a87f20c66e
ludic.anim: animset_choice names the playing choice's clip as the set does, animset_can says whether the rig carries any of a state's clips (a one-shot with none is not asked for)
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 20:19:41 +03:00
5517873275
ludic.anim: animation sets - the game's src/animset moved in as it stood (records, AnimPlayer, animset_bind / request / param / tick and the accessors); AnimSets is an open @ByKey registry a game fills with def AnimSets from; a test on a rig of hand-made clips
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 19:01:15 +03:00
9a56ee9b9d
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)
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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>
2026-09-28 12:44:49 +03:00
473552cc81
feat(ludic.anim): skin_joint - a bone looked up in the skin's own joints, not the file's first of that name
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 08:41:51 +03:00
c446c07a4c
feat(packages): ludic.anim - glTF animation clips read out of the parsed document, sampled by halving, cross-faded two at a time and folded into a render3d Skin's pose; clips per rig by name, translations off unless asked, a late first key reported
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 08:12:29 +03:00