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

116 lines
4.0 KiB
JSON

{
"schemaVersion": 1,
"id": "ThunderLeopard",
"kind": "Animal",
"usage": "companion_visual",
"profile": "quadruped_heavy",
"boneMappingReady": true,
"height": 0.45,
"maxTriangles": 2000,
"assetRoot": "Assets/Bundles/Characters/Animal/ThunderLeopard",
"staticPrefab": "Assets/Bundles/Characters/Animal/ThunderLeopard/ThunderLeopard.prefab",
"approvedMesh": "AIClient/Assets/Bundles/Characters/Animal/ThunderLeopard/ThunderLeopard.fbx",
"rigSource": "Tools/output/companion_dgx/ThunderLeopard/high_rig/rigged.glb",
"lowUp": "Y",
"skinOverrides": [],
"outputDir": "Tools/output/companions/ThunderLeopard",
"visualPrefab": "Assets/Bundles/Characters/Animal/ThunderLeopard/ThunderLeopard_Companion.prefab",
"reviewScene": "Assets/Bundles/Scenes/Review/Companion_ThunderLeopard_Review.unity",
"reviewOriginX": 260,
"rootBone": "bone_0",
"neckBone": "bone_3",
"headBone": "bone_4",
"faceRight": "bone_13",
"faceLeft": "bone_17",
"frontRightFoot": "bone_13",
"frontLeftFoot": "bone_17",
"hindRightFoot": "bone_21",
"hindLeftFoot": "bone_25",
"frontRightFootTip": "bone_14",
"frontLeftFootTip": "bone_18",
"hindRightFootTip": "bone_22",
"hindLeftFootTip": "bone_26",
"walkStride": 0.055,
"walkLift": 0.015,
"walkSeconds": 1.1,
"walkSwingFraction": 0.2,
"walkBindCalibration": true,
"walkSourceWeight": 0.12,
"idleSeconds": 1.8,
"idleBreath": 0.0015,
"idleSourceWeight": 0.04,
"attackStyle": "braced_bash",
"attackEvent": "OnCompanionAttackImpact",
"attackSeconds": 1.0,
"attackSourceWeight": 0.04,
"attackWindup": 0.3,
"attackImpact": 0.5,
"attackRecover": 0.9,
"attackLunge": 0.025,
"maxRootTilt": 15,
"groundTolerance": 0.003,
"rootTiltReference": "bind_up",
"motions": [
{
"name": "Idle",
"sourceDir": "Tools/output/companions/ThunderLeopard/motions/Idle",
"prompt": "a small four-legged leopard cub stands on all four paws and idles with gentle breathing and a calm head",
"duration": 2.0
},
{
"name": "Walk",
"sourceDir": "Tools/output/companions/ThunderLeopard/motions/Walk",
"prompt": "a small four-legged leopard cub walks forward on all four paws with a light alternating four-beat gait",
"duration": 2.0
},
{
"name": "Attack",
"sourceDir": "Tools/output/companions/ThunderLeopard/motions/Attack",
"prompt": "a small four-legged leopard cub braces on all four paws, crouches its shoulders back, then makes one short forward head-and-shoulder pounce and recovers to standing",
"duration": 2.0
}
],
"anatomyNotes": "Inspected this ThunderLeopard DGXA TokenRig original: 31 bones. Pelvis root0 (rear), spine1, chest2 (front), neck3, head4 with ears5/6, crest7, eye/jaw 8..10; x-positive front leg11..14 (ankle13/toe14) and x-negative 15..18 from chest2; x-positive hind leg19..22 (21/22) and x-negative 23..26 (25/26) from root0; tail27..30. Armor region = cyan shoulder lightning plates (rigid with chest2), horn region = forehead zigzag crest (rigid with head4); both measured from cyan texels on the approved mesh in height-normalized Unity space. braced_bash reads as a short head-and-shoulder pounce; no rhino bone numbers reused. First QA: the wide armor box (495 verts incl. leg roots/neck fur) deformed 4.73mm in Idle; narrowed to the shoulder plates/chest and added a chest2 full-weight skinRegion (static FBX space, Z flipped) like RockRhino.",
"chestBone": "bone_2",
"attackHeadReach": 0.018,
"attackHeadPitchDegrees": 10,
"armorRegionMin": [
-0.36,
0.3,
-0.52
],
"armorRegionMax": [
0.36,
0.56,
-0.22
],
"armorRigidityTolerance": 0.001,
"hornRegionMin": [
-0.15,
0.6,
-0.8
],
"hornRegionMax": [
0.15,
1.02,
-0.5
],
"hornRigidityTolerance": 0.001,
"skinRegions": [
{
"bone": "bone_2",
"min": [
-0.4,
0.27,
0.19
],
"max": [
0.4,
0.59,
0.55
],
"feather": 0.03
}
]
}