Files
udxandClaude Opus 5.5 89e0fa246f 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>
2026-10-21 12:23:55 +08:00

161 lines
4.3 KiB
JSON

{
"schemaVersion": 1,
"id": "BubbleTurtle",
"kind": "Animal",
"usage": "companion_visual",
"profile": "quadruped_turtle",
"boneMappingReady": true,
"height": 0.35,
"maxTriangles": 2000,
"assetRoot": "Assets/Bundles/Characters/Animal/BubbleTurtle",
"staticPrefab": "Assets/Bundles/Characters/Animal/BubbleTurtle/BubbleTurtle.prefab",
"approvedMesh": "AIClient/Assets/Bundles/Characters/Animal/BubbleTurtle/BubbleTurtle.fbx",
"rigSource": "Tools/output/bubbleturtle_dgx/high_rig/rigged.glb",
"lowUp": "Y",
"skinOverrides": [],
"outputDir": "Tools/output/companions/BubbleTurtle",
"visualPrefab": "Assets/Bundles/Characters/Animal/BubbleTurtle/BubbleTurtle_Companion.prefab",
"reviewScene": "Assets/Bundles/Scenes/Review/Companion_BubbleTurtle_Review.unity",
"reviewOriginX": 100,
"rootBone": "bone_0",
"shellBone": "bone_1",
"neckBone": "bone_2",
"headBone": "bone_3",
"faceRight": "bone_7",
"faceLeft": "bone_12",
"frontRightFoot": "bone_7",
"frontLeftFoot": "bone_12",
"hindRightFoot": "bone_16",
"hindLeftFoot": "bone_20",
"frontRightFootTip": "bone_8",
"frontLeftFootTip": "bone_13",
"hindRightFootTip": "bone_17",
"hindLeftFootTip": "bone_21",
"walkStride": 0.035,
"walkLift": 0.008,
"walkSeconds": 1.6,
"walkSwingFraction": 0.2,
"walkBindCalibration": true,
"walkSourceWeight": 0.12,
"idleSeconds": 2.0,
"idleBreath": 0.0015,
"idleSourceWeight": 0.04,
"attackStyle": "turtle_bubble",
"attackEvent": "OnCompanionAttackImpact",
"attackSeconds": 1.2,
"attackSourceWeight": 0.08,
"attackWindup": 0.3,
"attackImpact": 0.5,
"attackRecover": 0.9,
"attackHeadReach": 0.025,
"attackHeadPitchDegrees": 6,
"attackLunge": 0,
"maxRootTilt": 15,
"groundTolerance": 0.003,
"rootTiltReference": "bind_up",
"shellRigidityTolerance": 0.001,
"motions": [
{
"name": "Idle",
"sourceDir": "Tools/output/companions/BubbleTurtle/motions/Idle",
"prompt": "a small squat quadrupedal turtle stands on all four feet with gentle breathing and subtle head movement, keeping its hard shell rigid",
"duration": 2.0
},
{
"name": "Walk",
"sourceDir": "Tools/output/companions/BubbleTurtle/motions/Walk",
"prompt": "a small squat quadrupedal turtle walks slowly on the ground with four separate legs taking short alternating steps, keeping its body horizontal and its hard shell rigid",
"duration": 2.0
},
{
"name": "Attack",
"sourceDir": "Tools/output/companions/BubbleTurtle/motions/Attack",
"prompt": "a small squat quadrupedal turtle braces on all four feet, briefly retracts its neck, extends its head forward once to blow a bubble spell, and recovers to its resting pose",
"duration": 2.0
}
],
"anatomyNotes": "Final forward source uses rigid Blender Z yaw +45 degrees from original Hunyuan. Unity front/side/back views verify -Z faces the head (FBX handedness included). Own final TokenRig: 26 bones: root0, shell1, neck2, head3/4, frontR7/toe8 frontL12/toe13 hindR16/toe17 hindL20/toe21, tail22..25. Previous 17-bone diagonal and 11-bone reversed rigs are diagnostic only. skinRegions use original low-FBX Y-up coordinates (Z is opposite Unity world Z); shellRegionMin/Max are Unity normalized bounds.",
"shellRegionMin": [
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0.29,
-0.48
],
"shellRegionMax": [
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1.05,
0.9
],
"skinRegions": [
{
"bone": "bone_1",
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],
"max": [
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],
"feather": 0.035
},
{
"bone": "bone_7",
"min": [
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],
"max": [
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],
"feather": 0.025
},
{
"bone": "bone_12",
"min": [
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],
"max": [
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],
"feather": 0.025
},
{
"bone": "bone_16",
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],
"max": [
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"feather": 0.025
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{
"bone": "bone_20",
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}
]
}