feat(ludic.anim): ozz-animation 0.17.0 underneath - a skin's skeleton and each clip built at load, sampled to 1e-4 of anim_mix (phase 19.1)
No bake and no new file: the skeleton comes from the skin's parents and rest pose (its own joints and their ancestors - a kit holds several rigs), a clip from anim_read_doc's channels. Built by native/build.sh from the pinned release; the Windows DLL imports KERNEL32 alone and passes there. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -14,7 +14,7 @@ section. The rules are in [ludic.base](ludic.base/README.md).
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| [ludic.base](ludic.base/README.md) | the shared vocabulary: Tick and phases, `Queue<T>`, rng streams, the save tree, the system runner (`Systems`, an open registry) |
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| [ludic.aim](ludic.aim/README.md) | what the crosshair is on: a forgiving ray against cylinders, the ground in front, reach floors, which thing the use key means |
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| [ludic.anim](ludic.anim/README.md) | glTF animation clips sampled and cross-faded onto a render3d Skin (uses `ludic_render3d`) |
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| [ludic.anim](ludic.anim/README.md) | glTF animation clips sampled and cross-faded onto a render3d Skin (uses `ludic_render3d`); ozz-animation underneath as a native library (phase 19) |
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| [ludic.character](ludic.character/README.md) | a third-person walking body: gait, steps and slopes, a jump, wading, swimming, sitting, a safe put-down, the orbit camera |
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| [ludic.audio](ludic.audio/README.md) | world sounds with a gain, pan and pitch from a listener port, flat interface sounds, packed clips loaded, the one door to `Audio.*` |
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| [ludic.compass](ludic.compass/README.md) | bearing marks on a strip: gathered from registered providers, gated by tier, sorted by priority, bearings, distances and a radar |
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