ODDSPRIG WEAPONS STUDIO - HOW TO ================================ Weapons Studio builds 3D weapon models for games: swords, axes, hammers, spears, bows, crossbows, pistols and rifles. Everything is generated in your browser from presets and the numbers you set. Nothing is uploaded, no images are generated, and no AI models are downloaded or run. 1. MAKE A WEAPON ---------------- - Pick a preset from the library on the left. It loads that weapon's default shape and materials. Style, detail tier and seed stay as selected. Undo restores your previous weapon. - Choose a Style (Forged, Stylized, Retro low-poly, Voxel) and a Detail tier (Retro, Performance, Game, Detail). Higher tiers add real geometry. - Adjust the parameters in the inspector. Lengths and widths are in meters; ratios are unitless; the pistol grip angle is in degrees. - Set the metal, grip and accent colours. - Random variant changes the seed. The same seed always gives the same result. 2. EDIT PARTS ------------- - Select a part in the viewport or in the part list. - Move, rotate and scale it relative to its normal position, or hide it. - These are changes to the part itself, not to the camera or scene. - A hidden part is left out of the exported meshes, but its node and any anchors on it stay in the GLB so the hierarchy does not change. 3. PREVIEW ---------- - The 3D preview is off until you turn it on. Exports do not need it. - Drag to orbit, scroll or pinch to zoom. - Use the timeline to play or scrub a weapon's motion (swing, draw/release, slide/recoil). Playback ends with the weapon back at rest. These are preview motions only, not combat or physics. 4. SAVE, OPEN, UNDO ------------------- - New starts a separate weapon project. Saved projects stay in Open; Undo restores the previous work. Save keeps the current project in this browser. - Download project JSON to keep a full copy. Open checks the file first and only replaces your work if it is valid. - Undo and Redo step through your changes. 5. EXPORT --------- GLB (recommended) - glTF 2.0 binary, meters, +Y up, right-handed. - The grip (anchor grip_primary) is at the origin. - Melee weapons point along +Y. Bows and guns shoot along +Z. - Contains named parts in their real hierarchy, separate materials, normals, the weapon's motion clips and anchor points (grip_primary, grip_secondary, tip, muzzle or nock as the preset has them). Anchors are empty nodes; their names and kinds are stored in the node's glTF extras (three.js shows them in userData). - The full project is stored in the file's asset extras for reference. This tool does not reopen projects from GLB files; use the project JSON. OBJ - A static copy of the visible triangles in the rest pose, with normals. Line parts, if present, are written as OBJ line elements. - No motion, no hierarchy, no anchors, no material file. Project JSON - The complete project. Open it again in Weapons Studio. Manifest - A JSON report about one exported GLB: exact byte size, SHA-256, triangle and vertex counts, bounds, parts, anchors with their local and scene matrices, motion clips and materials. File size and SHA-256 come from the GLB bytes; dimensions and attachments come from the matching model being exported. Things the exporter cannot measure (how the model looks in other programs, licences, physical weight) are not claimed. Export refuses, with a message, anything it cannot write faithfully, instead of quietly leaving it out. 6. USE THE GLB IN OTHER ODDSPRIG TOOLS -------------------------------------- Animation Studio - Download the GLB from Weapons Studio. - In Animation Studio, use its GLB import and choose the file. - There is no automatic transfer between the tools. RiggerSet - Use RiggerSet for image-to-model work, cleanup and rigs. - Weapons Studio does not send files to RiggerSet, and RiggerSet does not currently have a checked way to reopen a model made here. 7. REFERENCE IMAGES ------------------- A reference image stays on your device and is only shown next to the model to help you match proportions. It is not turned into a model. Weapon sizes are the generated model's own scale, not measurements taken from the image. 8. LIMITS --------- - Export supports plain meshes and lines with standard materials. Skinned, morph-target or instanced geometry is refused. - Only motion of part position, rotation and scale is exported. - OBJ is always static.