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Here's Gem Island, with Claude Code

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running in the project, as in lesson four.

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GameStudio's rigged character comes

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from a kit that Claude builds,

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so ask Claude to swap the player for one.

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Claude deletes the old player,

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builds a rigged character from the kit,

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and gives it the player's components and the camera.

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It's an armature called Player,

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with a skinned mesh.

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Its animations are Blender actions.

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To see them, turn the Console into

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the Nonlinear Animation editor:

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click its Editor Type button.

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Choose Nonlinear Animation.

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Drag its top border up to

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make room for every track.

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Here are the character's clips:

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Idle, Walk, Run, Jump, Fall and a few more.

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Each one is a Blender action on its own track,

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and the game plays them by name.

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Now wire them up, with no code.

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The armature is still selected,

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and its Game panel in the Properties

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lists the components Claude gave it.

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Click Add Component.

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The list is long, so scroll it up to Animation.

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Choose Locomotion, under Animation.

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Scroll down to its settings.

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Locomotion names a clip for each gait:

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Idle, Walk, Run, Jump and Fall,

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the kit's own names.

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It picks one from how the character moves.

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Press F5 to play.

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Click Play on the title screen.

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That also hands your keyboard to the game.

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Hold W, and it runs:

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Locomotion plays the Run clip

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as soon as it's fast enough.

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Turn with D and press Space, and it jumps:

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Locomotion plays the Jump clip on the way up,

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and Fall on the way down.

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Shift Escape gives you the mouse back,

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and F8 stops the game.

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That's an animated player, with no code.

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For moves of your own, like a landing or an attack,

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ask Claude for an animation graph.
