saumwacht-godot/assets-source/phase4/records/e09.json
Martin Stickelbroeck c2b447610c Baseline: Saumwacht 0.15.0 (Phase 20A) vor dem Umbau zu Champions of Luneraria
Unveränderter Ausgangsstand inklusive Masterprompt und Konzeptbildern
unter assets/. .godot/ und docs/screenshots/ bleiben laut .gitignore
unversioniert; letztere sind unter ../backups gesichert.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 20:00:36 +02:00

186 lines
4.9 KiB
JSON

{
"id": "e09",
"name": "Maskenrichter",
"faction": "rift",
"palette": "neutral",
"role": "enemy",
"upgraded": false,
"height": 2.9,
"footprint": 2.6,
"file": "enemy_e09.glb",
"triangle_budget": 180000,
"detail_level": "high",
"resource_path": "res://assets/models/enemy_e09.glb",
"export_path": "/home/martin/Dokumente/Projekte/TowerDefense/saumwacht-godot/assets/models/enemy_e09.glb",
"blend_path": "/home/martin/Dokumente/Projekte/TowerDefense/saumwacht-godot/assets-source/phase4/blend/e09.blend",
"triangles": 57310,
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"Body_RobeFold3",
"Body_RobeFold4",
"Body_RobeFold5",
"Body_RobeFold6",
"Body_RobeFold7",
"Body_RobeFold8",
"Body_KnotRing0",
"Body_KnotRing1",
"Body_KnotRing2",
"Body_KnotRing3",
"Head_Face_Porcelain",
"Head_Face_EyeSocket_1",
"Head_Face_EyeLight_1",
"Head_Face_EyeSocket1",
"Head_Face_EyeLight1",
"Head_Face_Nose",
"Head_Face_MouthSlit0",
"Head_Face_MouthSlit1",
"Head_Face_MouthSlit2",
"ArmL_UpperCore",
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"ArmL_WristBandRivet_Seat",
"ArmL_WristBandRivet_Head",
"ArmL_Palm",
"ArmL_Finger0_0",
"ArmL_Finger0_1",
"ArmL_Finger1_0",
"ArmL_Finger1_1",
"ArmL_Finger2_0",
"ArmL_Finger2_1",
"ArmL_Finger3_0",
"ArmL_Finger3_1",
"ArmL_Thumb",
"ArmL_Pauldron",
"ArmR_UpperCore",
"ArmR_ForearmCore",
"ArmR_Elbow",
"ArmR_UpperArmor",
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"ArmR_Shoulder",
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"ArmR_UpperBand",
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"ArmR_WristBandRivet_Head",
"ArmR_Palm",
"ArmR_Finger0_0",
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"ArmR_Finger1_1",
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"ArmR_Thumb",
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"Body_JudgeGlow",
"Body_CourtMask0_Porcelain",
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"Body_CourtMask0_EyeSocket1",
"Body_CourtMask0_EyeLight1",
"Body_CourtMask0_Nose",
"Body_CourtMask0_MouthSlit0",
"Body_CourtMask0_MouthSlit1",
"Body_CourtMask0_MouthSlit2",
"Body_CrownSpike0",
"Body_CourtMask1_Porcelain",
"Body_CourtMask1_EyeSocket_1",
"Body_CourtMask1_EyeLight_1",
"Body_CourtMask1_EyeSocket1",
"Body_CourtMask1_EyeLight1",
"Body_CourtMask1_Nose",
"Body_CourtMask1_MouthSlit0",
"Body_CourtMask1_MouthSlit1",
"Body_CourtMask1_MouthSlit2",
"Body_CrownSpike1",
"Body_CourtMask2_Porcelain",
"Body_CourtMask2_EyeSocket_1",
"Body_CourtMask2_EyeLight_1",
"Body_CourtMask2_EyeSocket1",
"Body_CourtMask2_EyeLight1",
"Body_CourtMask2_Nose",
"Body_CourtMask2_MouthSlit0",
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"Body_CourtMask2_MouthSlit2",
"Body_CrownSpike2",
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"Body_CourtMask3_EyeSocket_1",
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"Body_CrownSpike3",
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"Body_CourtMask4_EyeSocket_1",
"Body_CourtMask4_EyeLight_1",
"Body_CourtMask4_EyeSocket1",
"Body_CourtMask4_EyeLight1",
"Body_CourtMask4_Nose",
"Body_CourtMask4_MouthSlit0",
"Body_CourtMask4_MouthSlit1",
"Body_CourtMask4_MouthSlit2",
"Body_CrownSpike4",
"Body_Chains_1",
"Body_Chains1"
],
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"source": "Original authored bpy geometry. Sculpted surface relief and editable high-resolution modifiers; runtime materials are assigned by Godot.",
"status": "exported",
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}