Commit Graph
5 Commits
Author SHA1 Message Date
MrMahoandClaude Opus 5.5 cb116da2b8 Player models: MSC body mesh with own skeleton and normal clothes
All MSC humans share one body mesh (20 bones, same order, different bone
names) and differ only by shirt/pants/face materials. Instead of cloning NPCs
(their thighs hang off 'skeleton', the head off a HeadPivot outside the
skeleton - legs and torso stretched like a dress), MSCO now takes just the
most used body mesh, builds its own flat skeleton from the bind pose and sets
every bone directly from the MSCO figure's joints. Clothes: char_shirt*,
char_pants*, char_face* (no women/ghost/curtain/flower), chosen per player id.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 13:15:22 +02:00
MrMahoandClaude Opus 5.5 cd8c1293e0 Other players as real MSC characters
GameCharacter clones a MSC human (bodymesh + skeleton, no scripts, physics or
animation), puts it into its bind pose, aligns and scales it, and drives the
bones every frame from the joint points of the existing MSCO figure (hip,
knee, ankle, shoulder, elbow, hand, head pitch, torso lean) by rotating each
limb from its rest direction. Limb bones are picked geometrically, so bone
naming conventions do not matter. Variant per player id; console 'model
classic|game' switches, the MSCO figure is the automatic fallback.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 10:36:50 +02:00
MrMahoandClaude Opus 5.5 e050712c0d Own MSC-style player figure instead of cloned NPCs; stop objects flung away by physics
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 23:28:43 +02:00
MrMahoandClaude Opus 5.5 d32cdd5693 Player models: bind pose + procedural animation (no more ragdoll poses); passenger feedback in chat
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 22:50:52 +02:00
MrMaho e77ccf2f33 Beta Release 2026-09-26 19:37:28 +02:00