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Banana 2077

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Commit49a1306fab

README.md

game.club.dancer

The burlesque banana dancer rig for The Banana Split club. It provides two functions:

  • D.assets(write) builds the dancer's meshes and materials through the write(kind, name, payload) callback it is given, and returns the asset table { mesh, mat }. The materials are cream fruit, peel, ink, lips, blush, plus satin and boa materials for each accent.
  • D.spawn(parent, name, A, accent, pos) spawns one dancer under parent with her soles at pos, facing world −x. Her accent colour is pink, cyan or violet.

The rig is a hierarchy of plain entities, with no skinning:

  • <name>_body at D.HIP_Y holds the fruit, hood, cap, lips, blush and bow, the eyes eyeL/R with their glints, and the arms armL/R > elbowL/R (opera gloves).
  • The legs hipL/R > kneeL/R > shoeL/R (stilettos) hang off the root.
  • <name>_peel holds the cup and the four petals pP_1 > pP_2, which hinge about D.petalAxis(P).
  • <name>_boa is the neon feather boa.

It also exports the constants the animation needs: HIP_Y, SEG, SHOULDER, PETALS, HINGE, UPPER, THIGH and SHIN.

game.club.venue calls assets and spawn while it builds the club. game.club.ClubShow poses the rigs at runtime. The venue's build.asset only re-authors when the venue script itself changes, so after editing this module's geometry or materials, touch the venue to rebuild them.