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 item | Family · kind | Aim clip | Fire clip | Reload |
|---|
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 item | Class · kind | Light | Heavy |
|---|
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 clip | Why it's implied |
|---|