@tool extends EditorScript ## Unified animation generator: bakes walk_left, walk_right and stand_up into ## the open scene's AnimationPlayer. Supersedes the old create_walk.gd. ## ## Note: runtime ragdoll recovery does NOT play the baked stand_up — StickmanRig ## tweens the IK targets directly from the captured ragdoll pose to the standing ## pose (a fixed first keyframe can never match an arbitrary rest pose). The ## baked stand_up is kept as an authored reference / manual-play animation. const STAND_UP_DURATION := 0.8 ## IK target marker node paths (relative to the rig root), keyed by marker name. const POSE_PATHS: Dictionary = { "Torso": "IK_Targets/Torso", "Head": "IK_Targets/Head", "Left_Hand": "IK_Targets/Left_Hand", "Right_Hand": "IK_Targets/Right_Hand", "Left_Leg": "IK_Targets/Left_Leg", "Right_Leg": "IK_Targets/Right_Leg", } ## Ordered marker names, used to iterate the pose templates deterministically. const POSE_MARKERS: Array[String] = ["Torso", "Head", "Left_Hand", "Right_Hand", "Left_Leg", "Right_Leg"] ## Pose templates (rig-local). POSE_DOWN is a generic "lying on back" rest pose; ## POSE_STANDING matches master_rig.tscn's authored IK-target defaults. The ## baked stand_up is an authored reference only — runtime recovery tweens the ## IK targets directly from the captured ragdoll pose instead. const POSE_DOWN: Dictionary = { "Torso": { "pos": Vector2(0, 330), "rot": -PI / 2.0 }, "Head": { "pos": Vector2(-60, 300), "rot": 0.0 }, "Left_Hand": { "pos": Vector2(100, 330), "rot": 0.0 }, "Right_Hand": { "pos": Vector2(-100, 330), "rot": 0.0 }, "Left_Leg": { "pos": Vector2(90, 300), "rot": 0.0 }, "Right_Leg": { "pos": Vector2(-90, 300), "rot": 0.0 }, } const POSE_STANDING: Dictionary = { "Torso": { "pos": Vector2(0, 10), "rot": 0.0 }, "Head": { "pos": Vector2(100, -614), "rot": 0.0 }, "Left_Hand": { "pos": Vector2(90, 110), "rot": 0.0 }, "Right_Hand": { "pos": Vector2(-90, 110), "rot": 0.0 }, "Left_Leg": { "pos": Vector2(-110, 380), "rot": 0.0 }, "Right_Leg": { "pos": Vector2(110, 390), "rot": 0.0 }, } func _run() -> void: var root = EditorInterface.get_edited_scene_root() if not root: push_error("EditorScript: No active scene open.") return var anim_player = root.get_node_or_null("AnimationPlayer") as AnimationPlayer if not anim_player: push_error("EditorScript: AnimationPlayer node not found under root.") return _generate_walk_animation(anim_player, "walk_right", 1, false) # FacingProfile.RIGHT (1) _generate_walk_animation(anim_player, "walk_left", 0, true) # FacingProfile.LEFT (0) _generate_pose_animation(anim_player, "stand_up", STAND_UP_DURATION, POSE_DOWN, POSE_STANDING) func _generate_walk_animation(anim_player: AnimationPlayer, anim_name: String, profile_enum: int, flip_x: bool) -> void: var anim = Animation.new() anim.length = 0.8 anim.loop_mode = Animation.LOOP_LINEAR var dir_mult: float = -1.0 if flip_x else 1.0 # 1. Profile Track (0 = LEFT, 1 = RIGHT) var profile_track = anim.add_track(Animation.TYPE_VALUE) anim.track_set_path(profile_track, ".:facing_profile") anim.value_track_set_update_mode(profile_track, Animation.UPDATE_DISCRETE) anim.track_insert_key(profile_track, 0.0, profile_enum) # 2. Keyframe positions var raw_tracks = { "IK_Targets/Torso:position": [Vector2(0, 10), Vector2(0, -15), Vector2(0, 10), Vector2(0, -15), Vector2(0, 10)], "IK_Targets/Head:position": [Vector2(100, -614), Vector2(100, -639), Vector2(100, -614), Vector2(100, -639), Vector2(100, -614)], "IK_Targets/Right_Leg:position": [Vector2(110, 390), Vector2(0, 397), Vector2(-110, 380), Vector2(-20, 320), Vector2(110, 390)], "IK_Targets/Left_Leg:position": [Vector2(-110, 380), Vector2(-20, 320), Vector2(110, 390), Vector2(0, 397), Vector2(-110, 380)], "IK_Targets/Right_Hand:position": [Vector2(-90, 110), Vector2(0, 115), Vector2(90, 110), Vector2(0, 115), Vector2(-90, 110)], "IK_Targets/Left_Hand:position": [Vector2(90, 110), Vector2(0, 115), Vector2(-90, 110), Vector2(0, 115), Vector2(90, 110)] } var times = [0.0, 0.2, 0.4, 0.6, 0.8] for path in raw_tracks: var track_idx = anim.add_track(Animation.TYPE_VALUE) anim.track_set_path(track_idx, path) anim.track_set_interpolation_type(track_idx, Animation.INTERPOLATION_CUBIC) for i in range(times.size()): var orig_pos: Vector2 = raw_tracks[path][i] var mirrored_pos = Vector2(orig_pos.x * dir_mult, orig_pos.y) anim.track_insert_key(track_idx, times[i], mirrored_pos) _add_animation(anim_player, anim_name, anim) ## Generates a two-keyframe pose animation (start -> end) keying the 6 IK-target ## positions plus the Torso rotation. loop_mode is always LOOP_NONE. func _generate_pose_animation(anim_player: AnimationPlayer, anim_name: String, duration: float, start_pose: Dictionary, end_pose: Dictionary) -> void: var anim = Animation.new() anim.length = duration anim.loop_mode = Animation.LOOP_NONE for marker_name: String in POSE_MARKERS: var start_pos: Vector2 = start_pose[marker_name]["pos"] var end_pos: Vector2 = end_pose[marker_name]["pos"] var pos_track = anim.add_track(Animation.TYPE_VALUE) anim.track_set_path(pos_track, "%s:position" % POSE_PATHS[marker_name]) anim.track_set_interpolation_type(pos_track, Animation.INTERPOLATION_CUBIC) anim.track_insert_key(pos_track, 0.0, start_pos) anim.track_insert_key(pos_track, duration, end_pos) var start_rot: float = start_pose["Torso"]["rot"] var end_rot: float = end_pose["Torso"]["rot"] var rot_track = anim.add_track(Animation.TYPE_VALUE) anim.track_set_path(rot_track, "IK_Targets/Torso:rotation") anim.track_set_interpolation_type(rot_track, Animation.INTERPOLATION_CUBIC) anim.track_insert_key(rot_track, 0.0, start_rot) anim.track_insert_key(rot_track, duration, end_rot) _add_animation(anim_player, anim_name, anim) func _add_animation(anim_player: AnimationPlayer, anim_name: String, anim: Animation) -> void: var lib = anim_player.get_animation_library("") if not lib: lib = AnimationLibrary.new() anim_player.add_animation_library("", lib) if lib.has_animation(anim_name): lib.remove_animation(anim_name) lib.add_animation(anim_name, anim) print("Successfully generated '%s' animation!" % anim_name)