Body Words — procedural combat animation
by @jesterAnimate a humanoid from body WORDS (stance, reach, twist, weight) instead of raw bone eulers: one rig-normalized solver, motion plans, and the UNOHANA SET — Minazuki drawn from the left hip: a LEFT-click blade string (light1 / light2 / light3 / heavy1), heavy cycle and finisher…
Get opens your newest game with this mod ready to add.
- Games
- Used in 18 games
- Version
- 4.0.1
- Updated
About this mod
Animate a humanoid from body WORDS (stance, reach, twist, weight) instead of raw bone eulers: one rig-normalized solver, motion plans, and the UNOHANA SET — Minazuki drawn from the left hip: a LEFT-click blade string (light1 / light2 / light3 / heavy1), heavy cycle and finisher, signature techniques (blood bloom, spiral cut, execution), guard and parry, evades, turns, crouch, jump set with air control, reactions (hit / heavy hit / stagger / knockdown / get up) and world actions — plus distance-driven walk/run/sprint/brake with idle variations, blade contact awareness and a swept blade trail. lib/data/character.json names the PLAYER'S BODY (rig, clip registry, string, blade fit); Soifon's and Rangiku's sets stay in the folder as the second and third bodies of the proof — same system, no retune, the gait differs. First law: replace, don't fix — a clip that reads wrong is re-authored from the sheet. Anatomy is never disturbed. The creator tab carries the MOVESET, OUR PHILOSOPHY and a READ ME; the lessons skill carries everything learned building it. Player order law: the game's own player.js stays first in player.behavior, the five behaviors follow in order. License: CC0 1.0 — public domain.
