VoidHorizon · review lab

Equipment & weapon animations

Every catalog weapon and equipment item, mapped to the animation clip it actually plays on the rigged character, shown live against the concept target where one exists. The combat clip library lives on the shared A01 rig (aim / fire per weapon family, slash / stab / bash per melee class), so a weapon "has" an animation when its family or class resolves to a clip that exists on the rig. The gap list at the bottom names the clips the catalog implies but no GLB carries yet — that queue feeds the forge lane.

Ranged weapons — aim + family-specific fire

A ranged weapon's WeaponFamily (kinetic / laser / plasma / railgun) selects its fire clip; its silhouette selects the pistol or rifle aim pose. Reference rig: the A01 equipped pistol / rifle GLBs, which carry the full aim_* and fire_<family>_* library.

Item → clip mapping (11 ranged items)
Catalog itemFamily · kindAim clipFire clipReload

Melee weapons — class-matched swing

A melee weapon's MeleeClass (slash / stab / bash) selects the swing clip and its heavy variant. Reference rig: the A01 equipped sword / axe GLBs.

Item → clip mapping (6 melee items)
Catalog itemClass · kindLightHeavy

Equipment & defensive — worn gear, shields, reactions

Armor rides the shared locomotion clips (idle / walk / run) — there is no armor-specific animation. Defensive reactions (dodge, slide, parry, flinch, stagger) exist on the A01 coherent rig. Shields have no block/raise clip yet — see the gap list.

Gap list — animations the catalog implies but no GLB carries

Verified by parsing every animation clip across all 380 GLBs in web/models/. Each row is ready work for the GPU forge lane: author the clip, bake it onto the rig, re-verify here.

Item(s)Missing clipWhy it's implied