2a6b32198450d8a997ab512f1b57214fb1991b90
2
Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
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]> |
||
|
|
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]> |