23 Commits
Author SHA1 Message Date
Nicholas ButzkeandClaude Opus 5 53f175ed6d feat(characters): say what every surface IS, and light it accordingly
A character has arrived as separate body, garment and hair meshes since the
pipeline stopped joining them — but nothing recorded which was which, so every
system downstream re-guessed from the material. That guess ("untextured and
nearly black means ink") had already rendered the mannequin's flat yellow body
as a black silhouette once.

The question is answerable once, at build time, where the mesh, the weights and
the skeleton are all in hand. tools/surface_map.py answers it three ways, in
order of how much it trusts them: the material name, which on VRoid exports is
formal and on hand-authored models is still explicit; the weights, which are
decisive when the name says nothing — a surface pulled by the skirt chain is a
skirt whatever it is called; and the material flags, which catch the model's own
line-work. The answer goes in the rig sidecar next to the roles and the chains,
and SkinSurfaces reads it.

All eighteen of Taila's surfaces, and every surface of the other five skins,
now resolve from the table with nothing falling through to the heuristic
(debug/surface_class_check.gd). The heuristic stays as the fallback, which is
the one job it was ever right for.

What that buys immediately is per-class art direction, which was impossible
while every surface had to take numbers calibrated on skin. Hair takes a much
thinner line — at the body's 5 mm each strand's hull swallows its neighbour and
the head reads as a solid dark cap. Cloth takes a heavier line and a crisper
terminator, because a garment's silhouette is most of what separates a character
from the background at range. Accessories take the heaviest. `body` is unchanged
on purpose, so the look this was all calibrated against does not move.

That required moving the outline from the instance to the surface: Miku's body,
face and hair are three surfaces of ONE mesh, so an instance-wide overlay could
only ever give all three the same weight.

Two things found on the way, fixed here because they are one line each: the
surface classifier skips meshes with no vertex groups, which drops the stray
42-vertex Icosphere that rides inside every shipped skin — two older tools
already skipped it by spelling its name — and load_model now clears _rig_info,
which a model with no skeleton used to inherit from the last character loaded.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-27 14:35:06 -04:00
Nicholas ButzkeandClaude Opus 5 682597a0d2 feat(weapons): scale the gun to the arm, and close the hands around it
The hold was wrong on every character in three independent ways, all of
them a constant standing where a measurement belonged.

MOUNT. set_weapon seated the weapon with rotation_degrees = (0, 90, -90).
A bone attachment is expressed in the BONE's axes and no two rigs agree on
those, so one constant mounted the gun differently on every model. It never
needed to be right — the pose layer aims by rotating the wrist until the
weapon's forward lies on the aim line, so the identity means "forward is
the hand bone's -Z", true on any rig, and the wrist absorbs the roll.

SIZE. The set is modelled at real-world scale; an M4 is 0.84 m butt to
muzzle and these characters have 0.47 m arms against an adult 0.52. That
put the handguard 0.66 m from the support shoulder, 0.2 m past reach, so
the support hand was slid back down the weapon until it fitted — on Taila
from an authored 0.35 m to 0.083 m, which puts both fists together at the
grip. Two hands on a pistol, not a rifle.

Fixed by solving the support arm's triangle rather than picking a factor:
its hand must reach stock+fore ahead of the pocket from a shoulder half a
shoulder-width off the axis, so scale the gun to the largest that keeps the
handguard inside that reach. Taila and Kiyoko now come out at their own
scales (0.217 and 0.213 m of hand separation) with the support hand at its
FULL authored handguard distance and the slide-back loop never firing. The
loop also has a floor now: a straight support arm beats no handguard hold.

FINGERS. Nothing posed them — every hand was flat and open, which is the
loudest possible tell that a character is not holding anything. They close
now, about an axis derived from each hand's own anatomy in the rest pose:
along = wrist to middle knuckle, palm = middle knuckle to thumb tip (the
thumb opposes the fingers, so it marks the palm side by construction), curl
= along x palm. The trigger finger gets a much shallower curl than the
rest, because it lies along the trigger.

Finger bones resolve by ROLE across all three naming families met so far —
Rigify DEF-f_index.01.L, VRoid J_Bip_L_Index1, Blender IndexFinger1_L —
ordered by depth below the hand rather than by the number in the name,
which is not consistent between them.

Verified by render on Taila and by measurement on Kiyoko: stock at the
shoulder, trigger hand on the grip, support hand out on the handguard,
fingers wrapped, arms not crossing. Smoke 0 failures.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-26 19:02:11 -04:00
Nicholas ButzkeandClaude Opus 5 c8b0337aa7 fix(characters): rig-independent weapon mount, measured facing, revert Miku
WEAPON MOUNT, all models. set_weapon() seated the gun with a fixed
rotation_degrees = (0, 90, -90). A bone attachment is expressed in the
BONE's axes and no two rigs agree on those, so one constant mounted the
weapon differently on every character. It never needed to be right: the
pose layer aims the gun by rotating the wrist until the weapon's forward
lies on the aim line, so the identity means "forward is the hand bone's
-Z", which is true on any rig, and the wrist absorbs the roll. The grip
now sits at the bone origin, so the gun is in the hand rather than at an
offset from a differently-oriented bone. Verified by render on kiyoko:
rifle shouldered, both hands on it.

FACING. flatten_and_scale() now measures toes-versus-ankles and snaps the
character to face Blender -Y, the convention the runtime's blanket flip is
built around. Kiyoko was 180 degrees off. Snapped to the nearest quarter
turn so splayed feet in a rest pose are not read as a turned character.

MIKU. Re-imported without --grow-cloth. Her grown hair chains were the
cause of the stretching: cloth_bones.py clears a vertex's body weights and
re-assigns it to the fitted polyline, so a poor fit does not degrade to
"stiff", it degrades to "torn". She now has no hair simulation — stiff but
correct — until that tool blends against the weights it replaces instead
of destroying them.

ARIA'S SKIRT IS NOT SIMULATED. Worth recording plainly, because it looks
better than Taila's and the obvious conclusion is the wrong one: aria has
ZERO cloth chains. Her skirt never clips because it is rigidly skinned and
follows the legs it is weighted to. There is nothing to port to Taila
except switching her simulation off.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-26 16:29:04 -04:00
Nicholas ButzkeandClaude Opus 5 27c4117c25 fix(pipeline): stand the character up before scaling; reach bones by role
Fixes the two root causes behind four of the seven reported breakages, and
rejects the source that cannot be fixed.

STAND UP FIRST. flatten_and_scale() now derives the up axis from the
skeleton and rotates the model upright before measuring anything. Aria and
Momo are correct: 1.75 m tall, 1.43 x 0.41 and 1.52 x 0.39 across, verified
by render.

The up vector is measured from the FEET to the HIPS, not from the hips to
the head. The head is not a reliable landmark — the spine walk ends on the
last non-cosmetic bone in the chain, which on a rig with a facial skeleton
can sit BELOW the hips. Momo's did, so the first cut of this fix stood her
neatly on her head: right size, right proportions, upside down. Feet cannot
be mistaken.

REACH BONES BY ROLE. SkinnedPlayerModel gained _role_bone(), and set_weapon
uses it. Four characters could not hold a gun because one hardcoded lookup
knew three spellings and their hands are called "Right wrist" and
"J_Bip_R_Hand" — both resolved perfectly in the sidecar the whole time.

HIKARI IS REJECTED. She now fails the gate: her feet and spine disagree
about which way is up, so the stand-up correction cannot resolve her
either, on top of zero-length cosmetic bones and a second armature that was
smuggling its own clips into the export. That is not a tuning problem, it
is a file that has been through two toolchains. De-registered and removed
rather than shipped broken — which is what the gate is for.

Six GLB skins remain, all passing. Smoke 0 failures, 11/11 movement tests.

Still open, recorded in the skill: kiyoko faces backwards, miku's grown
hair stretches under animation, the mannequin's rifle hold does not
convince, and taila's front skirt clipping.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-26 16:06:51 -04:00
Nicholas ButzkeandClaude Opus 5 2b3e29dd30 fix(pipeline): check that a character is CORRECT, not merely well-formed
Seven characters shipped "All checks passed" and four were visibly broken
in game — lying on their backs at seven times scale, facing backwards, or
holding a gun that floated near their chest. Nothing in the suite was
wrong; it just never asked the questions that mattered. That distinction
is the whole lesson, and it is now written down in the skill as
references/failure-modes.md, generalised per failure.

Two root causes are measured and certain:

- flatten_and_scale() normalises the bounding box along Blender Z because
  Z is up. For a model that arrives lying along Y that measures the
  character's THICKNESS, so it scales by ~7 and leaves them on their back.
  One assumption, both symptoms. The trap is that the normalised number
  always comes out right — the exporter maps Blender Z to glTF Y, so "is
  the height 1.75" passes on a character who is 7.5 m tall lying down.
  All three casualties are VRM files that went through a Blender
  round-trip and came back with a baked axis rotation.

- SkinnedPlayerModel.set_weapon() finds the hand with three hardcoded
  spellings, which match none of the four non-Rigify rigs — their hands
  resolve perfectly in the sidecar as "Right wrist" and "J_Bip_R_Hand".
  When it misses, the weapon is parented to the model root at a fixed
  chest offset, so it is not attached to the character at all. Same class
  of bug as the leg check that name-matched thigh/shin. rig_map.py exists
  so nothing downstream has to guess a bone name; only some consumers read
  the roles it publishes.

Three new hard checks, none needing more than the vertices and the
sidecar:

  character stands up in world space   — against WORLD up, not against the
      model's own proportions. "Is the spine the longest axis?" catches
      nothing: a model rotated as a whole is internally consistent and
      passes it comfortably.
  character is a plausible size / height
  every role the runtime needs is resolved

They separate the four good characters from the three broken ones on the
first run. Also fixed the posture measurement to read vertices rather than
object.bound_box, which is cached and still stale right after an import —
it reported a 1.75 m character as 1.18 m tall.

Recorded but not yet fixed: kiyoko faces backwards (facing is inferred by
two independent mechanisms and verified by neither), miku's grown hair
chains stretch under animation (generated chains are never validated
against the geometry they drive), and the mannequin's rifle hold does not
convince despite resolving correctly.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-26 16:02:06 -04:00
Nicholas ButzkeandClaude Opus 5 fc9e6f4275 feat(characters): four VRoid characters imported and selectable
Kiyoko, Hikari, Aria and Momo, all CC-BY from Sketchfab, licences recorded
beside each skin. Seven GLB characters selectable now.

  kiyoko  13 meshes  20 cloth chains (62 bones)  0.0% cross-leg bleed
  aria    15 meshes  15 cloth chains (37 bones)  0.0%
  momo     5 meshes   9 cloth chains (35 bones)  0.0%
  hikari  13 meshes  10 cloth chains (37 bones)  0.2%, 12 twist bones

These are the first characters imported that were NOT authored against the
library's own bone spelling, and every one of them broke something that
had been quietly wrong all along. All four failures were in code that
guesses anatomy from names, which is exactly what tools/rig_map.py exists
to stop doing:

- LIMB ROLES went to the first role in LIMB_ORDER that matched at all, so
  shin's catch-all "leg" claimed UpperLeg before thigh's exact "upperleg"
  was ever consulted, and the thigh went unassigned. The result depended
  on the order bones arrived in. Claims are now granted longest-stem
  first. This also broke Mixamo (LeftUpLeg/LeftLeg) and had simply never
  been hit, because every character so far used Rigify DEF- names.

- Names cannot settle thigh-vs-shin at all. A bare "leg" is the SHIN on
  Mixamo and the THIGH on a rig whose shin is "knee" — both common, same
  token, opposite bones. RigRoles now walks the leg from the foot upward
  and fills in whatever the names could not, stepping over twist bones.

- verify_character.py looked for legs by the substrings "thigh"/"shin",
  which VRoid spells UpperLeg/LowerLeg. It declared every locomotion clip
  static while the legs animated perfectly, and the cross-leg bleed check
  found no leg vertex groups at all and passed vacuously. Two green-
  looking lies from one missing lookup; both now read the sidecar's
  resolved roles.

- The cosmetic/spring classifier matched whole tokens only, so Momo's
  HairFL / HairFR / HairF_Top tokenised to "hairfl" and matched nothing.
  She imported with six chains, all bust, and no hair. Both classifiers
  now share one rule that also accepts a two-character positional suffix,
  which is short enough that "forearm" and "earring" are still untouched.

Two more pipeline fixes:

- A source model's own clips leaked into the export. Clearing bpy.data
  .actions before the library import is not enough — hikari carried two on
  a second armature's NLA tracks, and NLA_TRACKS export mode ships
  anything in a track anywhere in the file. They export as rest-pose
  statues. Now everything not retargeted is stripped from every object.

- verify_character.py gained a check for cloth chains with no measurable
  extent. A chain whose bones are zero-length is dropped by the runtime
  and simulates nothing, while the sidecar still cheerfully reports it.

Known: hikari's ten cloth chains are all zero-length and her collider fit
found nothing, so her costume does not simulate — her rig has been through
two toolchains and its cosmetic bones are empty terminators. She animates
correctly otherwise. The new check now reports this instead of hiding it.

tools/retarget.py also carries local working-tree changes that predate
this session.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-26 13:45:27 -04:00
Nicholas ButzkeandClaude Opus 5 cd0d1b2d99 feat(characters): import the Quaternius mannequin as a selectable skin
A third playable character, built with the pipeline skill from a source
that was already in the repo: the animation library ships a rigged
Mannequin mesh on the exact 53-joint reference skeleton, CC0, so it needed
no download and retargets perfectly. 18 clips, 0.3% cross-leg bleed, 7% of
verts at four influences — a clean authored-weight import. Licence
recorded in mannequin.license.json as the other skins do.

It has no cloth chains, correctly: it is a mannequin and has neither hair
nor clothes.

Importing it turned up two real bugs, both of which would have hit any
flat-coloured or single-piece model:

- LevelMaterials.apply_character_look treated ANY untextured surface on a
  character as the model's own outline shell and hid it, so the mannequin
  rendered as a solid black silhouette — its body and joint materials are
  untextured flat colours, not ink. _is_line_work() now asks whether the
  surface is named eyes*, is drawn front-face-culled (the inverted-hull
  setup), or is near-black. Taila and Miku are unaffected: their materials
  are textured and never reach that branch. Verified by render.

- verify_character.py failed the build for having one mesh. That check
  cannot tell "the pipeline joined them" from "the artist authored one
  mesh" — Quaternius' mannequin is one piece on purpose. It is advisory
  now; the join path's two unambiguous signatures, cross-leg bleed and the
  4-influences-everywhere spread, are still hard checks.

Also restored Miku's description, which the re-import had blanked.

3 GLB skins selectable (6 with the built-in colour skins). Smoke 0
failures, 11/11 movement tests, cloth idle 0.024-0.078 deg/frame.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-26 13:25:26 -04:00
Nicholas ButzkeandClaude Opus 5 7892669319 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]>
2026-07-26 13:19:44 -04:00
Nicholas Butzke 374d9f9822 feat: implement automated 3D character pipeline with retargeting and rig management tools 2026-07-24 20:52:35 -04:00
Nicholas ButzkeandClaude Fable 5 d0c746d084 feat: Taila — second anime character through a hardened import pipeline
New selectable skin: Taila (original anime character by Partaevil,
CC-BY, license kept alongside the model), cel-shaded with ink outlines,
running the full 18-clip animation set + the new rifle-hold pose layer.

Pipeline hardening learned the hard way (each of these produced a broken
character before the fix):
- tools/strip_rig.py: strips a foreign rig (VRoid/Mixamo names bake FLAT
  clips in the name-based retarget), keeps only meshes skinned to that rig
  (scene props were joining into the player model), recentres feet-on-origin,
  and reroutes image textures into Principled base color for re-export.
- tools/unlit_to_pbr.py: KHR_materials_unlit anime models carry their albedo
  in emissiveTexture over a black base — Blender 5.1 drops the texture on
  import, rendering the character pitch black. Rewrites the GLB JSON to
  standard textured PBR before Blender ever sees it.

Also dropped the Elle import attempt: her rest pose is seated (posed scene),
which the T-pose autorig cannot use.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-19 23:07:17 -04:00
Nicholas ButzkeandClaude Fable 5 7920aecec5 feat: player animation quality pass — aim follow, reload/throw, recoil
Third-person player characters now animate every action with readable
intent (all networked, cel style preserved):

- Look-around: upper body follows the owner's camera pitch — distributed
  over spine/neck/head so aiming up/down reads on the whole silhouette
  (driven by the already-synced HeadPivot rotation on remotes)
- Reload: the baked PistolReload clip plays as a one-shot whenever the
  equipped weapon starts reloading (local edge-detect poll -> new synced
  action counter replays it on every peer)
- Grenade throw: new Throw clip baked from the library's overhead swing
  (Sword_Attack retarget); triggers on throw, synced the same way
- Shot recoil: visible kick on the shooter's model (shoulders snap back,
  forearms rise, fast decay) driven by the existing fire-effects RPC —
  remote players' shots now look like shots
- Slide: trailing arm braces against the ground for balance on top of the
  feet-first pose
- Armed idle confirmed in capture: weapon held at ready, not arms-down

Plumbing: synced_action/synced_action_seq added to all three player
spawners' replication configs; ACTIONS table on the model maps names to
clips + lock times.

Verified: 18 clips resolve (incl Throw), smoke 0 failures, movement
11/11, acoustics PASSED; third-person run + armed idle captures clean.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-19 12:03:30 -04:00
Nicholas ButzkeandClaude Fable 5 911066875b feat: hero batch 3 — pedestrian footbridge + viaduct station platforms
- footbridge.glb: 18m truss footbridge over the central avenue one block
  south of the rail line — X-pattern teal trusses, mesh railings, real
  stair flights at both ends. Deck and stairs are WALKABLE (box deck
  collider + invisible ramp colliders over the stair visuals): a third
  elevated crossing route between the viaduct and the plaza, and a new
  grapple anchor over the avenue
- platform.glb: station platform strips on the viaduct deck flanking the
  crossing — canopy on posts, benches, line signs; dresses the deck route
  players actually run
- Fixed a parse error from an undefined color constant caught by the
  capture loop (blank render -> error -> fix -> verified)

Movement 11/11, smoke 0 failures; full-city aerial verified.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-19 03:10:05 -04:00
Nicholas ButzkeandClaude Fable 5 18f50adb78 feat: hero asset batch 2 — yatai, koban, phone booths, bus stops, bikes
Second round of original Blender-kitbashed street furniture
(tools/build_hero_assets.py):

- yatai.glb: ramen cart — noren curtain strips on a hanger bar, counter,
  wheels, three stools, paper lantern, red roof with ink trim; one at
  every market mouth (wood collider)
- koban.glb: police box with teal roof, door, framed window, sign board
  and red lamp — watches the central crossing from the SE plaza corner
- phonebooth.glb: green-framed glass booth on ~25% of retail corners
- busstop.glb: bench + glass canopy + yellow sign disc, alternating
  blocks along the central avenue, both directions
- bicycle.glb: torus-wheeled bikes with frame/seat/basket, parked in
  seeded rows of 2-4 beside building fronts

All toonified with ink outlines; colliders acoustics-tagged (wood/
concrete/glass/metal). Movement 11/11, smoke 0, acoustics ALL PASSED.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-19 03:04:54 -04:00
Nicholas ButzkeandClaude Fable 5 7f9a579b63 feat: original kitbashed hero assets built in Blender
First bespoke art authored for the project (tools/build_hero_assets.py,
headless Blender 5.1 -> assets/props/hero/):

- konbini.glb: 8m convenience-store front — fascia + teal sign band with
  ink trim, framed windows with sills and window ads, recessed double
  glass door, angled awning, drink machine, hedge planter. Placed on
  ~1/3 of wide buildings (glass-tagged collider)
- station.glb: viaduct station entrance — canopy on pillars, real stair
  steps with handrails and balusters, sign totem; placed at the central
  avenue crossing of the rail line
- clock.glb: 10m plaza clock tower — tiered base, ringed column, 4 clock
  faces with hands, teal crown; anchors the south-west plaza cell
- torii.glb: proper torii with segmented curved kasagi, shimaki, nuki
  beam and plaque — replaces the box torii in every shrine courtyard
  (invisible pillar colliders keep gameplay identical)

All hero pieces run through the toon pipeline with fine ink outlines.
Every part beveled; flat cel palette matches the city.

Verified: city renders clean with hero pieces placed; movement 11/11,
smoke 0 failures, acoustics ALL PASSED.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-19 03:00:17 -04:00
Nicholas ButzkeandClaude Fable 5 648872a16d feat: ad-graphic layer — generated posters, billboards and sign columns
The city's flat color sign panels are now real graphic designs, closing
the street-level "graphic density" that anime cities live on:

- tools/generate_ads.py: procedural ad library (24 textures) — bold
  two-tone layouts (diagonal splits, bands, circles, stripes) with
  fake-glyph text blocks that read as kanji/kana from gameplay distance,
  inked borders, seeded palette system
- Every building gets 1-3 street-level posters plastered on its facade
- Vertical sign columns render a stacked-glyph column texture
- Rooftop billboards, tower crown boards (both faces) and the central
  4-face screen tower all show distinct ad graphics
- Posters under the viaduct arches on every pier
- All panels lit (albedo + emission of the same texture) so they glow
  as signage without blooming out

Verified via street capture (glyph posters, pharmacy-cross signs, ad
boards visible down the avenue); movement 11/11, smoke 0 failures,
acoustics ALL PASSED.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-19 02:44:55 -04:00
Nicholas ButzkeandClaude Fable 5 a9b0775de3 feat: real gunshots, localized 3D audio, seamless music, better animations
Audio:
- All ballistic weapons now fire real firearm recordings (The Free Firearm
  Sound Library, CC0): AK-47 uses actual AK-47 shots, M4=AR-15, MP7=PPSh,
  AWP=Mosin Nagant, DMR=Savage 10, shotgun=Mossberg/Nova, nailgun=Ruger .22,
  rocket/mortar layered with real booms. Plasma keeps its energy sound.
- Reload is real lever-action foley instead of interface clicks
- Projectile flight loops localized: unit_size 50->6, max_db 6->0,
  max_distance 45 — no more mortar/rocket drone in every player's ear;
  loops also got proper loop_end (was a zero-length loop)
- Flight loops lowpassed into soft whooshes instead of sci-fi engine drones
- Menu music converted to OGG with native full-track looping (47s seamless,
  replaces the broken manual WAV loop points)

Animations (movement-shooter pass):
- Rebaked miku.glb with 4 new clips from the CC0 library: Grapple (swim
  reach — reads as a swing), PistolIdle (armed idle with weapon up),
  PistolShoot, PistolReload
- Armed idle: standing with a weapon now uses PistolIdle instead of
  arms-at-sides
- Slide pose overhaul: legs kick out front (lead/trail thighs, knees
  straighten) — feet-first slide instead of "sitting in a crouch"
- Wall run: forward drive pitch + inner arm reaches out to the wall
- Per-transition blend times: dash/hit/jump cut fast (0.05-0.08s),
  locomotion cross-fades smoothly (0.2-0.25s); CrouchWalk speed-scales

Fixes:
- Third-person camera no longer renders the first-person viewmodel layer
  (the gun/arms floated in front of the third-person view)

Verified: 11/11 movement tests, smoke test 0 failures (17 clips resolved),
third-person run screenshot shows grounded animated model, no floating gun.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-17 21:49:10 -04:00
Nicholas ButzkeandClaude Fable 5 9939e7e524 fix: correct rig deformation — arms no longer cross body, feet no longer stretch to center
The model animated but deformed wrong: arms crossed the torso and foot heels
stretched to the model's center-bottom. Two root causes, both fixed:

1. Pose mismatch. Sketchfab models are modelled in an A-pose (arms angled
   down) but the Quaternius library rests in a T-pose. Binding the A-pose mesh
   to T-pose arm bones misweighted the arms, and the library clips (which
   rotate arms ~70° down from the T rest) then shoved the already-drooped arms
   across the body.
   Fix: autorig.fit_arms_to_mesh() reorients each arm bone chain along the
   model's real arm direction; merge_animations retargets every clip from the
   library's T-pose rest onto the fitted rest via world-space constraint bake
   (Copy Rotation/Location + nla.bake), so world motion is reproduced
   regardless of the rest difference.

2. Feet-to-center stretch. The library's deform-flagged `root` bone runs up
   the body centre-line; nearest-bone weighting assigned inner-foot/heel verts
   to it, stretching them to center when animated.
   Fix: exclude root/control/mechanism bones from weighting (_NON_DEFORM_HINTS).

Also upgraded nearest-bone weighting from rigid (1 bone/vert) to a smooth
inverse-distance blend across the nearest 4 bones, so joints deform cleanly.
Bone-heat still fails on Miku's joined hair/clothing mesh, so this is the
primary path.

Verified by rendering Idle/Walk/Run poses (Blender): natural stance, arms at
sides swinging correctly, feet planted, proper running stride. Smoke test
still 30/30.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-06 19:38:59 -04:00
Nicholas ButzkeandClaude Fable 5 22cb0a58b7 fix: T-posing skinned models — autorig produced an orphan skin with no weights
The model animated its skeleton but rendered a permanent T-pose: the mesh
wasn't skin-bound. Root cause was in autorig's binding, introduced while
chasing an earlier "skins:0" export:

- The earlier "skins:0" was actually caused by bone-heat weighting failing
  (0 weighted verts → empty skin gets dropped), NOT by the Armature modifier.
- The "fix" then stripped the Armature modifier and used parent_type=ARMATURE.
  That makes the glTF exporter emit a skin OBJECT but with no node.skin
  reference and no per-vertex JOINTS/WEIGHTS — an orphan skin. The mesh then
  renders its bind pose (T-pose) forever while the skeleton animates unseen.

Fix: keep the standard ARMATURE_AUTO result (Armature modifier + vertex
groups). With the nearest-bone fallback ensuring real weights, the exporter
now writes a COMPLETE skin (verified: meshnode.skin=0, JOINTS/WEIGHTS present).

Also:
- skinned_player_model: _ensure_meshes_bound() re-binds any skinned mesh whose
  skeleton NodePath doesn't resolve at load — graceful degradation instead of
  a silent T-pose for imperfect GLBs.
- smoke test now asserts the spawned player's mesh is bound to its skeleton,
  so this class of bug fails the test instead of shipping. 30/30 pass.
- regenerated miku_test.glb with the corrected pipeline.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-06 18:11:26 -04:00
Nicholas ButzkeandClaude Fable 5 64bbbf93c6 fix: make the character pipeline work end-to-end in Blender 5.1 + bundle CC0 animation library
Verified the full chain on a real Sketchfab model (Miku UID -> rigged ->
13 clips -> loads and animates in-engine, 24/24 smoke checks pass).

Fixes found while running it for real:
- sketchfab_import: read .sketchfab_token as UTF-16/BOM too (PowerShell's
  `echo >` writes UTF-16LE, which crashed the UTF-8 reader)
- autorig: rig to the animation library's OWN skeleton when _library.glb
  is present (zero retargeting); robust binding — fall back to rigid
  nearest-bone weights when Blender bone-heat fails on complex meshes
  (Miku's joined hair/clothing gave 0 weighted verts); export as
  parent_type=ARMATURE with no modifier (Blender 5.x only emits a glTF
  skin in that exact form — a lingering Armature modifier gave skins:0);
  export_apply=False (applying modifiers baked away the skin); flatten
  the Sketchfab empty hierarchy before binding
- merge_animations: support a single multi-clip library GLB via
  LIBRARY_CLIP_MAP; version-safe fcurve access for Blender 4.4+/5.x
  slotted actions (Action.fcurves was removed)

Assets/tooling:
- bundle assets/characters/animations/_library.glb — CC0 Quaternius
  Universal Animation Library (13 game clips), + .gdignore so Godot
  skips the pipeline-input folder
- requirements.txt (stdlib-only; documents Blender-python separation)
- pipeline docs updated for the bundled library + swap instructions

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-06 12:42:31 -04:00
Nicholas ButzkeandClaude Fable 5 d05477c135 feat: Sketchfab-to-game character pipeline, FP/TP animated views, client-auth netcode, audio system
Character pipeline (tools/):
- sketchfab_import.py: search/download via Sketchfab Download API with
  license/attribution tracking (SKETCHFAB_API_TOKEN)
- autorig.py: headless Blender auto-rig — fits a Mixamo-named skeleton
  to unrigged humanoids, binds automatic weights
- merge_animations.py: merges the shared Mixamo-skeleton animation
  library onto any rigged character, strips root motion, canonical names
- pipeline.py: one command chains download -> rig -> animate -> register

In-game skin system:
- SkinManager autoload reads skins.json (auto-written by the pipeline)
- SkinnedPlayerModel rewritten: canonical clips with fallback chains,
  blend times, speed-scaled locomotion, weapon bone attachment
- First-person: full animated body for the owner, head hidden via
  SkeletonModifier3D; third-person: full model for other players
- Skin selector in main menu; skin id synced in multiplayer
- Fixed GLBLoader crash (GLTFDocument.get_animation_count doesn't exist)

Multiplayer sync overhaul:
- Movement is now client-authoritative: the owning peer simulates
  locally (no input round-trip), server keeps health/kills/death
- Remote players interpolate synced_position/velocity with
  extrapolation and snap-on-teleport
- Knockback/impulses routed to the simulating peer

Audio:
- AudioManager autoload: SFX/Weapons/Footsteps/UI/Music buses, pooled
  3D players, variation + pitch randomization, auto-registration from
  assets/sounds

Docs: 3D_ASSET_PIPELINE.md rewritten end-to-end, new ASSET_SOURCES.md
(non-procedural animation/map/sound sources) and SOUND_DESIGN.md.
Verified with debug/spawn_smoke_test.gd (headless: 24/24 checks pass).

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-06 02:28:58 -04:00
Hermes 39063bfe9e fix: create proper Idle animation in Godot when GLB export loses tracks
The Blender GLTF exporter was stripping animation tracks (only 1 of 51
channels survived export). Now SkinnedPlayerModel detects this at
runtime and creates a proper Idle animation programmatically using Godot's
Animation API with 5 bone tracks (Spine, Arms, Neck, Hips).

Also switched model_path back to miku_rigged_final.glb since the
re-export wasn't adding usable animations.
2026-06-23 18:55:12 -04:00
Hermes a83fa41b19 fix: use original rigged skeleton for animations, add 6 new animations
The twintails were moving as arms because the auto-rig script treated the
combined mesh as one piece. Now using the original miku_rigged_final.glb
skeleton (which has correct skin weights from the model creator) and
adding 6 new animations (Idle, Walk, Run, Jump, Crouch, Death) on top
of the existing skeleton.

- tools/add_animations.py: adds animations to an existing rigged GLB
- tools/rig_and_animate.py: updated to separate mesh into loose parts
  before rigging (for future use with other models)
- miku_rigged_animated.glb: now 7 animations with correct skin weights
2026-06-23 00:33:40 -04:00
Hermes 0672bebe7b feat: add rigged+animated Miku player model with auto-rig pipeline
- Add miku_rigged_animated.glb (3.27MB) with 18-bone skeleton and 6 animations
  (Idle, Walk, Run, Jump, Crouch, Death) via Blender auto-rig script
- Add tools/rig_and_animate.py: reusable Blender script for rigging any humanoid
  mesh with Mixamo-compatible bone naming
- Update SkinnedPlayerModel: scale_factor, first-person mode, animation state
  matching (Idle/Walk/Run/Jump/Crouch/Death)
- Update level_runtime.gd: use skinned model for local player, procedural
  humanoid for remote players
- Update skin_manager.gd and test_level_builder.gd to use animated model
- Fix Godot 4.2.1 'is not Type' syntax in 5 weapon files
- Add editor/import_miku_to_tscn.gd for editor-based GLB import
2026-06-23 00:19:52 -04:00