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Melee Art Handoff — Lean mesh (full V1–V5 stubs)

Feed one family per AI chat. Draw one picture per part. Never assemble a full weapon.

Build order: Family Spine (1) → keyed 5-packs → shared Soft Object Path 5-packs.

Spine = core chassis everything attaches to. Frame archetypes / WSM bands = data only — never drawn.

Effect packages for V1–V5 = TBA. Parent socket → MeleeFeel ownership locked in the Exact Variables spec (Head / Guard / Haft / Pommel / Core). Modules = weapon feel only (gun module rules) — not loot modifiers.

Authority: GDD O17 (frame) · fig-142 (family → alias matrix) · vol. 06 / 09 · source data _melee_module_variants.py
Exact variables: docs/superpowers/specs/2026-11-08-melee-part-exact-variables-design.md
Guns parallel: 2026-10-20-gun-parts-art-handoff.md · GDD O14 (gun Family Part Matrix) · fig-140-3.jpg
Art style lock: tfa_gdd_html/figures/gdd_artstyle_lock.jpg (from 2026-11-09)


Layer Draw?
Spine Yes — 1 core chassis per family · NOT a module
Modules Yes — 5 named variants each; shared unless keyed
Corp finish C1–C5 Paint / materials on same AABB — not V1–V5 dials
Legendary / Unique / Apex Hand-authored — outside Refit five-packs

One-liner: Spine first. Modules = Head/Guard/Haft/Pommel/Core aliases. Wrist Razors/Claws = Wrist slot only. Effects TBA.

Naming: Art stub = {FamilyOrShare}_{Alias}_V#. GDD / FS / Refit UI = parent socket name. Soft Object Path stem later: w_module_<slot>_<host>_c#_kit_v# (see docs/inventory/mesh-naming.md).

  • MODULE = Blade / Bit / Tip / Talons / Cap / DoubleEdge · Guard / Collar / KnucklePlate · Grip / Haft / Shaft / HandBrace / GripWrap · Pommel / ButtSpike / Counterweight / ButtCap / Brace · Core
  • NOT a module = Family Spine · frame archetype data · corp paint layer
PROJECT: Terra Firma: Awakening — Earth Dual Armory (Melee)
TAXONOMY: Family Spine = core chassis. Modules = shared unless keyed. Do NOT assemble a full weapon.
ATTACH ORDER: Spine → Head/alias → Guard/alias → Haft/alias → Pommel/alias → Core.
WRIST LOCK: Wrist Razors/Claws = hotkey 1 Wrist Melee slot ONLY — not Weapon 1–4.
STYLE: Peak-human corp densifier. Steel + dark polymer + cyan edge light. Match GDD O15.
RULES: One subject per picture. Part ONLY on dark ground. Draw ONLY the named stub.
EFFECTS: V1–V5 effect packages TBA — draw visual spice only.
THIS SESSION: [paste session header]

Reference: E:\Cursor_Terra\programming bible\tfa_gdd_html\figures\o15.jpg


Full Primary/Secondary + MeleeFeel matrix: 2026-11-08-melee-part-exact-variables-design.md.
GDD plates: figures/fig-140-4.jpg (Primary/Secondary) · figures/fig-140-5.jpg (matrix) · frame still figures/o17.jpg. Canvas lock 1280×720.

Parent Aliases (family art names) Frame (O17) Primary MeleeFeel Secondary MeleeFeel V# effect
Head Blade, Bit/Head, Tip, Talons, Cap, Double Edge, Tip/Blade Damage · AR Strike Impact · Active-frame timing · Sweet-spot bias Recovery Kick on connect · Swing Stability on connect · Hit Impulse feel TBA
Guard Guard, Collar, Knuckle Plate Block Clash settle · Defense-while-swinging feel · Swing Stability under trade Free-aim Swing tightness · Recovery Kick damp · Move-Swing guard carry TBA
Haft Grip, Haft, Shaft, Hand Brace, Grip Wrap WSM WSM / cadence feel · Inertia Drop · Handling turn-in Equip/Draw · Free-aim Swing · Air Swing Control · Move-Swing TBA
Pommel Pommel, Butt Spike, Counterweight, Butt Cap, Brace Balance Balance · Recovery Kick · Momentum carry Strike Impact contribution · Air Sway · Swing Stability after miss · Stagger feel outbound TBA
Core Core / Cell / Servo Channel Channel spool-up · Channel regen cadence · Special/charge ready timing Inertia Drop after channel verb · Equip/Draw with live cell · Air Swing Control while channeling TBA

Corp C1–C5 = finish only (same volume). Not on modules: crit, execute, cleave-as-loot, chip%, lifesteal, procs, combo scalers, Reach/length.


Family Slot Head Guard Haft Pommel Core
Combat Blades Weapon 1–4 Blade Guard Grip Pommel Core
Dirks & Daggers Weapon 1–4 Blade (keyed small) Guard Grip Pommel Core
Cleaving Axes Weapon 1–4 Bit/Head Collar Haft Butt Spike Core
Impact Mauls Weapon 1–4 Head Collar Haft Counterweight Core
Polearms Weapon 1–4 Head/Blade Collar Shaft Butt Cap Core
Spears & Lances Weapon 1–4 Tip Collar Shaft Butt Cap Core
Heavy Spears Weapon 1–4 Tip (keyed heavy) Collar Shaft Butt Cap Core
Staves Weapon 1–4 Cap/Head none Shaft + Grip Wrap Butt Cap Core
Scepters / Rods Weapon 1–4 Head Collar Haft Pommel Core
Glaives Weapon 1–4 Tip/Blade Collar Shaft Brace Core
Dual Blade Weapon 1–4 (2H) Double Edge Collar Haft Pommel Core
Wrist Razors / Claws Wrist only (hotkey 1) Talons Knuckle Plate Hand Brace Counterweight Core

Lock: Claws are not a Weapon 1–4 family. They are the same family as Wrist Razors and equip only in the Wrist Melee paper-doll slot.


Shared (draw once): Melee_Core_V# · Melee_Collar_V# · Melee_Shaft_V# · Melee_ButtCap_V# · Melee_Pommel_V# · Melee_Guard_V# · Melee_Grip_V#

Keyed (own 5-pack): Dirk Blade · Axe Bit + ButtSpike · Maul Head + Counterweight · Polearm HeadBlade · Spear Tip · HeavySpear Tip · Staff Cap + GripWrap · Scepter Head · Glaive TipBlade + Brace · DualBlade DoubleEdge · full Wrist kit (Talons / KnucklePlate / HandBrace / Counterweight) · family Spines · family Hafts where listed


  • [SPINE] none
  • Shared MODULE 5-packs: Core, Collar, Shaft, ButtCap, Pommel, Guard, Grip
  • [SPINE] CombatBlade_Spine
  • [MODULE] Blade_Blade_V1…V5 + shared Guard / Grip / Pommel / Core
  • [SPINE] Dirk_Spine
  • [MODULE] Dirk_Blade_V1…V5 + shared Guard / Grip / Pommel / Core
  • [SPINE] Axe_Spine
  • [MODULE] Axe_Bit_V# · Axe_Haft_V# · Axe_ButtSpike_V# + shared Collar / Core
  • [SPINE] Maul_Spine
  • [MODULE] Maul_Head_V# · Maul_Haft_V# · Maul_Counterweight_V# + shared Collar / Core
  • [SPINE] Polearm_Spine
  • [MODULE] Polearm_HeadBlade_V# + shared Collar / Shaft / ButtCap / Core
  • [SPINE] Spear_Spine
  • [MODULE] Spear_Tip_V# + shared Collar / Shaft / ButtCap / Core
  • [SPINE] HeavySpear_Spine
  • [MODULE] HeavySpear_Tip_V# + shared Collar / Shaft / ButtCap / Core
  • [SPINE] Staff_Spine
  • [MODULE] Staff_Cap_V# · Staff_GripWrap_V# + shared Shaft / ButtCap / Core
  • No Guard
  • [SPINE] Scepter_Spine
  • [MODULE] Scepter_Head_V# · Scepter_Haft_V# + shared Collar / Pommel / Core
  • [SPINE] Glaive_Spine
  • [MODULE] Glaive_TipBlade_V# · Glaive_Brace_V# + shared Collar / Shaft / Core
  • [SPINE] DualBlade_Spine
  • [MODULE] DualBlade_DoubleEdge_V# · DualBlade_Haft_V# + shared Collar / Pommel / Core

SESSION 12 — Wrist Razors / Claws (Wrist slot only)

Section titled “SESSION 12 — Wrist Razors / Claws (Wrist slot only)”
  • [SPINE] Wrist_Spine
  • [MODULE] Wrist_Talons_V# · Wrist_KnucklePlate_V# · Wrist_HandBrace_V# · Wrist_Counterweight_V# + shared Core
  • REJECT: drawing these as Weapon 1–4 claw pairs / dual-wield hand weapons

Full stub briefs live in _melee_module_variants.py (FAMILY_KITS / all_module_stubs()).


Layer Count
Family Spines 12
Deduped module meshes (V1–V5 × unique stubs) see _melee_module_variants.master_count()
Effect packages TBA

  • Do not keep a separate Weapon 1–4 Claws family — collapsed into Wrist Razors / Claws.
  • Do not invent a sixth parent socket.
  • Staves: no Guard; do not invent one.
  • Dual Blade ≠ two Combat Blades ≠ Wrist/Claws.
  • Never GenerateImage the Shiv brand mark.
  • V1–V5 effects TBA — do not invent numeric bands in art briefs.