Donkey Punch
Mesh experiments
One fighter each. Drag to orbit. Tell me what is wrong and what is right on each letter. A–E are Rook (Tripo bones, boxing-guard rest). F–J are the previous roster attempt — kept so we can roll back. K–N are the same Tripo T-pose meshes, with Mixamo motion taken from the Mixamo T-pose bind instead of each clip’s first frame. H is the Mixamo human skeleton (warped). We have not changed that path.
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Rook, frozen bind pose
No animation. If this is still broken, the mesh/skin is wrong before any clip plays.
Open A -
Rook, still Boxing Idle
The quieter Mixamo idle. Compare shake to C.
Open B -
Rook, bouncing idle
The bouncy clip the title has been using. Likely the shake.
Open C -
Rook, short jab
Does the original donkey throw a real punch, or fold / vibrate?
Open D -
Rook, Mixamo translations left on
Same bouncing idle, but we do not strip bone positions. The stretched/exploded version.
Open E -
Brick, Tripo idle
Tripo Auto Rig weights, Mixamo motion retargeted onto those bones.
Open F -
Brick, old T-pose jab
Previous retarget. Arms start and end in the T-pose.
Open G -
Brick, old Mixamo bind
Human Mixamo skeleton + distance weights. The first bind that exploded in Godot.
Open H -
Neon, Tripo idle
Thinner fighter. Check arms at rest.
Open I -
Neon, old T-pose jab
Previous retarget. Same T-pose start/end as G.
Open J -
Brick, bind-delta idle
Same Tripo T-pose mesh as F. Motion is now the full Mixamo T-pose → clip, so idle should leave the T-pose.
Open K -
Brick, bind-delta jab
Same new Brick. Jab should start and end in a guard, not a T-pose.
Open L -
Neon, bind-delta idle
Thin arms, same new retarget as K.
Open M -
Neon, bind-delta jab
Thin-arm jab with the new retarget. Check fold-back and start/end pose.
Open N
Game roster
These are the GLBs the career game loads. Same bake as K–N, now on every donkey. Use the rigger dropdown for the rest of the sixteen.