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)
Taxonomy
Section titled “Taxonomy”| 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).
What counts as a MODULE
Section titled “What counts as a MODULE”- 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
Global style lock
Section titled “Global style lock”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
Parent sockets (locked ownership)
Section titled “Parent sockets (locked ownership)”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 kits (O15)
Section titled “Family kits (O15)”| 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 vs keyed Soft Object Paths
Section titled “Shared vs keyed Soft Object Paths”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
Sessions (one family per chat)
Section titled “Sessions (one family per chat)”SESSION 0 — SHARED PACKS
Section titled “SESSION 0 — SHARED PACKS”[SPINE]none- Shared MODULE 5-packs: Core, Collar, Shaft, ButtCap, Pommel, Guard, Grip
SESSION 1 — Combat Blades
Section titled “SESSION 1 — Combat Blades”[SPINE]CombatBlade_Spine[MODULE]Blade_Blade_V1…V5+ shared Guard / Grip / Pommel / Core
SESSION 2 — Dirks & Daggers
Section titled “SESSION 2 — Dirks & Daggers”[SPINE]Dirk_Spine[MODULE]Dirk_Blade_V1…V5+ shared Guard / Grip / Pommel / Core
SESSION 3 — Cleaving Axes
Section titled “SESSION 3 — Cleaving Axes”[SPINE]Axe_Spine[MODULE]Axe_Bit_V#·Axe_Haft_V#·Axe_ButtSpike_V#+ shared Collar / Core
SESSION 4 — Impact Mauls
Section titled “SESSION 4 — Impact Mauls”[SPINE]Maul_Spine[MODULE]Maul_Head_V#·Maul_Haft_V#·Maul_Counterweight_V#+ shared Collar / Core
SESSION 5 — Polearms
Section titled “SESSION 5 — Polearms”[SPINE]Polearm_Spine[MODULE]Polearm_HeadBlade_V#+ shared Collar / Shaft / ButtCap / Core
SESSION 6 — Spears & Lances
Section titled “SESSION 6 — Spears & Lances”[SPINE]Spear_Spine[MODULE]Spear_Tip_V#+ shared Collar / Shaft / ButtCap / Core
SESSION 7 — Heavy Spears
Section titled “SESSION 7 — Heavy Spears”[SPINE]HeavySpear_Spine[MODULE]HeavySpear_Tip_V#+ shared Collar / Shaft / ButtCap / Core
SESSION 8 — Staves
Section titled “SESSION 8 — Staves”[SPINE]Staff_Spine[MODULE]Staff_Cap_V#·Staff_GripWrap_V#+ shared Shaft / ButtCap / Core- No Guard
SESSION 9 — Scepters / Rods
Section titled “SESSION 9 — Scepters / Rods”[SPINE]Scepter_Spine[MODULE]Scepter_Head_V#·Scepter_Haft_V#+ shared Collar / Pommel / Core
SESSION 10 — Glaives
Section titled “SESSION 10 — Glaives”[SPINE]Glaive_Spine[MODULE]Glaive_TipBlade_V#·Glaive_Brace_V#+ shared Collar / Shaft / Core
SESSION 11 — Dual Blade
Section titled “SESSION 11 — Dual Blade”[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()).
MASTER COUNT (meshes)
Section titled “MASTER COUNT (meshes)”| Layer | Count |
|---|---|
| Family Spines | 12 |
| Deduped module meshes (V1–V5 × unique stubs) | see _melee_module_variants.master_count() |
| Effect packages | TBA |
DO NOT CROSS
Section titled “DO NOT CROSS”- 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.