The import matrix now says the glTF body is drawn in the viewport.
FBX stays an import inventory. Appendix A and B are unchanged.
Co-authored-by: tim <tim@timfalken.com>
Sample walk and attack on the test bodies and draw the mesh in the
project window. Orbit, zoom, and the three pitches and twelve yaws
control the camera. The README now describes only the current program.
Co-authored-by: tim <tim@timfalken.com>
Compile the ufbx loader into the binary so Linux packages and the MinGW
Windows build do not need a system Assimp. Parse the Blender-converted
test body for a skinned mesh, joints, materials and both clips.
Co-authored-by: tim <tim@timfalken.com>
Read skeleton, materials, textures and every animation clip from glTF/GLB,
and OBJ+MTL as equipment without clips. FBX is recognized and refused
because Assimp is not linked. The project window lists the inventory
and still does not render.
Co-authored-by: tim <tim@timfalken.com>
Store male and female model paths, equipment preset paths and the output
directory relative to a project folder. New, open and save validate the
manifest and keep the previous file when a save fails.
Co-authored-by: tim <tim@timfalken.com>
BlueGit has no route that attaches artifacts to an existing tag.
The publish script no longer calls the create-release endpoint and
no longer sends an overwrite flag. Tests lock that refusal.
Co-authored-by: tim <tim@timfalken.com>
Generate two CC0 glTF skeletons with walk and attack clips, and validate
that the committed GLB files stay readable and match the generator.
The shell still does not import or render them.
Co-authored-by: tim <tim@timfalken.com>
Record the design, including the verbatim Dutch specification and the
OBJ, FBX and glTF support matrix. Add a Rust status window that reports
import and rendering as not built, with unit tests and a BlueGit pipeline
that calls the documented release API without creating a tag.
Co-authored-by: tim <tim@timfalken.com>