🛡️ TA Archive

Shiva (SHIVA) Render Control

Live preview (JavaScript)

The loop is played live in your browser from the validated loop table (the same data the reference render below was made from); the badge on the player is its self-test (seam + motion probes). The pre-rendered reference follows.

COB-exact: timeline 1:1 from shiva.cob (gait + aim/fire (COB VM), disassembled with _cob_dis.py). StateChg staged-deploy family: 2 open stages, then the compiled close order — not a reversed activate. Fire/hit/death/smoke scripts are engine-driven or firing-only and not part of this loop.

Animation

Shiva animation

PNG frames

Shiva frame
Frame 0 / 2590.00 s

COB timeline (SHIVA.COB)

  • 0.00–0.00 s — Rest pose (the seam pose — both window ends settle here)
  • 0.00–1.77 s — Walk() — one full stride cycle (compiled slides; form-(c) legs run past the sleep clock)
  • 1.77–7.25 s — AimPrimary + 4 x FirePrimary (SHIVA_CANNON, 1250 ms) — at the COB aim speeds, shots on that weapon's reload grid
  • 7.25–9.97 s — AimSecondary + 2 x FireSecondary (ARMSHIP_MISSILE, 2000 ms) — at the COB aim speeds, shots on that weapon's reload grid
  • 9.97–19.01 s — AimTertiary + 2 x FireTertiary (dragonfire, 8000 ms) — at the COB aim speeds, shots on that weapon's reload grid — the fire script is a plain wait, the weapon effect is engine-side
  • 19.01–19.01 s — Close: Aim(0, 0) calls the engine would send next — back to the rest aim (engine pacing sleeps stay out)
  • 19.01–20.78 s — Walk() again, then settle — the loop restarts seam-clean from the rest pose

Every stage duration equals its COB sleep exactly; values are raw COB units (turns: BAM 65536 = 360°, moves: elmo × 163840). Renderer conversions follow the proven family conventions (_cob_anim.py).