Consolidate raw art under art/ and prune unused assets
Group all raw art by role under art/ (characters, levels, weapons, fx, anim, textures, ui, icons, fonts, hdri, materials), matching the earlier code reorg. Files are snake_case; asset uids are preserved so uid:// refs still resolve, and every res:// path reference is rewritten across scenes, scripts and project.godot. - Move the used assets out of Assets/ Animations/ fonts/ HUD/ HDRI/ Materials/ into art/; remove those dirs. - Materials snake_cased: barrel_metal, barrel_wood, bear_claw_fx, fire. - Delete unreferenced assets: alternate models, empty stub scripts, superseded BEAR_*.tres, marketing/spare PNGs, a spare font weight and the orphan M_Barrel_wood.gdshader. - Blender: drop .blend auto-backups and matador_v01/v02 (+ stale v02 fbx); keep matador_v03 and repoint create_matador_anims.py to it. .gitignore now blocks all Blender/*.blend[0-9] backups. - GLB Extract-Textures siblings (art/levels/*.png) kept and tracked. - Document the art/ layout in CLAUDE.md. Headless suite green; menu and gameplay shell boot clean. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01FBbGXbzg3SD6ZBSadPPF5H
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@@ -1,6 +1,6 @@
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"""
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Blender 5.1 script: create walk + idle animations for matador_v02.
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Run: blender --background matador_v02.blend --python create_matador_anims.py
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Blender 5.1 script: create walk + idle animations for matador_v03.
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Run: blender --background matador_v03.blend --python create_matador_anims.py
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"""
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import bpy, math, os
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@@ -130,7 +130,7 @@ ti.name = 'idle'
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si = ti.strips.new('idle', 0, idle)
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# ── export FBX ─────────────────────────────────────────────────────────────────
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fbx_path = os.path.join(os.path.dirname(bpy.data.filepath), 'matador_v02.fbx')
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fbx_path = os.path.join(os.path.dirname(bpy.data.filepath), 'matador_v03.fbx')
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bpy.ops.export_scene.fbx(
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filepath=fbx_path,
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use_selection=False,
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