ani
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+14
-5
@@ -123,7 +123,13 @@ LIBRARY_V2_CLIP_MAP = {
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# Keep the useful authored front/back steps, but label them honestly.
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DIRECTIONAL_CLIP_MAP = {
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"strafe_front-cycle": "StrafeWalkForward",
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"strafe_back-cycle": "StrafeWalkBackward",
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# The same coherent back-step is cadence-scaled for running. This source
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# keeps pelvis and abdomen in one frame; the previous CMU capture folded
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# the torso on the anime rigs.
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"strafe_back-cycle": [
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("StrafeWalkBackward", 0.0),
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("RunBackward", 0.0),
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],
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}
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# Mesh2Motion's CC0 human add-on library supplies authored forward and lateral
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@@ -145,9 +151,7 @@ WALLRUN_CLIP_MAP = {
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"WallRunRight": "WallRunRight",
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}
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CMU_CLIP_MAP = {
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"RunBackward": "RunBackward",
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}
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CMU_CLIP_MAP = {}
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UP = Vector((0.0, 0.0, 1.0))
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@@ -1192,7 +1196,12 @@ def _weights_look_authored(meshes, roles):
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bleeding += 1
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if total == 0:
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return False
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authored = bleeding / total < 0.02 and four / total < 0.5
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# Use the same cross-leg ceiling as verify_character. A source can be
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# beautifully hand-painted overall yet still carry enough opposite-leg
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# weight to fold during backward/side steps. Mark that case for the
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# runtime's geometry-aware SkinLegRepair instead of exempting it merely
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# because the rest of the weighting looks authored.
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authored = bleeding / total < 0.005 and four / total < 0.5
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print(f"Weights: {bleeding} cross-leg ({bleeding / total * 100:.1f}%), "
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f"{four / total * 100:.0f}% at four influences — "
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f"{'authored' if authored else 'solved, runtime repair stays on'}")
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