saumwacht-godot/assets-source/phase4/records/m01.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

89 lines
2 KiB
JSON

{
"id": "m01",
"name": "Kesselwicht",
"faction": "nietenkonvent",
"palette": "nietenkonvent",
"role": "tank",
"upgraded": false,
"height": 1.35,
"footprint": 1.85,
"file": "unit_m01.glb",
"resource_path": "res://assets/models/unit_m01.glb",
"export_path": "/home/martin/Dokumente/Projekte/TowerDefense/saumwacht-godot/assets/models/unit_m01.glb",
"blend_path": "/home/martin/Dokumente/Projekte/TowerDefense/saumwacht-godot/assets-source/phase4/blend/m01.blend",
"triangles": 1284,
"mesh_parts": 42,
"parts": [
"Leg0_Piston",
"Leg0_Shin",
"Leg0_Knee",
"Leg0_Knee_Pin",
"Leg0_ThighArmor",
"Leg0_Greave",
"Leg0_Toe0",
"Leg0_Toe1",
"Leg0_AnkleGold",
"Leg1_Piston",
"Leg1_Shin",
"Leg1_Knee",
"Leg1_Knee_Pin",
"Leg1_ThighArmor",
"Leg1_Greave",
"Leg1_Toe0",
"Leg1_Toe1",
"Leg1_AnkleGold",
"Body_RoundKettle",
"Body_Belt",
"Head_BrassFrame",
"Head_Ceramic",
"Head_Eye_1",
"Head_Eye1",
"Head_Mouth",
"Body_PressureGauge",
"Body_GaugeFace",
"Body_GaugeNeedle",
"Body_Chimney",
"Body_ChimneyLip",
"ArmL_Upper",
"ArmL_Forearm",
"ArmL_Joint",
"ArmL_Joint_Pin",
"ArmL_Fist",
"ArmL_Cuff",
"ArmR_Upper",
"ArmR_Forearm",
"ArmR_Joint",
"ArmR_Joint_Pin",
"ArmR_Fist",
"ArmR_Cuff"
],
"bounds_blender": {
"min": [
-0.5699462890625,
-0.3646690249443054,
0.0
],
"max": [
0.5699462890625,
0.3646690249443054,
1.350000023841858
]
},
"bounds_godot": {
"min": [
-0.5699462890625,
0.0,
-0.3646690249443054
],
"max": [
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]
},
"scale_applied": 0.966010707083804,
"blender_version": "5.2.1 LTS",
"sha256": "dfa98866025c5801cc6aff2ef8273dfe393a397623f641046c4babade8516df1",
"source": "Original parametric bpy geometry; no external meshes or textures.",
"status": "exported"
}