Spike 35 - Combat & Traversal Animations (Quaternius UAL1 + UAL2, CC0)

Loading case tables and WebGPU...
FPS: - Peers: 0 Edits rx: 0 Chunk tris: - Seam tris: -
MC chunks: - HM chunks: - Brush: OFF
Chunk verts: - Seam verts: - Overflow: -
Grass: - Wind: gentle
Physics: -
Frame: -
AO (O toggle, Shift+O debug): on
Capsule (C debug): OFF
Layout: 4 near-field chunks (64/32/32/16) + Transvoxel seams
Data source: Sampled heightmap (129x129)
Save: -
B toggle brush   1 HM raise   2 HM lower   3 HM smooth   4 HM flatten   5 SDF add   6 SDF sub   7 SDF smooth
[ ] radius   scroll strength   click+drag paint   G grass   V wind   P physics cam   Space jump / glide   Shift sprint   X clear save
Mode: OFF   Radius: 6.0   Strength: 0.30
WATER + SWIMMING: walk into water to swim. Space to jump out. Shift to sprint-swim. Camera goes underwater.
M place objects (palette)   click place / select   scroll rotate ghost   Shift+scroll / pinch scale   R rotate selection   Del remove selection   Esc exit   Authoring: OFF
UAL verbs (outside authoring): F sword combo (Shift+F single)   R block   H hit   T throw   K climb   Y yes   Z slide (hold)   J ninja-jump (hold)   L chop (hold)   N phone (hold)   ` clip browser   Tab cycle   \ source mannequin   Esc cancel verb

Kimodo AI Animation

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