feat(pipeline): grow skirt and hair bone chains for a costume that has none

Miku shipped with 0 cloth chains against Taila's 35, so her twin tails
hung off her skull like a helmet. Nothing downstream could fix it: the
spring solver simulates cloth BONES, and a garment with none is welded to
whatever body bone it was weighted to. Every auto-rigged model is in that
state, and her source was an unrigged mesh.

tools/cloth_bones.py builds them, which is the job a technical artist does
by hand on a model like this. It finds the geometry by MATERIAL SLOT — the
artist already answered which surface is hair, and on a joined mesh (what
the auto-rig leaves behind) the slot is the only separation left. Hair is
split into connected islands, because a strand is a connected piece of
surface and clustering by position would merge two ponytails passing near
each other. A skirt is split into radial wedges instead, because a skirt
is ONE connected surface and islands would return the whole thing as a
single piece — the bell-shaped failure. Each clump gets a polyline fitted
down its middle by binning vertices by distance and taking centroids, so
the chain follows the piece's own curve rather than cutting the corner on
a bend, and vertices are re-weighted onto it while the first 22% keeps its
original body weight so the scalp stays on the skull.

On Miku: 19 chains, 57 bones from one `hair` slot. Sidecar 0 -> 19 chains.
Idle stability 0.007-0.018 deg/frame. Mesh intact, verified by render.

Opt-in, via `pipeline.py --grow-cloth`, and run before the retarget so
describe_rig() finds the chains by name exactly as it would an artist's.

Known limits, recorded in the skill: it cannot find a garment sharing a
material with the body (Miku's skirt is on her `body` slot, so she got
hair and no skirt), and grown chains are a fallback — an artist's chains
carry intent that no geometric fit recovers.

Co-Authored-By: Claude Opus 5 <[email protected]>
This commit is contained in:
Nicholas Butzke
2026-07-26 13:19:44 -04:00
co-authored by Claude Opus 5
parent 4559a1adc3
commit 7892669319
9 changed files with 9533 additions and 136 deletions
+23
View File
@@ -14,6 +14,9 @@ Examples:
# From an ALREADY-RIGGED model (Mixamo/AccuRig/Tripo output) — skips autorig:
python tools/pipeline.py --input rigged/knight.fbx --name knight --rigged
# Rigged, but with no skirt/hair bones — grow them so the costume can move:
python tools/pipeline.py --input rigged/knight.fbx --name knight --rigged --grow-cloth
The result is assets/characters/skins/<name>.glb with the full canonical
animation set, plus a registry entry in assets/characters/skins/skins.json
that SkinManager picks up automatically — no code changes needed.
@@ -133,6 +136,10 @@ def main() -> None:
p.add_argument("--height", type=float, default=1.75, help="target character height in meters")
p.add_argument("--keep-root-motion", action="store_true", help="don't strip hips motion from clips")
p.add_argument("--anim-dir", default=ANIM_DIR, help="animation library directory")
p.add_argument("--grow-cloth", action="store_true",
help="grow skirt/hair bone chains for a model that has none "
"(see tools/cloth_bones.py) — needed for anything that "
"went through the auto-rig, whose costume is welded solid")
args = p.parse_args()
name = args.name
@@ -178,6 +185,22 @@ def main() -> None:
sys.exit(1)
final_path = os.path.join(SKINS_DIR, f"{name}.glb")
# Grow cloth chains BEFORE the retarget, so describe_rig() finds them by name
# exactly as it would an artist's and writes them to the sidecar.
#
# A model with no cosmetic bones has a costume that cannot move: the spring
# solver simulates cloth BONES, so a skirt with none is welded to the hips
# whatever the runtime does. That is every auto-rigged model, and it is why
# Miku shipped with 0 cloth chains against Taila's 35.
if args.grow_cloth:
grown = os.path.join(STAGING, f"{name}_cloth.glb")
run([blender, "--background", "--python", os.path.join(TOOLS, "cloth_bones.py"),
"--", input_path, grown],
"Grow skirt/hair bone chains (Blender)")
input_path = grown
rigged = True
if rigged:
print("Model is rigged — keeping its skeleton, weights and cloth chains")
cmd = [blender, "--background", "--python", os.path.join(TOOLS, "retarget.py"),