5 Commits
Author SHA1 Message Date
Nicholas ButzkeandClaude Opus 5 a13ae50f95 feat(rig): every weapon gets its own hold, so the silhouette names the gun
`_apply_rifle_hold` did exactly what its name said, to everything. A knife, an
AWP and a rocket launcher were all solved as a rifle — stock in the shoulder
pocket, support hand out along the barrel, muzzle on the aim line — so in third
person every character stood the same way whatever they carried, and the only
thing distinguishing a sniper from a shotgun was the ~30 cm of gun mesh in
their hands. At the distance an enemy is usually seen that is nothing.

It costs more than looking wrong. A character's pose is the fastest available
answer to "what is about to happen to me": a tube on a shoulder means take
cover, a blade held low means they have to close, a rifle at low ready means
they have not seen you. One hold throws all of that away. It is also the thing
HoYoverse's team say they chase in Zenless Zone Zero — characters read by
silhouette first, and they refuse to settle on one construction method because
one method limits how distinguishable the results can be.

weapons/weapon_hold_profiles.gd gives each of the twelve weapons a style, and a
style is not a bundle of slider values. Three of its differences cannot be
expressed on the rifle solve at all, and those are the ones that carry:

  support   WHERE the off hand goes and HOW IT IS TURNED there — wrapped round
            a handguard, cupped against the firing fist, hooked under a tube
            palm-up, or released entirely. Sending a hand somewhere new without
            re-orienting it gives a hand teleported to the new spot still shaped
            for the old one.
  mount     whether the weapon's rear sits IN the shoulder pocket, ON TOP of the
            shoulder, or nowhere near it.
  head      whether the head comes down to the stock, or leans away to clear a
            tube. The cheek weld is the sniper silhouette, and its inverse is
            what says a launcher is resting on that shoulder.

A blade RELEASES the off arm back to the animation, so it swings with the run
cycle instead of gripping a handguard that is not there — most of what makes a
one-handed weapon read as one-handed — and closes a full fist, because an index
left straight along a knife handle reads as a mistake, not as discipline.

Layered strictly UNDER the existing tuning, so aria's hand-tuned AK-47 hold is
byte-for-byte what it was. WeaponHoldTuning.default_for is weapon-aware now,
which it had to be: the rig lab SAVES every knob it shows, so without it,
opening the lab on the knife and pressing save would silently overwrite the
blade profile with the rifle spec and put the character back to holding a knife
like an AK with nothing to indicate it had happened.

debug/weapon_hold_check.gd asserts the consequence, not the plumbing — storing
an enum and reading it back proves nothing. It measures where the hands and head
ACTUALLY end up, from inside the modifier pass (outside it, Godot restores the
local poses and every weapon reports an identical rifle) and in the shoulder's
own frame, because the hold breathes and two samples of the SAME weapon
otherwise differ by more than two different weapons do. 21 weapon pairs, all
distinguishable; the knife's off-hand weight measured at 0.01.

Two findings only measuring produced. Pushing `gun_fore` further out for the
sniper does NOTHING — the reach solver slides the support hand back down the
handguard until the arm can get there, so it landed at 0.388 m against the
rifle's 0.387. Raising the whole weapon is what makes a scoped rifle read.

And one only LOOKING produced, via debug/hold_capture.gd: the shotgun's barrel
passed through the character's chest. Every assertion passed — the hands were
exactly where they had been asked to go — but +x is toward the centreline, so
dropping the pocket and pushing it across at once swings the muzzle into the
torso.

rig_anchor_check still reports aria: her hand-tuned wrist rotates the anchor
offset. Pre-existing, and this halves it — it was 2 failures on main, now 1.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-28 12:05:43 -04:00
Nicholas ButzkeandClaude Opus 5 e97de9aafd fix(weapons): the wrist turns the hand, and the gun stays on the aim line
The weapon is a child of a BoneAttachment3D on the trigger hand, so the two were
welded by construction. Every degree `wrist_r` turned swung the barrel the same
degree off the aim line — and took with it every control that could have
corrected for it, because they are all expressed relative to that same hand.
There was no combination of sliders that aligned a hand to a gun, which is the
one thing the knob exists for.

Both outcomes are now computed where the hand's local pose is set: the rotation
the hand would take without the wrist offset, and the one it takes with it. The
hand gets the second; the difference between them is exactly the counter-rotation
the weapon mount needs, in the hand's own local frame, and
`SkinnedPlayerModel._hold_weapon_still` applies it to the mount each frame. The
gun ends up precisely where the solver put it.

That also gives the two controls a clean split, which is what makes them usable
together:

  TRIGGER / SUPPORT WRIST (hold)     turns the HAND, gun stays on the aim line
  Grip roll / pitch / yaw (anchors)  turns the GUN inside the hand

Identity when `wrist_r` is untuned, so a character nobody has tuned mounts its
weapon exactly as before.

Applied in `_process` rather than inside the modifier pass on purpose. The gun's
mount is not something the skeleton owns, and the compensated value only changes
when a slider moves or the ADS blend travels, so one frame of lag is a fraction
of a degree; reaching into the modifier to touch a scene node would be worse.

wrist_gun_check asserts both halves, because only asserting the first is how
this shipped broken: the hand must TURN, or the knob does nothing, and the gun
must NOT, or the knob cannot be used. Across both poses and all three axes the
hand turns 28.2-28.7 degrees for a 0.5 rad knob and the gun moves 0.1-0.6 —
against the ~28 it would move if it were still following the wrist. The residue
is the arm's own IK settling, since the hand's rotation feeds the chain that
places the shoulder.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-28 01:43:36 -04:00
Nicholas ButzkeandClaude Opus 5 a97ccca13c feat(rig lab): wrists in three axes, and sliders that belong to the pose on screen
Three things the lab could not do.

WRISTS. Each hand had one scalar, a twist about the barrel. That is the only
axis a hand wrapping a cylinder is free in ONCE the arc onto the barrel is
solved — which is true of the support hand, was never true of the trigger hand,
and in neither case left a way to cock a wrist forward or break it inward. Both
now take pitch, yaw and roll, applied in the GUN's frame so the three sliders
mean the same thing whether the muzzle is down at low ready or level down the
sights. Zero is exactly the old behaviour, since the roll term defaulted to zero
too.

HAND POINTS. `gun_stock` and `gun_fore` are the distances along the weapon at
which each hand sits, and they were labelled by what they measure rather than by
whose hand it is. They now say TRIGGER and SUPPORT, next to the off-barrel
shifts for the same two hands, so the four controls that place a hand read as
four controls that place a hand.

POSES. The hold's knobs are now per pose, and the lab shows one pose's at a
time. Half of them mean something different at low ready than down the sights;
showing both sets at once meant every slider on screen was for one of two poses
with nothing saying which. Selecting a pose rebuilds the panel.

Two poses, not four, and deliberately: the runtime blends between exactly two
holds on `ads`. Running and Crouched are locomotion states that still use the
low-ready hold, so they edit the same numbers — and the heading says so, rather
than letting someone tune "Running" and wonder why standing still changed.
Offering four independent tunings would be inventing a capability the code does
not have, and the fourth would silently do nothing.

`pitch` is the case that forced the design: down the sights the muzzle follows
the CAMERA, so there is nothing there to tune. It exists at low ready and
nowhere else, and a spec table where a knob names the poses it applies to is
what lets that be said instead of shipping a control that does nothing.

hold_pose_check asserts both halves — that no pose shows another's knobs, that
aiming offers no muzzle pitch, that the heading names the hold being edited, and
that all twelve wrist axes turn the hand they name.

Its first version reported every wrist axis as moving the hand by 0.0 degrees,
which is precisely the answer it would have given if the wrists had never been
implemented: it read `get_bone_pose_rotation` from a SceneTree script, and Godot
restores every bone's local pose after the modifier pass. The repo has a
reference section about exactly this and it still cost a cycle. Measured through
a PoseProbe, every axis turns its hand ~20 degrees.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-28 01:31:08 -04:00
Nicholas ButzkeandClaude Opus 5 b1c8bab714 feat(rig lab): drag the anchors themselves, not just the gun under them
The lab could move the GUN and not the anchor points the hands are solved onto.
`grip_offset` slides the weapon around inside the fist; `gun_fore` and
`gun_stock` are distances ALONG the barrel, so the trigger and support hands
could travel up and down the weapon's own axis and nowhere else. Nothing could
take a hand off that axis, which is what a handguard below the bore, an angled
foregrip, or a pistol whose grip is nowhere near its barrel line all need.

Two things fix that.

`grip_shift` and `fore_shift` give the two hand anchors real three-dimensional
freedom, expressed in the GUN's own across/up/along frame so a sideways nudge
stays sideways as the weapon pitches between low ready and ADS. Zero is exactly
the old behaviour. Their z overlaps the along-axis distances, which is redundant
and deliberate: keeping those separate is what lets the reach solver slide the
support hand back down the handguard without undoing a considered sideways
offset.

And the markers are now draggable. They already showed the anchors; now they
are handles. The one under the mouse swells and draws through the body — depth
testing is right for judging whether a hand reached its target and wrong for a
handle, because at any useful framing the hands occlude all three.

Verified three ways, and each one had to be rebuilt once:

  anchor_shift_check first compared absolute positions and reported a 3.5 mm
  error that was the character BREATHING — there is a sin() on the muzzle pitch,
  so no anchor is ever in the same place twice. Measuring each anchor relative
  to the one it hangs off, rotated into the current gun basis, cancels the
  breathing, the ADS blend and the recoil exactly. 48 checks, six characters,
  both poses.

  anchor_drag_check asserts the drag writes the knob the MOUSE asked for,
  derived independently from the camera: 0.00-0.01 mm on all three. It does not
  assert the marker lands under the cursor, because it does not — the anchors
  hang off the shoulder and the arm chasing them moves the shoulder, so a drag
  settles at 0.77x-1.13x. Small enough to ignore interactively.

  That feedback first read as 1.5x-1.8x, because the cases were compounding on
  each other, and waiting LONGER for the pose to settle made it worse rather
  than better — which is the opposite of how a settling error behaves and is
  what gave it away.

The buttstock case also failed for a while on a bug entirely in the test: it
read an absent knob as zero when `pocket_hip` defaults to (30, -70, 60) mm. The
lab has a note about that trap in `_reset`. It is just as easy to walk into from
a test, and now has one there too.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-28 01:05:37 -04:00
Nicholas ButzkeandClaude Opus 5 08ae85b286 feat(characters): rig anchors, and a lab that edits any tuning group
The weapon lab could tune how a character HOLDS a gun. It could not tune where
the gun sits in the hand, and that is a different question with a different
scope: a hold is per character and weapon, an anchor is a fact about the hand.

RigAnchors adds it. A hand bone's origin is the WRIST, not the palm, and how far
down the palm a grip should sit — and how the gun rolls in the fingers — depends
on how big that character's hand is and how the artist posed the thumb. It
cannot be derived, it differs per character, and it is small. So it is an offset
that defaults to identity, and identity means exactly what the code derived
before anchors existed: an untuned character is bit-for-bit unchanged.

Deliberately NOT a fixed rotation on the mount. There used to be one, and a bone
attachment is expressed in the BONE's axes, which no two rigs agree on — that
constant is why the hand mount points were wrong on every character. The derived
mount stays derived; the anchor is a nudge on top of it, and nothing here spells
a bone name.

The layering, the JSON round trip and the res://-then-user:// write are now
TuningStore, because none of that was ever specific to weapons and two copies of
it would mean two places for "an exported build's tuning pass is silently
discarded" to come back. WeaponHoldTuning is built on it with its file format
unchanged.

The lab is a rig lab now, and it grew three things:

  ANCHORS   a second knob group. It cost a spec table — everything in the lab is
            written against "which specs, which file, keyed on what" rather than
            twice against the two groups, so anchors got sliders, live preview,
            reset, save and clipboard for free. A third group is a third row in
            GROUPS.
  CLIP      audition one animation on its own. The four pose buttons are the
            states the game drives; watching a whole clip end to end is how you
            see where a retarget went wrong, and there was no way to do it.
  SURFACES  what the importer decided each surface IS, and a click to isolate a
            class. Isolating is how the decision gets CHECKED: click `hair` and
            anything else still standing was misclassified. Hidden by swapping
            in a transparent material rather than hiding the node, because a
            mesh is not one class — Miku's body, face and hair are three
            surfaces of one mesh.

And it takes the game's theme, applied to its own panel rather than only to the
Window, for the same reason the pause menu needed it: a CanvasLayer is not a
Control, so theme inheritance stops at one.

debug/rig_anchor_check.gd asserts the physical consequence rather than the
plumbing — an anchor system is easy to build so that the sliders move, the file
saves, the JSON round-trips and the gun does not budge. All six characters move
their weapon by exactly the offset asked for, measured in the attachment's frame
because a world-space delta on an animating skeleton is mostly the idle
animation, and all six return exactly to the derived mount when it is cleared.

Also fixes BoltRule, whose zigzag was self-intersecting: draw_colored_polygon
triangulates, and a crossing outline fails triangulation and draws nothing at
all except a console full of "Invalid polygon data". Same silhouette, walked as
a closed loop, with the ink edge as a polyline rather than a grown polygon —
growing a concave shape from its centroid reintroduces the crossing.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-27 14:56:03 -04:00