Commit Graph
3 Commits
Author SHA1 Message Date
Nicholas ButzkeandClaude Opus 5 2ce2175d99 docs(skill): record what four non-library rigs taught the role resolver
Names lie and anatomy does not — the four VRoid imports each broke role
resolution differently, and the lesson generalises: anything guessing
anatomy from a bone name needs a structural fallback. Also lists what is
shipping and which characters have chains that do not simulate.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-26 13:46:23 -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 ButzkeandClaude Opus 5 daf9627ece docs(skill): compact the character pipeline into a reusable skill
Everything about getting an anime-styled character into the game — import,
stylization, the body/garment/hair separation, rigging, retargeting, cloth
and hair physics, and how to measure any of it — collected into
.claude/skills/character-pipeline/.

Organised around the principle the Hoyoverse-class pipelines are built on
and that every failure in this project traced back to: a character is not
one object. It is a body, a set of garments and hair, authored and rigged
separately and moved by different systems. The body is skinned and
animated; the garments and hair are bone chains the animation never
touches and physics moves. The skill's non-negotiables are the four ways
that separation has been destroyed here before — joining meshes, keying
cosmetic bones, skinning cloth to a leg, and running the auto-rig repair
on authored weights.

references/verification.md leads with the trap that invalidated every
cloth measurement ever taken in this repo: Godot restores bone poses after
the modifier pass, so a tool that reads them afterwards measures the
animation and never sees what any modifier did.

Also records what is known-unsolved, with numbers: peak cloth clipping in
a run/slide/dash, no foot IK, no strafe clips.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-26 12:46:50 -04:00