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Description
Score: 3.5/10 (target 9, on the owner's halved scale: agent judges halve their number, per the 2026-11-05 reset)
Carries the animation climb on from #3694 (round 6, flight posture) and #3219 (rounds 1-5), both in PR #3693. Motion only: materials, lighting and effects are the graphics lane.
Where it stands
Round 5 made arms, fins and tails trail the body. Round 6 made winged bipeds fly chest down with their legs trailing; the flight-shot judge went 2 → 6. On bot-fight bursts the judges put the game at about 5-6 out of 10.
Next rounds, in order (the judges' top gaps)
- Squash on impact. A struck body tilts back as a rigid plank and flushes, but never compresses, bends at the spine or rebounds. The white hit flash also hides the moment of contact.
- Membranes that billow. Wings are stiff planks that hinge, folded edge-on most of the time. That takes more bones in the wing (a finger fan from
blender/beast.py) or a vertex sag between bones. Every foot must stay a rig tip (bun run beasts). Sasabonsam's wing crumples into a shard pile in the flight close-up. - A flyer's forelimbs in flight. The arms hang straight down under a leaning body (Jersey Devil, Sasabonsam). Tuck them or trail them.
- No clipping. Wind-ups still pass bodies into each other (Yeti into Hodag, Black Shuck into Wampus Cat).
- Grounded locomotion. Body bob and roll tied to each footfall instead of a sine. Rougarou often floats with one foot down or none.
- The open-world walker's gait. Not judged yet: the walker is too small in frame. A closer camera for a harness shot first.
How the shots are taken
bun scripts/burst-shots.ts <dir> <prefix> --combatruns one fight per archetype, cued on a wind-up and on a landed hit.- With no flag, it shoots the art scenes (wings, contact, dragon) plus close-ups.
--flyshoots the winged bipeds held in flight in the gallery, side on. A bot fight rarely catches one in the air.
For BEFORE, write main's src/beasts.ts (and any other files the round touches) into the working tree, shoot, then restore. Shots: docs/shots-2026-11-05-anim-r5/ and -r6/. A fresh judge scores BEFORE against NOW on the five points; report half its gain. Bot fights are random, so judges credit unrelated points with variance: check what the round actually changed.
Activity
Mythic Masters: a blow flattens the struck body front to back, and it…
QuinnsCode commentedon Nov 5, 2026
Score: 3.75/10 (target 9)
Round 7 is in PR #3693 (green; rounds 5-7 grow one PR). Squash on impact: a hit used to squash the body only vertically, about 8% for a third of a second, under the flash. Now a blow also flattens the body front to back, by how hard the hit was. It bulges up and out, then rebounds past its length and rings out over about a second. On a heavy hit, Hodag's head-to-tail span goes 2.90 → 2.14 m and rebounds to 3.02 m; before, it reached only 2.64 m and never rebounded. A test checks it.
A fresh judge on
--combatbursts scored 4 → 5 (shots:apps/mythic-masters/docs/shots-2026-11-05-anim-r7/,before-*vsr7-*). By the judge's own account, part of that is capture luck: BEFORE's skirmisher hit is four frames of the result book, and its skirmisher wind-up runs off the floor. It still saw "no visible squash of the torso" on the heavies. So I'm reporting half the judge's half-point, +0.25: 3.5 → 3.75.Next: a squash the judges can see (a spine curl about the blow, a later flash, or a burst cued just after the hit), membranes that billow, a flyer's forelimbs tucked in flight, and limbs that whip with overshoot instead of only dragging.
QuinnsCode commentedon Nov 5, 2026
Moved up to #3710
Mythic Masters: arms and tails trail the body, winged bipeds fly ches…