squad-proto/assets/manifests/agents.blender.yaml

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# Production agent sources rendered directly by SpriteForge. Project-specific
# object names live here; the standalone tool only understands logical layers.
version: 1
defaults:
backend: blender
dirs: 8
fps: 12
size: 70x90
postprocess_scale: 0.25
pivot: "140,348"
tags: [agent, modular, blender]
agent_body_sleek:
rig: ../agents/agent_rig.blend
parts: {body: body_sleek_mesh}
anims: [idle, walk, attack]
params: &agent_render
executable: blender
render_size: 280x360
ortho_scale: 3.2142857
elevation: 26.565
camera_distance: 10
# With the 26.565 degree camera this projects world origin (the point
# between the feet) to the declared supersampled pivot at y=348.
camera_target: [0, 0, 1.70]
direction_offset_deg: -90
engine: BLENDER_EEVEE
samples: 16
actions: {idle: idle, walk: walk, attack: attack}
frames: {idle: 4, walk: 8, attack: 6}
loop_sampling: true
part_members:
body: [body_sleek_mesh, body_sleek_helmet, body_sleek_visor,
body_sleek_respirator, body_sleek_collar]
agent_armor_vest:
tags: [agent, modular, blender, armor, paperdoll_layer]
rig: ../agents/agent_rig.blend
parts: {armor: armor_vest_shell}
anims: [idle, walk, attack]
params:
<<: *agent_render
part_members:
armor: [armor_vest_shell, armor_vest_chest_plate,
armor_vest_mag_l, armor_vest_mag_r]
agent_weapon_rifle:
tags: [agent, modular, blender, weapon, paperdoll_layer]
rig: ../agents/agent_rig.blend
parts: {weapon: weapon_rifle_receiver}
anims: [idle, walk, attack]
params:
<<: *agent_render
part_members:
weapon: [weapon_rifle_receiver, weapon_rifle_barrel,
weapon_rifle_stock, weapon_rifle_optic]