content rig animations roadmap - cheaterbob/CR-Guide GitHub Wiki
Rig animation roadmap
Custom rig animations are incremental work. The current inherited-enemy and inherited-clothing formats replace artwork while retaining the Core prefab's bones, pivots, animation clips, controller, colliders, and gameplay events.
The planned authoring path is:
- A Unity Editor exporter records Core controller states, exact transform curves, sprite-reference curves, and event markers in a neutral JSON catalog. This raw catalog is implemented for all 21 enemies, their associated player interaction clips, and the standard player controller.
- Human-reviewed mappings replace the exporter's provisional role suggestions with stable semantic names.
- The reviewed export contains position, rotation, and scale keyframes plus safe event markers such as attack impact, footsteps, and sounds.
- A graphical preview applies Core player/enemy clips to their paired rigs and currently selected clothing. Playback, frame stepping, facing, locked framing, sorting correction, diagnostic overlays, and finisher VFX preview are implemented. It may later produce a preview sprite sheet or GIF for artists; previews are not runtime animation data.
- A first runtime importer is implemented for normalized player transform curves referenced by data-driven enemy finishers. It converts bounded curves and safe events into the existing finisher animation runner without exposing arbitrary Unity events. General Animator clip/controller import remains future work.
- Validation rejects unknown bones, unsafe event calls, invalid time ranges, and missing required states.
Arbitrary Unity animation events will not be accepted from external packs. Event names must come from a small published allowlist so a data pack cannot invoke unrelated game code.
Full-frame LibreSprite animations may be explored later as an experimental visual mode. They are not the primary rig format because flattening the actor would discard the current body-part hitboxes, physics, clothing attachments, and dismemberment behavior.
The raw catalog exporter is implemented under Captivity Reloaded > Modding > Export Core Animation Catalog. The graphical preview, normalized player-rig/animation reference exporter, Core enemy semantic rig exporter, source-versus-JSON comparison, and bounded runtime importers are implemented. The enemy rig and animation schema version 1 is frozen after review across all 21 Core enemies. The player animation format and a general Animator-controller importer remain separate future work.