# Character and first-person arm sources

Downloaded without an account or payment, verified 2026-09-06.
These files are optional bundled assets; the game never contacts their creators.

## SWAT — Quaternius

- Author listing: https://poly.pizza/m/Btfn3G5Xv4
- Listing explicitly identifies Quaternius and Public Domain (CC0).
- Download: https://static.poly.pizza/713f6535-f4f3-4367-a4c6-ced126ae0936.glb
- Original GLB SHA-256: `a835107bac833eb916c494e10997ae1709e85957ea6f6c59ace3c9a66f6d1fec`
- Adaptation: mesh proportions and weights mapped onto xFPS's 15 visual joints;
  closed finger pose baked from the author's Punch_Left clip. Source full-body
  animation clips are not shipped or used to drive gameplay. Vertex colors kept.
- Output: `swat.glb`, 873,572 bytes, 7,752 triangles.

## PSX First Person Arms — Drillimpact

- Author/download page: https://drillimpact.itch.io/psx-first-person-arms-free
- Page explicitly declares CC0 (Public Domain); normal free-download route used.
- Source archive: `psx-first-person-arms-free-game-assets.zip` (version 1.1.0).
- Original ZIP SHA-256: `13689348acce167599db2b7190214aa4dbe914f5547f74e1877ff61361fc8cb8`
- Adaptation: left glove sampled from grab.L at 0.36 seconds, baked to a compact
  rigid grip; separated forearm normalized for the existing elbow/wrist driver;
  glove texture resized to 1024px JPEG. Right hand mirrored at runtime.
- Follow-up: optional finger-release morph from grab.L at 0 seconds, retaining
  all non-finger joints at the existing 0.36-second grip. The closed mesh and
  texture mapping remain unchanged. M4 reload presentation alone uses this pose;
  runtime does not load or evaluate the author's full animation clips.
- Outputs: `arms.glb` (26,136 bytes, 451 hand + 98 forearm triangles),
  `gloves.jpg` (128,068 bytes). Small runtime glove cuffs are xFPS geometry.
- No Blender/FBX sources, unrelated animations or rejected candidates bundled.

CC0 reference: https://creativecommons.org/publicdomain/zero/1.0/

This records the creators' published license statements, not an independent
chain-of-title audit. Preserve these credits when redistributing the assets.

## Optional M4 articulated glove prototype (2026-09-20)

- Uses the same Drillimpact CC0 source above, freshly downloaded from the creator's
  normal free-download route. Archive SHA-256 still exactly matches
  `13689348acce167599db2b7190214aa4dbe914f5547f74e1877ff61361fc8cb8`.
- `arms-rigged.glb`: 37,980 bytes, 301 approved glove vertices, 22 left hand/wrist
  bones. Existing closed glove positions, normals, UVs and topology are retained.
- Vertex skin weights are recovered from the source via matching UVs and the
  original closed posed position (maximum correspondence error 4.49e-9 metres).
  The glove is rebound at that closed pose; each digit interpolates the creator's
  local joint transforms from `grab.L` at 0.36 seconds to 0 seconds. This is a
  real finger skeleton, not a higher-detail replacement mesh or new full arm rig.
- `scripts/convert-rigged-hand.mjs /path/to/arms_rig.glb` reproduces the optional
  asset offline. Existing rigid gloves remain the fallback and other weapons'
  visual path. Original full animation clips are not bundled.

## Tactical finish pass (18 October 2026)

The existing CC0 Quaternius body retains its positions, topology, skin weights
and movement rig. Runtime preparation softens duplicated face-corner normals
and projects cached xFPS fabric, webbing, helmet and boot materials. Blue wears
navy; red wears sand with the established blue/red team identifiers. This is a
finish adaptation of the same body, not two newly licensed character meshes.
First-person gloves retain the Drillimpact skeleton and contact geometry;
sleeves receive xFPS's cached fabric maps. No rejected soldier candidate is bundled.

## Selective operator motion adaptation (19 October 2026)

- Creator: Quaternius, Universal Animation Library 1 and 2, Standard editions.
- Author listings: https://quaternius.itch.io/universal-animation-library and
  https://quaternius.itch.io/universal-animation-library-2
- Both downloaded archives include `License.txt` declaring CC0 1.0 Universal,
  Public Domain Dedication, with https://creativecommons.org/publicdomain/zero/1.0/.
- Source: Unreal-Godot `UAL1_Standard.glb` and `UAL2_Standard.glb`.
- Derivative: `src/entities/animation-data/quaternius-motion.ts`, generated by
  `scripts/convert-operator-motion.mjs`. Source SHA-256 hashes are embedded there.
- Five selected tracks: Sprint_Loop, Jump_Land, Slide_Start, Slide_Loop, Slide_Exit.
  The converter samples torso and foot landmarks in a normalized anatomical
  frame; no source meshes, textures, root translation or full bone clips ship.
- Runtime blends those landmarks into xFPS's existing anatomy/contact solver.
  The source floor-level slide is constrained to the game's crouched silhouette.
  Movement, collision, hitboxes, aim direction and gameplay timing remain owned
  by the existing simulation, not the imported motion.
- Equipment now shares the existing Drillimpact CC0 finger skeleton above,
  with per-instance poses for grenade grip/release, pin pull and stim activation.

## Tactical soldier — DanlyVostok (2026-10-19)

- Creator: **DanlyVostok / @1799danly**.
- Title: **Soldier Full Tactical Gear Lowpoly/Gameready**.
- Source: https://sketchfab.com/3d-models/soldier-full-tactical-gear-lowpolygameready-850593a8c7114c188395ba1849a66eb9
- License: **Creative Commons Attribution 4.0** (https://creativecommons.org/licenses/by/4.0/), commercial use permitted with attribution.
- Downloaded the creator's 1K GLB through Sketchfab's signed-in download dialog.
- Original GLB SHA-256: `f00982db81b70687f89803fa1427f4caf99c324d64b6a0992ebf769ab054e71c`.
- Adaptations by xFPS: canonical 15-joint deformation rig; simplified geometry
  (84,154 to 40,368 triangles), ten merged material draws, 512px JPEG textures,
  team markers, outfit tints and original removable mask geometry. Original
  textures and UV sets retained. No endorsement by the creator is implied.
- Output: `tactical.glb`, 5,765,480 bytes.
- Reproduce: `node scripts/convert-tactical-operator.mjs /path/to/soldier_full_tactical_gear.glb`.
- Ranger, Wraith, Wildcard and Deadpan share this adapted soldier.
  Sentinel uses the Quaternius SWAT source above. They are outfit variants,
  not six independently sourced character models.

## Detailed first-person arms — DJMaesen (19 October 2026)

- Creator: **DJMaesen / bumstrum**, **First Person arms**.
- Source: https://sketchfab.com/3d-models/first-person-arms-e3c42c05b22944e5839deb8e003f0987
- License: **Creative Commons Attribution 4.0**:
  https://creativecommons.org/licenses/by/4.0/
- Download: creator's GLB with 2K textures, provided through the normal download dialog.
- Original GLB SHA-256: `6809250abb6e2e0b9f7b08ec21c64cc775c3fe7eeb858079eb70bd22797633ab`.
- xFPS adaptations: left glove reweighted onto the existing 22-joint finger
  contract, mirrored for the right hand; forearm and upper sleeve separated for
  the existing elbow solver. Authored color, normal and packed roughness maps
  retained at 2K. Sleeve materials are tinted separately for local operator
  outfits; fabric cuts and fingerless glove design remain those of the source.
- Outputs: `arms-detailed.glb`, `arms-detailed.json`, and the three
  `arms-detailed-*.webp` maps (written as PNG by the converter; re-encoded
  2026-11-01 by `scripts/convert-model-textures-webp.mjs`: colour lossy q95,
  normal/packed near-lossless 60, same 2K size). The glove has 2,538 triangles; forearm 920 and
  upper sleeve 264 triangles before runtime seam geometry.
- Reproduce: `node scripts/convert-detailed-arms.mjs /path/to/first_person_arms.glb`.
- The old Drillimpact assets remain an optional-load fallback. No source
  animation clips are copied; xFPS's weapon and equipment actions drive the rig.
- Attribution does not imply endorsement by the creator.

## Wildcard military operator — DanlyVostok (19 October 2026)

- Creator: **DanlyVostok / @1799danly**, **Military tactical suit (LowPolyGameReady)**.
- Source: https://sketchfab.com/3d-models/military-tactical-suit-lowpolygameready-ef698ce36b1545a78ce592dd3db4c7ed
- License: **Creative Commons Attribution 4.0**:
  https://creativecommons.org/licenses/by/4.0/
- Original GLB SHA-256: `eed7be0507d981b5f09fbce8c6b5a827358d22b08f7052104d74251926049484`.
- xFPS adaptations: remapped to the common 15-joint visual skeleton, normalized
  limbs and standing dimensions, corrected misplaced headphone and pad geometry,
  merged materials and resized embedded textures. Source skin and cloth detail
  retained. Output: `military.glb`, 31,771 triangles across seven material draws.
- Reproduce: `node scripts/convert-human-operators.mjs military /path/to/military_tactical_suit_lowpolygameready.glb`.
- Replaces Wildcard's visual body while retaining its saved ID, ownership, rarity
  and crate chance. Other operators retain their existing bodies. The separate
  masked candidate had displaced body parts and was rejected; it is not shipped.
- Creator attribution does not imply endorsement.

### Wildcard deformation repair and Wraith outfit revision (19 October 2026)

- Wildcard now converts the creator's undeformed bind geometry and inverse-bind
  landmarks. The previous conversion evaluated the bent-arm source pose before
  normalizing limbs, which distorted clothing when animated again.
- Knee/elbow pads are assigned by their spatial side rather than malformed
  cross-arm source weights; the military cap no longer receives a floating
  helmet band. The original model, texture license and 31,771 triangles remain.
- Wraith retains the tactical soldier's ordinary headgear, without xFPS's
  decorative faceplate. Its cloth is shaded in a pale arctic palette with slate
  armour. Only Deadpan receives the added porcelain faceplate. Source fabric
  detail, gameplay joints, saved IDs, ownership and crate odds are unchanged.

### Operator appearance swap and outfit palettes (19 October 2026)

- The DanlyVostok military body is now used by Vanguard (formerly Wildcard).
- Wildcard now uses the credited tactical soldier with charcoal cloth and graphite
  gear; Ranger has olive/khaki cloth. These are material/shader changes, not new
  third-party models or textures. All source attribution above remains applicable.
- Removed added team-colour patches and team-driven uniform tinting. No source
  model, license or author credit was removed.
- The military conversion now preserves the creator's curled finger pose
  relative to each hand, while normalizing the arms and torso from bind space.
  This closes the grip without rebaking the bent-arm preview pose that caused
  the earlier clothing deformation. Fingers remain fixed geometry on the
  common 15-joint gameplay driver; no new third-party animation was added.
