New PlayerPose ScriptableObject (AnimationClip + ceiling Y-offset) and
PlayerPoseController that drives poses via a PlayableGraph, overriding the
Animator controller. Poses are held continuously (idle, moving, on wall/
ceiling) so cycle and sprint changes show immediately. Sprinting in any
state resets to pose 0. Non-keyed bones fall back to a captured rest pose
so empty/partial clips apply fully. Ceiling Y-offset is folded into the
controller's single mesh-offset writer.
PlayerCharacterController gains IsIdle / IsSprinting / IsOnCeiling /
AnimatorOverridden accessors and SetPoseLocalYOffset; SetAnimatorRunning is
guarded while a pose owns the Animator. Removed obsolete Paintman.controller.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
PlayerCharacterController:
- Wall lean now moves only the visual model + its paint collider (auto-resolved
mesh root parenting both renderer and bones), not the CharacterController
capsule, so the mesh can sink into the wall (wallMaxInset) as well as lean out
(wallMaxOffset); capsule stays flush.
- Lean eases back to the authored pose when leaving the wall instead of snapping.
- Sprint multiplier now also applies while wall/ceiling climbing.
- Separate wallMantleSpeedMultiplier for pulling up over the top edge,
independent of the climb speed.
Assets:
- Re-exported paintman_UV.FBX and added Paintman.blend: rescaled armature to
mesh, merged seam duplicate vertices, fresh automatic weights, inner-thigh
weight fix (no webbing on leg spread).
- Updated anims, animator controller, font SDF and scene.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Move font (arialroundedmtprocyr_bold) into Assets/Fonts and the Paintman
model, animations, and animator controller into Assets/Models. Pure file
relocation; .meta files moved alongside their assets so GUIDs are preserved.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>