# Blueberry Bop — Godot Pack

*An AppalachAI Studios asset pack, friendly with the Godot Engine.*

**Collection:** squishy-foodies-vol-1
**Asset ID:** `blueberry_bop` · **Slug:** `blueberry-bop`
**Version:** 1.0.0
**License tier:** Free Starter

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## Howdy, Godot folks

AI-assisted, studio QC'd, and game-ready. We ship **GLB** here because Godot loves glTF — it imports clean, keeps your materials, and just works.

## What's inside

- `README.md` (readme)
- `LICENSE.md` (license)
- `manifest.json` (manifest)
- `thumbnails/blueberry_bop_thumb.svg` (thumbnail)
- `thumbnails/blueberry_bop.png` (render_thumbnail)
- `models/blueberry_bop.glb` (glb)
- `animations/animation_manifest.json` (animation_manifest)
- `animations/idle_bounce.json` (animation_recipe)
- `animations/squish_impact.json` (animation_recipe)
- `animations/wobble_recover.json` (animation_recipe)
- `animations/rare_celebration.json` (animation_recipe)

## Quick start

1. Copy the **`.glb`** (and any sibling textures) into your project's `res://` folder — somewhere tidy like `res://assets/appalachai/blueberry-bop/`.
2. Godot imports it automatically. Click the file in the **FileSystem** dock to see import options.
3. Drag the imported scene into your scene tree, or **instance** it as a child node.
4. If you want to tweak materials or extract the mesh, use **New Inherited Scene** from the imported `.glb` so re-imports don't clobber your edits.

## Scale & orientation

- Godot is **Y-up, meters, right-handed** — the same convention glTF uses, so scale and orientation usually come in correct out of the box.
- If something looks off, adjust the **import scale** in the FileSystem import dock rather than scaling the node, so it stays consistent.

## Texture notes

- glTF brings its own materials in as **StandardMaterial3D**. Base Color should read as **sRGB**; Normal and Roughness/Metallic are handled as linear automatically.
- To customize, enable **material storage** in the import settings so you can edit and keep your changes.

## Animation — AnimationPlayer or procedural

- If the `.glb` ships with baked clips, they'll appear under an **AnimationPlayer** node — play them straight away.
- More often our motion is **procedural**: attach a small script to the imported node and drive the transform/mesh each frame in `_process(delta)`. This mirrors the squishy idle motion from our other engine animators — light, flexible, and no rig needed.

## License — Free Starter

Free to use in personal or small commercial projects. Attribution appreciated.

All sample IP in this pack is owned by **AppalachAI Studios**. © 2026 AppalachAI Studios.

## Support

Need a hand or want to share your scene? Email **hello@appalachaistudios.com**.

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*Made with care by AppalachAI Studios. Pack version 1.0.0.*
