saumwacht-godot/assets-source/phase4/records/e04.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

161 lines
3.7 KiB
JSON

{
"id": "e04",
"name": "Fadenschütze",
"faction": "rift",
"palette": "neutral",
"role": "enemy",
"upgraded": false,
"height": 1.8,
"footprint": 1.85,
"file": "enemy_e04.glb",
"triangle_budget": 180000,
"detail_level": "high",
"resource_path": "res://assets/models/enemy_e04.glb",
"export_path": "/home/martin/Dokumente/Projekte/TowerDefense/saumwacht-godot/assets/models/enemy_e04.glb",
"blend_path": "/home/martin/Dokumente/Projekte/TowerDefense/saumwacht-godot/assets-source/phase4/blend/e04.blend",
"triangles": 51050,
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"parts": [
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"Body_RibL0",
"Body_RibR0",
"Body_RibL1",
"Body_RibR1",
"Body_RibL2",
"Body_RibR2",
"Body_RibL3",
"Body_RibR3",
"Body_RibL4",
"Body_RibR4",
"Head_Skull",
"Head_Face",
"Head_EyeL",
"ArmL_UpperCore",
"ArmL_ForearmCore",
"ArmL_Elbow",
"ArmL_UpperArmor",
"ArmL_ForearmArmor",
"ArmL_Shoulder",
"ArmL_ShoulderJoint",
"ArmL_UpperBand",
"ArmL_UpperBandRivet_Seat",
"ArmL_UpperBandRivet_Head",
"ArmL_WristBand",
"ArmL_WristBandRivet_Seat",
"ArmL_WristBandRivet_Head",
"ArmL_Palm",
"ArmL_Finger0_0",
"ArmL_Finger0_1",
"ArmL_Finger1_0",
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"ArmL_Finger2_1",
"ArmL_Finger3_0",
"ArmL_Finger3_1",
"ArmL_Thumb",
"Head_EyeR",
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"ArmR_ForearmCore",
"ArmR_Elbow",
"ArmR_UpperArmor",
"ArmR_ForearmArmor",
"ArmR_Shoulder",
"ArmR_ShoulderJoint",
"ArmR_UpperBand",
"ArmR_UpperBandRivet_Seat",
"ArmR_UpperBandRivet_Head",
"ArmR_WristBand",
"ArmR_WristBandRivet_Seat",
"ArmR_WristBandRivet_Head",
"ArmR_Palm",
"ArmR_Finger0_0",
"ArmR_Finger0_1",
"ArmR_Finger1_0",
"ArmR_Finger1_1",
"ArmR_Finger2_0",
"ArmR_Finger2_1",
"ArmR_Finger3_0",
"ArmR_Finger3_1",
"ArmR_Thumb",
"LegL_InnerThigh",
"LegL_InnerShin",
"LegL_ThighArmor",
"LegL_ShinArmor",
"LegL_HipPivot",
"LegL_HipPin",
"LegL_HipRim",
"LegL_KneePivot",
"LegL_KneePin",
"LegL_KneeRim",
"LegL_AnklePivot",
"LegL_AnklePin",
"LegL_AnkleRim",
"LegL_Toe0",
"LegL_ToeCap0",
"LegL_Toe1",
"LegL_ToeCap1",
"LegL_Toe2",
"LegL_ToeCap2",
"LegL_AnkleCuff",
"LegL_ShinGold",
"LegL_ShinEmber",
"LegR_InnerThigh",
"LegR_InnerShin",
"LegR_ThighArmor",
"LegR_ShinArmor",
"LegR_HipPivot",
"LegR_HipPin",
"LegR_HipRim",
"LegR_KneePivot",
"LegR_KneePin",
"LegR_KneeRim",
"LegR_AnklePivot",
"LegR_AnklePin",
"LegR_AnkleRim",
"LegR_Toe0",
"LegR_ToeCap0",
"LegR_Toe1",
"LegR_ToeCap1",
"LegR_Toe2",
"LegR_ToeCap2",
"LegR_AnkleCuff",
"LegR_ShinGold",
"LegR_ShinEmber",
"Weapon_Bow_1",
"Weapon_String_1",
"Weapon_Bow1",
"Weapon_String1",
"Weapon_Arrow"
],
"bounds_blender": {
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"sha256": "6f27424be363a48621f09b27956fc79a9697bc3d5339d10dd210ca9bf6f2da90",
"source": "Original authored bpy geometry. Sculpted surface relief and editable high-resolution modifiers; runtime materials are assigned by Godot.",
"status": "exported",
"offline_sculpt_parts": 10,
"offline_render_triangles": 353780
}