTolerance": 0.12,
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"maxTriangles": 2000,
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"requireXpbr": true,
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"notes": "岩团团正式静态宠模:混元50k→烘焙1500 tris;已通过。开战/营地替换另开任务"
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"notes": "岩团团正式静态宠模:混元50k→烘焙1500 tris;已通过。开战/营地替换另开任务",
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"localForward": "-Z"
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},
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{
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"id": "RockBall_Rigged",
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@@ -72,7 +76,8 @@
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"Walk",
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"Attack"
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],
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"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。"
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"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。",
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"localForward": "-Z"
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},
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{
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"id": "FireCat",
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@@ -82,7 +87,8 @@
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"heightTolerance": 0.01,
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"maxTriangles": 2000,
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"requireXpbr": true,
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"notes": "火喵T1伙伴静态模:混元50k→1998 tris/1024 XPbr,隔离正侧背面与尺寸贴地验收通过。"
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"notes": "火喵T1伙伴静态模:混元50k→1998 tris/1024 XPbr,隔离正侧背面与尺寸贴地验收通过。",
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"localForward": "-Z"
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},
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{
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"id": "FireCat_Companion",
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@@ -98,7 +104,8 @@
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"Walk",
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"Attack"
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],
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"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。"
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"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。",
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"localForward": "-Z"
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},
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{
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"id": "BudBud",
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@@ -108,7 +115,8 @@
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"heightTolerance": 0.01,
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"maxTriangles": 2000,
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"requireXpbr": true,
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"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。"
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"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。",
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"localForward": "-Z"
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},
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{
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"id": "BudBud_Companion",
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@@ -124,7 +132,8 @@
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"Idle",
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"Walk",
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"Attack"
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]
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],
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"localForward": "-Z"
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},
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{
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"id": "SparkBird",
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@@ -134,7 +143,8 @@
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"heightTolerance": 0.01,
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"maxTriangles": 2000,
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"requireXpbr": true,
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"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。"
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"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。",
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"localForward": "-Z"
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},
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{
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"id": "SparkBird_Companion",
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@@ -150,7 +160,8 @@
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"Idle",
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"Walk",
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"Attack"
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]
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],
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"localForward": "-Z"
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},
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{
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"id": "BubbleTurtle",
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@@ -160,7 +171,8 @@
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"heightTolerance": 0.01,
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"maxTriangles": 2000,
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"requireXpbr": true,
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"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。"
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"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。",
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"localForward": "-Z"
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},
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{
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"id": "BubbleTurtle_Companion",
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@@ -176,7 +188,8 @@
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"Idle",
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"Walk",
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"Attack"
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]
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],
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"localForward": "-Z"
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},
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{
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"id": "RockRhino",
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@@ -186,7 +199,8 @@
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"heightTolerance": 0.01,
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"maxTriangles": 2000,
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"requireXpbr": true,
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"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。"
|
||||
"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。",
|
||||
"localForward": "-Z"
|
||||
},
|
||||
{
|
||||
"id": "RockRhino_Companion",
|
||||
@@ -202,7 +216,8 @@
|
||||
"Idle",
|
||||
"Walk",
|
||||
"Attack"
|
||||
]
|
||||
],
|
||||
"localForward": "-Z"
|
||||
},
|
||||
{
|
||||
"id": "Hornlet_Enemy",
|
||||
@@ -218,7 +233,8 @@
|
||||
"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。"
|
||||
"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。",
|
||||
"localForward": "-Z"
|
||||
},
|
||||
{
|
||||
"id": "Dashlet_Enemy",
|
||||
@@ -234,7 +250,8 @@
|
||||
"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。"
|
||||
"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。",
|
||||
"localForward": "-Z"
|
||||
},
|
||||
{
|
||||
"id": "Shellhorn_Enemy",
|
||||
@@ -250,7 +267,8 @@
|
||||
"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。"
|
||||
"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。",
|
||||
"localForward": "-Z"
|
||||
},
|
||||
{
|
||||
"id": "HornCaptain_Enemy",
|
||||
@@ -266,7 +284,8 @@
|
||||
"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。"
|
||||
"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。",
|
||||
"localForward": "-Z"
|
||||
},
|
||||
{
|
||||
"id": "GreatHorn_Enemy",
|
||||
@@ -282,7 +301,8 @@
|
||||
"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。"
|
||||
"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。",
|
||||
"localForward": "-Z"
|
||||
},
|
||||
{
|
||||
"id": "FlameLion",
|
||||
@@ -292,7 +312,8 @@
|
||||
"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。"
|
||||
"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。",
|
||||
"localForward": "-Z"
|
||||
},
|
||||
{
|
||||
"id": "FlameLion_Companion",
|
||||
@@ -308,7 +329,8 @@
|
||||
"Idle",
|
||||
"Walk",
|
||||
"Attack"
|
||||
]
|
||||
],
|
||||
"localForward": "-Z"
|
||||
},
|
||||
{
|
||||
"id": "VineSprite_Companion",
|
||||
@@ -324,7 +346,8 @@
|
||||
"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。"
|
||||
"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。",
|
||||
"localForward": "-Z"
|
||||
},
|
||||
{
|
||||
"id": "ThunderLeopard_Companion",
|
||||
@@ -340,7 +363,8 @@
|
||||
"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。"
|
||||
"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。",
|
||||
"localForward": "-Z"
|
||||
},
|
||||
{
|
||||
"id": "TideWhale_Companion",
|
||||
@@ -356,7 +380,32 @@
|
||||
"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。"
|
||||
"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。",
|
||||
"localForward": "-Z"
|
||||
},
|
||||
{
|
||||
"id": "LittleBear_Static",
|
||||
"kind": "Human",
|
||||
"prefab": "Assets/Bundles/Characters/Human/LittleBear/LittleBear_Static.prefab",
|
||||
"expectedHeight": 1.2,
|
||||
"heightTolerance": 0.02,
|
||||
"maxTriangles": 3000,
|
||||
"requireXpbr": true,
|
||||
"localForward": "+Z",
|
||||
"notes": "人形小熊:正交T-pose设计图→混元50k→Studio低模/UV→1024烘焙→保留UV减面3000。专用验收场景LittleBearReview。"
|
||||
},
|
||||
{
|
||||
"id": "LittleBear",
|
||||
"kind": "Human",
|
||||
"prefab": "Assets/Bundles/Characters/Human/LittleBear/LittleBear.prefab",
|
||||
"expectedHeight": 1.2,
|
||||
"heightTolerance": 0.02,
|
||||
"maxTriangles": 3000,
|
||||
"requireXpbr": true,
|
||||
"requireAnimator": true,
|
||||
"requiredClips": ["Breathing Idle", "mixamo.com"],
|
||||
"localForward": "+Z",
|
||||
"notes": "固定Mixamo41骨+TokenRig只预测权重,局部约束与裆部连续过渡;自己的有效Humanoid Avatar。Motion=0 Idle/1 Walk,Foot IK开启,共享现有剪辑。250点采样无脚踝交叉;独立LittleBearReview场景验收,未重建总览场景。"
|
||||
}
|
||||
],
|
||||
"workflow": {
|
||||
@@ -364,6 +413,7 @@
|
||||
"bakeOutput": "Tools/output/{name}_game/",
|
||||
"bundleDir": "AIClient/Assets/Bundles/Characters/{Kind}/{Name}/",
|
||||
"setupEntry": "SetupCharacter.Run",
|
||||
"reviewEntry": "BuildCharacterReview.Build"
|
||||
"reviewEntry": "BuildCharacterReview.Build",
|
||||
"defaultLocalForward": "+Z"
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user