Drop version suffixes from Blender source filenames
Rename the Blender working files to plain role names, dropping the version noise: bull_v11 -> bull, matador_v03 -> matador, publik_mees_v01 -> publik_mees, and collapse anim_bull2 into anim_bull (identical rig, newer save kept; older duplicate dropped). Repoint create_matador_anims.py (blend input + fbx export name), render_anim_preview.py and CLAUDE.md at the new names. The anim_* and sword files link the model blends as Blender libraries (//bull_v11.blend, //matador_v03.blend, //publik_mees_v01.blend), so those links need repointing once in Blender. The game is unaffected — it ships the exported fbx/glb, not the .blend sources (art/blender/ is Godot-ignored). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01FBbGXbzg3SD6ZBSadPPF5H
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@@ -101,7 +101,7 @@ art/ all raw art, grouped by role (snake_case):
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## Animation & bone conventions
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### Blender rig (matador_v03)
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### Blender rig (matador)
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- **Armature bones:** `matador` (root) → `COG` → `chest` → `head`, `collarbone_L/R` → `arm_L/R` → `forearm_L/R` → `hand_L/R`, `leg_L/R` → `shin_L/R` → `foot_L/R`
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- **Rotation mode:** All animated bones use **XYZ Euler** (set in `create_matador_anims.py`)
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- **Bone-local axes:** Swing (forward/back) is on **local X**. Arm lowering from T-pose is on **local Y** (positive = left arm down, negative = right arm down). Knee bend is **positive X** (shins only bend backward).
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@@ -119,7 +119,7 @@ After FBX import, animations appear as `Armature|walk` and `Armature|idle` in An
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### Verification workflow
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1. Edit bones/animations in Blender (`create_matador_anims.py`)
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2. Run render preview: `blender --background art/blender/matador_v03.blend --python art/blender/render_anim_preview.py`
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2. Run render preview: `blender --background art/blender/matador.blend --python art/blender/render_anim_preview.py`
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3. Inspect PNGs in `art/blender/preview/` — check bone orientations **before** exporting to Godot
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4. Export FBX (done automatically by `create_matador_anims.py`)
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5. Re-import in Godot and test in-game
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