In other words - this sets up the prefab for our final psb asset pass.
From now on, I will be avoiding going back to the original svg art asset and redoing that part of the pipeline as much as possible, as that means redoing parts of the pipeline past that.
From now on, most the work should be rig mesh refinements, ik positioning changes, and so on.
Changelog
Sprites
Attach sprite resolvers to each body part
IK
Hook up and color each ik solver with the manager
Setup effector positions for each solver
Connect all effectors and targets to solvers
Colliders
Add missing collider root for upper flipper
Add capsule colliders to each collider object root
Configure collider positioning
Adjust orientation via game-object's transform z rotation (all other transform values set to default)
Adjust relative position to fit to center of respective body part using collider center offset
Adjust size of respective body part using collider extents
General
Adjust any missing or miss-connected components/tags/game-objects related to the above
Rename game objects as needed to be consistent with rest of model
Consolidation of legacy/main scenes for easier testing of the new prefab
Detailed work log
Created initial penguin prefab
Stub out sprite resolver categories/entries in sprite library
Hook up sprites to resolver/library components
Add sprite resolver components to all body parts
Split out eye into its own sprite resolver category for prefab root's sprite lib component
Reparent mis-parented frontleg bone and renormalize weights to reflect parenting change
Copy over collider objects from previous model
Add tags for all bones and body parts
Copy over effectors from old model
Stub out ik manager, and reset all effector/solver/target ik transforms
Fix missing colliders for torso
Reset dimensions for all colliders
Add missing head ik solver
Reparent upper flipper collider from pivot to upper bone and renormalize weights
Adjust colliders to fit to their respective sprites/bones
First pass on effector positioning setup
Add missing ik effector for lower torso
Connect remaining solvers with their corresponding effectors/targets
Connect ik solvers to manager
Connect remaining solvers
Reset ik solver target transforms to zero
Replace archived scenes with a single 'legacy' one
Reorganize main scene for logical consistency
Rename splash scene to splash for consistency with other scene names
Second pass on configuration of sprite resolvers/colliders, and IK solvers/targets/effectors
Basically same as https://github.com/jeffreypersons/Penguin-Quest/pull/177, but this time as a follow up after rescaling things to a proper meter tall https://github.com/jeffreypersons/Penguin-Quest/pull/178.
In other words - this sets up the prefab for our final psb asset pass.
From now on, I will be avoiding going back to the original svg art asset and redoing that part of the pipeline as much as possible, as that means redoing parts of the pipeline past that. From now on, most the work should be rig mesh refinements, ik positioning changes, and so on.
Changelog
Sprites
IK
Colliders
General
Detailed work log