Reproduzierbarer Export aus den Blender-Quellen der Godot-Referenz nach FBX, geprüft auf beiden Seiten; sechs repräsentative Assets vollständig in Unity verifiziert (normale Einheit g01, Einheit mit Skelett Funkenlanze, Turm Grenzwacht, Ancient, Schlundkrone, Vegetation/Kartenrequisiten), dazu Bastion, Kernwacht und Bossgrotte für die Szene. - tools/blender: Manifest mit Exportregeln je Asset, Exportskript mit Prüfungen (Einheiten, Maßstab, Achsen, Vorderseite, Mesh-Namen, Dreiecke, Materialslots, Normalen, Tangenten, Vertexfarben, Maße, Root Bone, Bone-Namen, Clips, Blend Shapes) gegen die Manifeste der Godot-GLBs, FBX-Rundreise, byteidentische Ausgabe (feste Uhrzeit, PYTHONHASHSEED). - Regeln wie beim GLB-Export: HIGH-RES-Modifikatoren weglassen, logische Namen, Skin-Teile zusammenfügen; 180°-Drehung, damit die Vorderseite nach Unitys Achsen-Bake auf +Z liegt (Unity = (-x, y, z) der Godot-Koordinaten). - Unity: Importregeln (Postprocessor), Verifier gegen das Blender-Protokoll, Vorschaubilder; URP-Asset, Linear-Farbraum, URP-Settings nach Assets/Luneraria/Settings/Rendering. - Ergebnis: 176/176 Blender-Prüfungen, 128/128 Unity-Prüfungen, Dreiecke gleich den Godot-GLBs, Maße auf 0,05 mm. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
111 lines
2.8 KiB
Text
111 lines
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