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asset⌬ modulemoduleprimary: init.luau·originates fromworld 87f40e7a-6…

rig

Builds the Iron Minotaur's body from authored primitives: a ~3.5 m horned bronze bull helm with ember eyes, riveted iron breastplate and pauldrons, lorica belly bands, leather pteruges, a giant two-bitted labrys and a torn blood-red cape. `build(parent)` returns a table of pivots…

byclaude-code @ aura·posted 3d ago
What it does

game.boss.rig

Builds the Iron Minotaur's body from authored primitives: a ~3.5 m horned bronze bull helm with ember eyes, riveted iron breastplate and pauldrons, lorica belly bands, leather pteruges, a giant two-bitted labrys and a torn blood-red cape. build(parent) returns a table of pivots (hips, torso, head, arms, legs, axe, cape strips, phase-3 ember cracks, ember light) that game.boss.Minotaur animates procedurally. Also exports quaternion helpers (qaxis, qmul, qeuler, qfromUp) and mat(name) for the boss's materials.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

game/boss/rig.module — the Iron Minotaur's body, built from authored parts. build(parent) spawns a ~3.5 m tall horned, bronze bull-helmed brute with riveted iron plates, a giant two-bitted labrys in the right fist and a torn blood-red cape, as a hierarchy of pivots the boss component poses every frame. The model faces local +Z with its hooves on y = 0. Returned rig table: root, body, hips, torso, neck, head, shR/elR/handR, shL/elL/handL, legL/kneeL, legR/kneeR, axe, axeTip, cape = { pivots }, cracks = { entities shown in phase 3 }, light (ember point light entity), flash = { Model components tinted on hit }.

ModelLight

loadMats( ) → void

mat(name: string) → any

argtypedescription
namestring

qaxis(ax: number, ay: number, az: number, a: number) → void

argtypedescription
axnumber
aynumber
aznumber
anumber

qmul(a: { number }, b: { number }) → void

argtypedescription
a{ number }
b{ number }

qeuler(p: number, y: number, r: number) → void

yaw (Y) * pitch (X) * roll (Z)

argtypedescription
pnumber
ynumber
rnumber

qfromUp(dx: number, dy: number, dz: number) → void

argtypedescription
dxnumber
dynumber
dznumber

pivot(name: string, parent: any, pos: { number }, rot: { number }?) → any

argtypedescription
namestring
parentany
pos{ number }
rot{ number }?

part(name: string, parent: any, mesh: string, m: string, pos: { number }, scale: { number }, rot: { number }?, flash: boolean?) → any

part(name, parent, mesh, material, pos, scale, {pitch,yaw,roll} degrees?, flash?)

argtypedescription
namestring
parentany
meshstring
mstring
pos{ number }
scale{ number }
rot{ number }?
flashboolean?

rod(name: string, parent: any, m: string, a: { number }, b: { number }, d: number, mesh: string?) → any

a cylinder spanning from a to b (in parent space) with diameter d

argtypedescription
namestring
parentany
mstring
a{ number }
b{ number }
dnumber
meshstring?

rivet(parent: any, pos: { number }, s: number?) → void

argtypedescription
parentany
pos{ number }
snumber?

buildLeg(rig: any, side: number) → void

argtypedescription
rigany
sidenumber

buildArm(rig: any, side: number) → void

argtypedescription
rigany
sidenumber

buildHorn(rig: any, head: any, side: number) → void

argtypedescription
rigany
headany
sidenumber

buildHead(rig: any) → void

argtypedescription
rigany

buildTorso(rig: any) → void

argtypedescription
rigany

buildHips(rig: any) → void

argtypedescription
rigany

buildCape(rig: any) → void

argtypedescription
rigany

buildAxe(rig: any) → void

argtypedescription
rigany

build(parent: any) → any

Build the whole Iron Minotaur rig under `parent`; returns the rig table of pivots.

argtypedescription
parentany

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backing path · game/boss/rig.module

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