700d0925d75b0b83a920500e4d13df34b17732f2
316
Commits
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700d0925d7 |
tools: measure rest poses, and diagnose momo
momo's idle plays with her arms overhead and her waist pinched, and every assertion in the suite passes on her. The first suspicion was the retarget's rest-relative delta: it applies "what the clip does to the LIBRARY's rest" to THIS rig's rest, which quietly assumes the two rests are alike. rest_pose_check.gd tests that, and disproves it — miku's arms rest 41° off the library's and taila's 32°, and both animate correctly. The delta retarget handles a rest-pose difference, which is what it is for. Recorded in the reference so nobody spends that hour again. Writing the tool reproduced this project's own recurring mistake in miniature. Measuring "the direction from a bone to its first child" reported kiyoko's and aria's legs 71° off the library — because a thigh's first child is as likely to be a skirt bone as a shin, and it was measuring the hang of a skirt panel. Pointing it at the next limb BY ROLE dropped both to 1°. What momo actually has: `Root_001` through `Root_007` are in her driven_bones, and they are her HAIR roots — Hair_A is dominated by Root_001_001, Root_007 and Root_005. The animation is keying bones the spring solver is supposed to own, which is non-negotiable #2 broken by the role resolver rather than by a clip. The surface table corroborates it: her hair surfaces report 1.8% and 9.4% chain share, because most of their vertices belong to bones in no chain at all. Not fixed here. `Root_00N` matches no COSMETIC stem, and adding "root" to the stems would cost a rig whose actual root is called `Root` its hips. The structural fix is that a bone whose geometry is dominated by a mesh classified `hair` is a hair bone whatever it is called — which the surface table makes answerable at build time, and did not when momo was imported. It needs a Blender re-run and re-verification of all six characters. Co-Authored-By: Claude Opus 5 <[email protected]> |
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1e6f3001ac |
docs(skill): the surface table, rig anchors, and asserting the consequence
The skill is this project's own instructions, and three commits made it wrong:
it described a runtime that re-guessed what every surface was, a lab that only
tuned weapon holds, and a suite that could not see any of the last five defects.
It also still listed a seventh character that is not in skins.json.
Records what is new — the surface table and how it is decided, the layered
tuning files and why a fixed rotation on the weapon mount is the wrong answer,
the rig lab — and what the work taught:
* assert the CONSEQUENCE. Asking a model which clip it is playing reads a
variable it set on itself, and says "Idle" just as happily when nothing is
ticking. Asking whether an anchor saved says nothing about whether the gun
moved.
* four of the last five real defects came from looking at a PNG. Every one of
them passed every assertion.
* the line-work rule now exists twice, at build time and as the runtime
fallback, and they must be changed together or a model with a surface table
starts rendering differently from one without.
Also records momo's broken idle and the stray Icosphere under known-unsolved,
with what is worth suspecting first in each case, since neither is fixed.
Co-Authored-By: Claude Opus 5 <[email protected]>
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99a2ee131d |
style(ui): the last hand-rolled colours join the theme
Five screen titles in the main menu were white on a black outline and the HUD used Color.BLACK outlines and a hardcoded grey. That was the old comic theme's contrast trick, and next to a papaya wordmark it read as a different game's menu. They take UITheme.PAPAYA, INK and PAPER_DIM now, so every screen — main menu, pause menu, character picker, settings, HUD and rig lab — is one palette with one source. Co-Authored-By: Claude Opus 5 <[email protected]> |
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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]>
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26f7c2c622 |
feat(ui): one high-voltage theme, and pick your character from the escape menu
The theme was a comic one — cream paper, ink borders, papaya. It is now a charged one: near-black violet, hot papaya, and a lightning yellow spent nowhere except the instant a button is pressed. Chips are cut with two sharp corners and two round ones on a diagonal, which is as close to a skew as a StyleBoxFlat gets and is the difference between a button that reads calm and one that reads fast. BoltRule draws the motif itself, struck a third of the way along its rule rather than centred, so it reads as something that HIT the line. The pause menu was 900 lines of hand-rolled UI that never referenced UITheme at all, so it rendered in Godot's default grey. It now applies the theme — and applies it to its own root Control, not only to the Window, because a Control inherits from its nearest Control ANCESTOR and this screen hangs off a CanvasLayer, which is not one. That was invisible at first: the parts built with UITheme.title() carry their own overrides and looked right next to a list and a button that did not. And it now has a Character screen. The roster on the left, the character themselves on the right, turning — a name in a dropdown is not a character selection screen. The preview is a real SkinnedPlayerModel in its own world, so it shows exactly what will spawn: the same cel look, the same per-class outlines, the same cloth and hair on springs. Selecting applies immediately; there is nothing destructive to confirm, and applying on selection means the character behind the menu changes as you arrow the list, which IS the comparison. PlayerMovementController.set_skin() is the supported way in. Both halves of a skin change are easy to do by halves — `synced_skin_id` is what REMOTE peers rebuild from, and only their _process watches it, so setting the property alone would change everyone else's view of you and not your own. Checked rather than asserted. debug/character_picker_check.gd walks the whole roster and proves each entry loads a skeleton, animations, a surface table and body surfaces — and that the skeleton is MOVING, because the clip name is a variable this class sets on itself and reads "Idle" just as happily when nothing is ticking. debug/ui_capture.gd and debug/roster_capture.gd photograph the screens and every character, which is how three things were found that no assertion could see: the theme break above, a preview showing the back of the character's head, and a turntable that carried on from the last character so the third one you looked at was side-on. Known and not fixed here: momo's idle pose is wrong — arms overhead and a pinched waist. Her rig, not the picker; every other character is correct. Co-Authored-By: Claude Opus 5 <[email protected]> |
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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]>
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33d07b3717 |
feat(tools): a weapon hold lab for tuning each character's grip in 3D
I have been guessing at numbers that want an eye on them. This is the environment to set them instead. godot --path . res://debug/weapon_lab.tscn Pick a character, pick a weapon, pick a pose, drag sliders, press Save. Thirteen knobs — weapon size, support-hand distance along the barrel, grip to buttstock, muzzle pitch at low ready, both wrist rolls, three finger curl amounts, the stock pocket for low-ready and for aiming, and both elbow poles. Three markers show the points being solved for: red trigger grip, green support hand, blue buttstock. If a hand is not ON its marker the IK could not reach it, which is a different problem from the marker being in the wrong place, and the two used to be indistinguishable. Results land in assets/characters/weapon_holds.json, resolved in layers so a number can be set once and contradicted where it matters: defaults every character, every weapon skins.<skin>._all this character, every weapon skins.<skin>.<weapon> this character, this weapon An empty file means "use what the code derives", so the game runs exactly as before until something is actually tuned. The knobs that CAN be derived from the skeleton still are — mount rotation, wrist frame, weapon size — and their sliders read "auto" at zero rather than silently overriding. Two things this had to get right to be honest rather than merely present. Slider defaults come from the same table as the code defaults, because a slider parked at 0 beside a code default of 1.0 means the first touch of that slider silently switches finger curl off. And the markers are depth-tested: drawn through the body they look like they are floating in front of the chest when they are really behind an arm, which is the exact wrong impression for judging whether a hand is on its target. `-- shot <path> [skin] [weapon]` renders one framed close-up and quits, so the lab can be checked without a human at the controls — which is how both of those bugs were caught. Co-Authored-By: Claude Opus 5 <[email protected]> |
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2a6b321984 |
fix(weapons): orient the support hand by frame, not by arc plus a twist
The support hand was upside down on the handguard. Its rotation was built as a shortest arc from the hand's forearm line to the barrel, plus a constant 0.5 rad twist. A shortest arc is the MINIMAL rotation between two directions and says nothing at all about roll, so the entire roll of that hand came from the constant — and a constant is right only for the one rig it was tuned against. Orienting a hand onto something it grips is a frame-to-frame problem, and saying it that way leaves nothing free to guess. A hand wrapping a cylinder has its curl axis along that cylinder, or the fingers close across the handguard rather than around it; and its palm faces the cylinder, which for a hand supporting from underneath means up. The third axis falls out of the other two. Map the hand's rest anatomical frame onto that target and the roll is determined rather than chosen. The frame is the same one the finger curl already uses — along, palm, curl — now stored whole instead of just its curl axis. Verified by render on the mannequin (Rigify names, 0.524 m arm) and Kiyoko (VRoid names, 0.470 m): fingers wrap the handguard from below and over the top, stock at the shoulder, arms not crossing, consistent across idle, ADS and run. L_HAND_TWIST is deleted rather than retuned — it was the bug. Smoke 0 failures. Co-Authored-By: Claude Opus 5 <[email protected]> |
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daed7ab980 |
chore(characters): regenerate every sidecar with the finger table
The finger roles only reach the runtime through <model>.rig.json, so a character whose sidecar predates them keeps flat, open hands however good the pose layer is. Aria, Momo, Miku and the Mannequin re-imported; all six skins now carry 10 finger chains. Verified on the Mannequin, which is untextured and so the clearest diagnostic of the three checked: stock at the shoulder, trigger hand on the grip, support hand out on the handguard, both fists closed, arms not crossing. Its arm is a full 0.524 m against Taila's 0.468 and it scales the weapon independently — 0.231 m of hand separation against her 0.217 — with the slide-back loop never firing on either. Known remaining: the support hand's wrist roll leaves the hand hanging a little under the handguard rather than wrapping it squarely. The grip POSITION is right on every character; it is the roll about the barrel that wants another pass. Co-Authored-By: Claude Opus 5 <[email protected]> |
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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]> |
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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]> |
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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]> |
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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]>
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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]> |
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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]> |
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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]> |
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270d5f0973 |
chore: track Godot uid files for the new debug tools
Co-Authored-By: Claude Opus 5 <[email protected]> |
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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]> |
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4559a1adc3 |
docs(skill): record why Miku has no cloth — the source had no skeleton
The two shipped characters are a controlled comparison: Taila's source arrived rigged (35 cloth chains, 8 twist bones, 18 meshes, artist weights), Miku's did not (5 meshes, 0 joints), so Miku was auto-rigged into one mesh with nearest-bone weights and no cloth chains at all. Her twin tails and skirt are dead geometry and the destructive load-time weight repair runs on her every spawn. None of that is recoverable downstream, which makes picking a source that already has skirt and hair bones the highest-leverage decision in the pipeline. Added the no-Blender check for vetting a candidate. Co-Authored-By: Claude Opus 5 <[email protected]> |
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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]> |
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040b595397 |
feat(anim): point the legs where the character is actually going
The clip library has one forward locomotion cycle and no strafe or backpedal clips, so a character sidestepping ran forwards on the spot while sliding sideways. Nothing in the animation said which way they were travelling and a body lean was carrying the whole burden of telling the player. Yaw the HIPS onto the travel direction and unwind it up the spine. The legs hang off the hips, so the whole stride turns with them and it costs no new animation; the chest keeps facing roughly where the player aims. Past about a right angle the hips cannot follow, so the cycle plays in reverse and the legs point the other way — a real backpedal instead of a moonwalk. The regime is hysteretic and the yaw is eased, so crossing between them reads as a pivot, which is what a person does there. The lean moved into the travel frame with it. Leaning "forward" along the facing while the legs run off to one side leans them sideways relative to their own stride, which is what being dragged rather than running feels like. It is also driven by how hard the character is moving rather than by signed forward input, so a sidestep leans into its own stride instead of standing straight up. debug/travel_dir_check.gd measures it. How far the stride points from the actual direction of travel: forward 9° fwd-diagonals 5-6° backpedal 2° back-diagonal 2° pure sidestep 39-42°, which is the deliberate hip cap Two things worth knowing about that tool. It reads bone poses from inside the modifier pass, because Godot restores them afterwards and anything read later is the animation with the pose layer missing. And it averages over a full stride: a run cycle twists the torso against the hips by tens of degrees twice per stride, so a single-frame sample measures the clip, not the layer. Co-Authored-By: Claude Opus 5 <[email protected]> |
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0dd9d01ac7 |
fix(cloth): solve the garment instead of repairing it five times
The skirt glitched when the character moved and the thigh still came through it. Both came from the same place: the solver integrated one spring per bone and then ran four more passes behind it — resolve the collision against the target, resolve it again against the answer, relax the cross-panel links and rebuild every pose from the corrected tips, then walk a separate ancestor "lift" — each writing bone poses the next read back and partly undid. The lift wrote poses that were never fed back into the spring state at all, so every frame began by pulling against a pose the springs did not know about. Replaced with one position-based solve, the shape Magica Cloth 2's BoneCloth uses. Every JOINT is a particle, so a bone's head can move; predict with inertia in the anchor's frame; relax length, bend, backstop, the cross-panel links and the colliders together; convert to rotations once at the end. A contact with no rotational leverage is now resolved by the panel moving, which is what a bodily chain push, an ancestor lift and a drape weight were each approximating separately. Measured, at a dead-still idle and over a movement sweep: idle jitter (skirt) 0.53 -> 0.025 deg/frame, worst 24 -> 1.9 settling after a dash 103 -> 18 mm of leg left inside the skirt fall / air / walk 82 -> 40, 96 -> 75, 72 -> 76 mm run / slide / dash unchanged, ~95 mm The idle buzz and the failure to come home after a hard move are gone — those were the "glitches out". Peak clipping in a run, a slide and a dash is NOT fixed and is still around 95 mm. Four things this turned up on the way: - debug/cloth_clip_check.gd was measuring the animation, not the render. Godot restores bone poses after the modifier pass, so reading them with force_update_all_bone_transforms() afterwards sees nothing any modifier did. It reported the same ~95 mm with collision fully enabled and with it commented out. It now observes from inside the pass. Every number ever taken from this tool before now was measuring the wrong pose. - The collision hulls came from ten farthest-point samples per bone, which describe a panel's corners and hem and leave its MIDDLE unsampled — exactly where a thigh comes through. Built from the real mesh at load time instead. - The drape term is gone. It was there to move a panel the old solver could not, and once the solver could, it was worse in every state but a walk and cost 20x in stability: its target sat inside the leg the collision was pushing out of, so the two ran against each other forever. - Cost was 10.9 ms per character. The inner loop rebuilt every capsule and reallocated the hull array for every (bone, collider, pass). Now 2.6 ms at full quality with a distance LOD behind it. Co-Authored-By: Claude Opus 5 <[email protected]> |
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374d9f9822 | feat: implement automated 3D character pipeline with retargeting and rig management tools | ||
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afc954e129 |
fix: no limb vertex may carry opposite-leg weight — thigh collapse gone
The thighs going thin was never the knee bend. It was inner-thigh vertices
keeping ~20% of the weight of the OPPOSITE leg, so a split stride tore them
across the body. Printing the weight composition of the worst-collapsing
vertices is what finally showed it: a right-thigh vertex reading
DEF-thigh.R=0.58 DEF-shin.R=0.21 DEF-thigh.L=0.13 DEF-shin.L=0.08.
Every earlier pass had a guard that let these through. The below-knee pass does
not reach them; the above-knee pass demanded one leg chain be 1.25x nearer than
the other, which excludes everything near the centre line — precisely where the
damage was; and the limb-radius gates are measured from the bone AXIS, so a
vertex on the front or back of a thigh clears them easily.
SkinLegRepair now ends with an unconditional pass: any vertex within a generous
radius of either leg chain is forced onto the leg that actually drives it, at
any height. It runs last so none of the staged rules can reintroduce the
problem.
Measured per vertex, across jump, fall, run and dash:
before after
Body below 0.80 70 0
Body worst 0.46 0.82
ClothCAndW below 0.80 107 0
ClothCAndW worst 0.66 0.85
ClothB worst 0.81 0.87
No vertex anywhere on the legs now loses more than 18% of its thickness, down
from 54%. The skirt still deforms freely (0.87-0.88) — clothes flow, limbs hold.
Also fixed in SkinJointHelper along the way: it picked the FIRST joint chain
that matched a vertex rather than the one holding most of its weight, which
bound right-thigh vertices with stray left-leg weight to the LEFT knee's helpers
and dragged them across the body. It now picks the dominant joint and requires
the joint to own at least half the vertex.
Taila snaps 2021 vertices, Miku 659. FSM tests 11/11, spawn smoke test 0
failures.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
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d33f9cd812 |
docs: record why bone-scale volume preservation does not work here
Tried widening the helper bone to cancel the joint collapse. The geometry is right — blending two rotations θ apart thins anything perpendicular to the bend by exactly cos(θ/2), which is |q.w| of the pose rotation, so scaling the helper across the bone by the reciprocal is the exact correction. It does not work, because a BONE scale is the wrong granularity. It fattens every vertex weighted to the helper whether or not that vertex was collapsing: parts of the thigh ballooned to 167% while the worst-collapsing vertices, which are not on the helper at all, stayed at 0.83. The idea needs per-vertex correction and a bone cannot express it. Removed, with the reasoning kept in the file so it is not retried. Hip joints were also retested, since two other variables had changed since the first attempt (one-joint-per-vertex, and the limb gate removed). Same verdict a second time: upper thigh 0.90 -> 0.84, and the skirt 0.80 -> 0.72. Knees only. Shipped state is unchanged from the previous commit; this is the reasoning and a revert of an experiment. Co-Authored-By: Claude Opus 4.8 <[email protected]> |
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1ab7e99231 |
fix: handle the knee bend with a joint, and record what made it worse
Renames SkinKneeHelper to SkinJointHelper and generalises it to a list of
[parent, child] joints, so the half-angle joint technique is stated once and can
be pointed at any joint. It stays pointed at the KNEES only, and the header now
says why, because "add more joints" is the obvious next idea and it is wrong
here.
Three things were tried this round and measured, on the thigh, per vertex,
against the rest transforms:
* hip and ankle helpers as well as knees: the knee got WORSE, 0.80 -> 0.50,
and the skirt went 0.80 -> 0.72. The hip mostly swings rather than folding,
and linear-blend skinning handles a swing far better than a fold; the helper
just added another blend for nothing. Reverted.
* gating the re-weight to vertices near the leg bone chain, to keep the hip
helper off the skirt: that also excludes the OUTSIDE of the knee, which sits
further from the bone axis than the limb radius and is exactly the geometry
that needs helping. Knee went back to 0.50. Removed — with knees only there
is no skirt to protect against.
* one joint per vertex (break after the first match): kept, since a second
job would read the bones the first just rewrote.
Net result on the thigh, worst per height bucket during a jump:
y=0.60 0.80 -> 0.83 y=0.75 0.84 -> 0.84
y=0.65 0.81 -> 0.84 y=0.85 0.90 -> 0.90
and the skirt is untouched at 0.80/0.84, still free to move.
FSM tests 11/11, spawn smoke test 0 failures.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
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0bb1db0806 |
revert: let the skirt move again; keep the rigid-limb work
The previous commit stiffened the skirt onto the hips to stop it flattening at a wide stride. That was the wrong trade: it made the clothes read as a rigid shell welded to the pelvis, which is a worse look than the flattening it fixed, and it broke the model more than the original bug did. Reverted in full. What stays is the work that makes the HUMANOID hold its shape — below-knee side snapping, the above-knee limb pass, the torso cap, the half-angle knee helpers, and the cross-leg triangle drop. Those only ever touch vertices hugging a leg's own bone chain. The header now states the rule the passes are actually built around, because it is what keeps getting violated: limb vertices are cleaned up hard and must not deform; drape vertices are left alone and must be free to move. It also records the skirt-stiffening attempt so it does not get retried. Measured split now, from debug/limb_deform_check.gd: the body holds 0.98 of its cross-section at the knee while the skirt sits at 0.88 — rigid limbs, moving cloth. Taila snaps 1404 vertices (down from 4024 with the skirt pass), Miku 434. FSM tests 11/11, spawn smoke test 0 failures. Co-Authored-By: Claude Opus 4.8 <[email protected]> |
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20b70e5eda |
fix: hang the skirt from the hips so it stops collapsing at a stride
It was the SKIRT, not the legs. Every leg check I ran hid the skirt to see the thighs, so I was never looking at what is actually on screen. Rendering the full model side-on shows it immediately: at rest the skirt is a flared shape with real volume, and the moment the legs split for a run or a jump it collapses flat against the body. The lower-body silhouette loses its shape, which reads as the legs squashing. Cause: the skirt is weighted to BOTH thighs. At a split stride the two thighs pull it in opposite directions and linear-blend skinning averages them, so the skirt is dragged inward and flattened. The earlier repair deliberately left it that way, on the reasoning that a skirt should be free to drape across both legs — correct in principle, wrong at these stride angles. Draping cloth now hangs from the hips: vertices that clear both leg bone chains keep at most 20% leg influence and the rest goes to DEF-hips, so the skirt holds its shape and swings as a unit. Limb vertices are still snapped to one leg, so the two are now modelled differently on purpose. Bounded ABOVE THE KNEE. The first attempt used distance from the bone chain alone, and chunky boots sit further from the ankle than the limb radius, so they read as "drape", lost their leg weight and trailed off the hips — the legs came out far worse than before. A skirt hem is above the knee; boots and stockings are not. Legs unchanged by this: knee cross-section stays 0.99, and the knee helper work from the previous commit is intact. Taila snaps 4024 vertices, Miku 670. FSM tests 11/11, spawn smoke test 0 failures. Co-Authored-By: Claude Opus 4.8 <[email protected]> |
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050011666c |
fix: half-angle helper bones at the knees kill the candy-wrapper collapse
This is the leg squashing. It was at the KNEE, and every previous measurement missed it because they averaged a ring of vertices, which hides a collapse that only affects part of the ring. Measured per vertex instead, against an exact rest-transform baseline: 532 of Taila's leg vertices lose more than 20% of their distance from the bone axis and the worst lose 40%, all at y=0.54 — exactly the knee — and worst in the air pose. That is "squashing while running or jumping, easy to see from the side". Cause is inherent to linear-blend skinning: it averages TRANSFORMS, not shapes. A vertex half on the thigh and half on the shin is placed at the average of two rotations, and at a hard bend that average falls well inside the leg, pinching it to a ribbon. SkinKneeHelper adds a bone at each knee, parented to the thigh and holding the shin's rest transform, driven every frame to HALF the shin's rotation from inside the skeleton's modification pass. Blend-zone vertices are re-weighted off the thigh/shin pair and onto the helper, taking equal weight from each side and reusing the slot that falls to zero — so no extra influence slot is needed and the weights still sum to exactly 1. The sharpest blend any vertex now sees is half the knee angle, and halving the angle roughly quarters the collapse. Result: vertices losing more than 20% of their radius go from 532 to 0 on the body. The worst anywhere is now 0.79, on the outline shell, which is hidden. Verified visually too, legs rendered bare from the side through rest, run and jump: knees hold their volume and the bind is intact. FSM tests 11/11, spawn smoke test 0 failures, Miku unaffected. Co-Authored-By: Claude Opus 4.8 <[email protected]> |
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e707229283 |
fix: stop the torso holding back the top of the thigh
Hiding the skirt and jacket and rendering the legs alone, side-on, finally showed where the deformation actually is: not the knee, the HIP. The top of the thigh flattens into a wedge at full stride. That matches the worst number the corrected measurement reports — cross-section 0.85 at the hip, against 0.97-0.99 at the knee — which had been dismissed as ordinary. Cause is the usual linear-blend failure at a big rotation: upper-thigh vertices are weighted between the near-static hips and a thigh swung far out, and the average of those two transforms collapses the top of the leg. SkinLegRepair now caps torso (hips/spine) influence on LEG vertices at 15% and hands the excess to the leg bone that already dominates them. Only vertices within the limb radius of a leg bone chain are touched, so the skirt keeps swinging from the hips. Hip cross-section 0.85 -> 0.88, and the flattened wedge is visibly fuller in the side-on render. This is a real improvement but a modest one; the legs are slim low-poly geometry and some collapse at a 60 degree hip rotation is inherent to linear-blend skinning. Taila now snaps 1217+ vertices, Miku 434. FSM tests 11/11, spawn smoke test 0 failures. Co-Authored-By: Claude Opus 4.8 <[email protected]> |
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1e12c36cca |
tools: give the limb deform check a baseline that validates itself
The measurement was comparing skinned lengths against BIND-POSE lengths. A
character is never in bind pose, so ordinary posing registered as deformation:
with the animation frozen it still reported 0.42x-2.56x edge ratios, and during
a run it reported edges collapsing to 0.08x and blowing out to 5.2x. Those
numbers were an artefact of the metric, not the model.
The baseline is now built from the skeleton's REST transforms, so every ratio
reads exactly 1.00 on an unposed model and the tool validates itself. Corrected
readings on Taila through the full runtime stack, worst over run, walk, jump,
fall, slide and dash:
lengthwise stretch 1.07 Body, 1.08 ClothB, 1.09 ClothCAndW, 1.03 shell
cross-section 0.97-0.99 knee, 0.85 hip, 0.92-0.94 ankle
That is ordinary linear-blend skinning.
Also records, in the header, the two ways this measurement was previously wrong,
because both nearly produced a bad "fix":
* the bind-pose baseline above;
* flagging vertices weighted across "non-adjacent" leg bones with
max_slot - min_slot >= 2, which flags shin+foot+toe — a perfectly normal
contiguous run. A repair pass built on that was written and reverted before
it shipped; it was stripping legitimate toe and shin influences.
Checks that did come back clean and are worth not repeating: bone pose bases are
pure rotations to 0.00001, bone lengths never drift from their rest offsets, and
of 4019 coincident-vertex groups not one carries mismatched weights, so there
are no split seams tearing at the joints.
No character or gameplay code changed. skin_leg_repair.gd is byte-identical in
behaviour to the last commit; only its header comment gained a pointer to this
tool.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
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204846bf09 |
tools: measure limb deformation instead of eyeballing it
Adds debug/limb_deform_check.gd, which skins the leg vertices by hand and compares them against the rest pose across a sweep of run, walk, jump, fall, slide and dash. It reports lengthwise stretch (bending a knee can only shrink this, so growth is genuine stretching) and cross-section loss (the linear-blend "candy wrapper" collapse at a bent joint). No gameplay or character code changes in this commit. Current readings on Taila, through the full runtime stack: lengthwise stretch 1.05 worst (Body, ClothB, ClothCAndW), 1.03 outline shell cross-section 0.93 knee, 0.84 hip, 0.91 ankle Sanity check on the method: the measured rest span of the leg vertex cloud is 0.818 m against 0.843 m of thigh+shin bone length, so the skinning maths is producing real positions rather than plausible-looking noise. That is ordinary linear-blend skinning. Combined with the earlier findings — no bone pose basis deviating from a pure rotation by more than 0.00001, and no bone length drifting by more than 0.0000 m — the leg geometry is not squashing or stretching in any measurable way, so there is nothing here to fix blind. Committing the instrument so the next round starts from a number. Co-Authored-By: Claude Opus 4.8 <[email protected]> |
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a6e009d24a |
fix: repair thigh weights too, and keep the gun shouldered at low-ready
Legs: the previous pass deliberately stopped at the knee, on the reasoning that cross-leg weighting above it is legitimate for skirts. It is — but the LEGS themselves are up there too, and 122 vertices on Taila's thigh mesh carry up to 35% of the opposite leg. Running and jumping are exactly what splits the legs far enough for that to show, which is why the cuffs came good while the legs kept squashing. The repair now runs above the knee as well, but only on vertices that belong to a leg. Limb membership is decided by distance to that leg's own bone chain, not by height and not by surface name: a thigh vertex hugs its bone, while a skirt vertex hangs clear of both chains and is left blended so it can still drape over the two legs. The radius is half the gap between the thigh bones, so it scales with the character rather than being a magic number. Taila now snaps 1217 vertices (was 720), Miku 370 (was 214). Weapons: at low-ready the stock was dropped 0.20 m below the shoulder joint down to the ribs, with the muzzle pitched 22 degrees down. That pulls the whole weapon off the shoulder and out of the supporting arm — it read as dangling from the hands rather than being carried. Low-ready now stays in the shoulder pocket and merely relaxes out of it (0.07 m drop), with a shallow 9 degree muzzle tilt. All six weapons now sit in the shoulder with both hands on them. FSM tests 11/11, spawn smoke test 0 failures. Co-Authored-By: Claude Opus 4.8 <[email protected]> |
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f60941d1fb |
fix: stop the boots being dragged by both legs; keep the support hand on the gun
Found the real cause of the leg stretching, after three wrong guesses. 720 vertices on Taila are weighted to BOTH legs at once below the knee — 262 in the boot/cuff surface, 208 in the outline shell, 176 in the body, the worst at a dead-even 49/51 split. A vertex pulled equally by both feet sits halfway between them and STAYS there while the legs separate, stretching every triangle around it. That is the band between the ankles and the elongated boot that reads as the legs being squashed. SkinLegRepair snaps each below-knee vertex to whichever leg already dominates it, renormalises, then drops the few triangles still spanning the two legs (48 on Taila, 0 on Miku, which needs 214 vertices snapped). What finally located it was reproducing the artefact through the FULL runtime stack in a bright scene. Every previous "clean" render had bypassed the game's animation stack — playing the clip straight off the GLB's AnimationPlayer with no AnimationTree and no pose modifier — so it could never show the bug. With the real stack the boot visibly stretches, and freezing the AnimationTree at the rest pose renders it perfectly, which proves the pose is fine and the skinning is not. Confirming measurements, all through the runtime stack during a run: no bone's pose basis deviates from a pure rotation by more than 0.00001, no bone's length drifts from its rest offset by more than 0.0000 m, and no below-knee vertex is influenced by any non-leg bone. There is no squash-and- stretch in this rig; there never was. The two earlier attempts at this are both superseded: re-weighting by triangle-neighbour majority (tore the cloth) and deleting cross-leg triangles (too narrow — 24 triangles against 720 bad vertices). Hiding the model's own outline hull, from the last commit, stays: that hull is genuinely broken and redundant, it just was not the whole story. Weapon support hand: gun_fore was a single constant 0.35 m for every weapon, so on a short gun it hung the off hand out past the muzzle with nothing to hold — that is the "not supported by the arms" case. It is now clamped to 80% of the weapon's own grip-to-muzzle distance, which only bites on the short guns (MP7 0.35 -> 0.20). All six weapons now sit in the shoulder with both hands on them. FSM tests 11/11, spawn smoke test 0 failures. Co-Authored-By: Claude Opus 4.8 <[email protected]> |
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28dc255d17 |
fix: hide the model's broken outline hull, reverse the backpedal, slower blends
The "linked ankle cuffs" and the "squashed legs" were the same thing, and it
was never the cloth or the weights: it is the model's OWN outline hull.
Isolating it took rendering the raw GLB in a bright scene and toggling one
surface group at a time. The hull ("FullBlack" and "material", the untextured
surfaces that trace the body and hair silhouettes) is a duplicated shell whose
skin weights do not track the base mesh through a deep bend. During a run it
tears into spikes and stretches sheets across the ankles. Hiding just those
surfaces makes the legs render perfectly clean, with no other change — so the
two previous attempts here were both treating symptoms:
* re-weighting stray ankle vertices only tore the cloth (reverted last time)
* deleting cross-leg triangles removed real geometry for no benefit
(SkinMeshRepair is deleted in this commit — the clean render above was
produced WITHOUT it)
The hull is also redundant: characters already get an inverted-hull overlay
from apply_toon_recursive AND the screen-space ink_edge pass, so dropping it
costs nothing visually. The EYE cards (EyesFullBlack lashes, EyesInvL, EyesHL
highlight) are real facial features rather than a hull, so those are kept, flat
as before. They are told apart by name prefix, not by guesswork about geometry.
Worth recording: no bone is EVER scaled, in any clip. Measured again here
across the whole Run cycle — worst deviation of a bone's pose basis from a pure
rotation is 0.00000. There is no squash-and-stretch in this rig; it only ever
looked that way because of the shell.
Backpedalling now plays the locomotion cycle in reverse (negative TimeScale)
instead of moon-walking with the forward clip — the library ships no authored
backward run. Directional lean is raised from 0.18/0.30 to 0.30/0.42 rad: with
one forward cycle and no strafe clips, the lean is the only cue for which way
the character is travelling, so it has to be legible rather than subtle.
Blends raised again: base 0.22 -> 0.32, locomotion 0.28 -> 0.40. Verified the
cross-fade genuinely applies rather than snapping — instrumented an idle->run
switch and the thigh ramps gradually over the window instead of stepping on
frame one, with xfade_time reading 0.400 s on the Transition node.
FSM tests 11/11, spawn smoke test 0 failures.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
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ec6b8228da |
fix: cut the welded ankle band, seat the gun in the hand, flash at the barrel
1. Ankle cuffs. The previous pass re-weighted the offending vertices to the nearer leg, which was the wrong call: the strip between the ankles is REAL geometry spanning the gap (~10 cm of ClothCAndW crossing x = -0.05 .. +0.05 at ankle height), so re-weighting only tore it in half — a visible seam that still stretched. A triangle with one corner weighted to each leg has no correct pose; it must stretch the moment the legs separate. SkinMeshRepair now deletes those triangles instead (48 on Taila: the cloth band plus its outline shell). The cut is limited to BELOW THE KNEE, taken from the skeleton's own rest pose rather than a hardcoded height, because above the knee cross-leg geometry is legitimate — the skirt and shorts genuinely span left-thigh to right-thigh weights at the crotch. 2. The M4 floated because _measure_weapon derived the grip from mesh AABBs, and the FBX guns report bind-pose bounds tens of metres across — it measured the M4 as 24 m long and pushed the gun 7.5 m in front of the character. Bounding boxes are simply not trustworthy for these meshes. The grip was already authored elsewhere: WeaponManager places the first-person viewmodel's hands at fixed points in weapon space, and every weapon marks its barrel tip with muzzle_flash.position. Those move to WeaponGrips (dependency-free, so both the weapon system and the character models can use it without dragging each other's load order along) and third person now reaches for exactly the points the viewmodel uses. Every weapon's grip now lands 0.073 m from the hand — the M4 included, down from 2.32 m — with barrel lengths that match the models (0.30 m for the MP7, 0.68 m for the DMR). 3. Muzzle flash and tracers were spawned off the viewmodel's muzzle. The viewmodel is parented to the camera, so its muzzle sits inside the player's head — in third person the flash appeared by the character's shoulder. world_muzzle() returns the muzzle of the gun actually in the character's hands whenever the character is what the viewer sees, and the networked fire-effect RPC now sends that position too, so remote players stop seeing tracers leave the shooter's head. Measured: the third-person origin sits at the held gun, 0.54 m below the head, instead of on the camera. FSM tests 11/11, spawn smoke test 0 failures. Co-Authored-By: Claude Opus 4.8 <[email protected]> |
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35ada4f34a |
fix: unlink the ankle cuffs, stop the reload head-dive, soften every blend
Three animation complaints, measured before changing anything. There is NO squash-and-stretch. Instrumented every bone every frame: the worst deviation of a pose basis from a pure rotation is 0.00000. Every clip's position tracks match the skeleton's rest pose to within a millimetre (only DEF-hips translates, as it should) and no scale key deviates from 1. The "squishing" is a deep BEND, not a scale: the shared library's PistolReload was authored for someone watching their own hands, and it dives the head 33° with the whole neck chain at 67°. At that depth Taila's head/hair weights pinch and the skull changes shape. Dropping neck+head from the upper-body one-shot's filter leaves them on the locomotion layer: head dive is now 14° and the neck chain 48°, and the character keeps looking downrange through a reload, which is what a shooter wants anyway. Trade-off: Throw/Hit no longer swing the head. The ankle cuffs are not linked by the rig or the clips — the foot bones swing independently (left/right Z correlation -0.94). They are linked by SKIN WEIGHTS: 16 vertices belonging to the LEFT cuff, sitting at x = -0.002 just across the centre line, are weighted to the RIGHT leg, so the far foot drags a band of cuff across the gap. Position alone cannot classify them (the cuff they belong to spans x = 0.00 .. 0.05), so SkinWeightRepair decides by CONNECTIVITY: a vertex that disagrees with 80%+ of the vertices it shares triangles with gets its leg influences mirrored. Ankle-height cross-leg triangles go 24 -> 0 on Taila; the pass is conservative enough that Miku needs exactly 1 vertex and her face/hair/skirt are untouched (only leg bones are ever considered). Meshes with blend shapes are skipped rather than rebuilt. Blending: nothing cuts hard any more. Base cross-fade 0.15 -> 0.22, locomotion 0.28-0.30 (Idle/Walk/Run/Sprint switch constantly as speed drifts across their thresholds, which is where the snapping showed most), reaction moves raised off their near-instant values but still snappy, and the upper-body one-shot's own fades widened to 0.14 in / 0.22 out. Co-Authored-By: Claude Opus 4.8 <[email protected]> |
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d8b0c08611 |
fix: Taila reads like her source render — no white rim, matte hair
Two separate causes behind "too glossy with a thin white outline": 1. The model carries its OWN cel line-work as extra, UNTEXTURED surfaces — an inverted-hull outline shell plus eye-line/highlight cards (Taila names them FullBlack / EyesFullBlack / EyesInvL / EyesHL). They are authored to read as flat black, but the glTF import hands them a default near-white albedo, and apply_toon_recursive then LIT them. That is the thin white rim: a pale, toon-shaded outline shell tracing every hair strand. They now render unshaded flat ink (flat white for the "HL" highlight card). 2. The skin textures already have cel shading painted in. Stacking our hard 3-tone break on top produced a bright stripe that slid across the hair as the camera moved — the "gloss". Characters now get a soft terminator and an almost-invisible second step, so the painted shading carries the form. Both live in a new LevelMaterials.apply_character_look(), called only for imported character GLBs, so props and level geometry keep exactly the crisp banding they were calibrated with. The one shared change is that the toon shader's second-step darkness is now the mid_tone uniform, defaulting to the 0.82 that was hardcoded — no change for existing callers. Character shadow tint (0.64, 0.56, 0.72) is measured off the Sketchfab reference render rather than guessed: sampling the hair there, shadow/midtone lands near (0.63, 0.53, 0.70). Green drops hardest, which is what keeps copper hair copper instead of washing it to brown. debug/character_look_capture.gd renders the raw import beside our treatment under matched lighting — the comparison this was tuned against. Co-Authored-By: Claude Opus 4.8 <[email protected]> |
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af8c9831c9 |
feat: thinner cel outline + procedural model actually holds its weapon
Outline: the inverted-hull width was tuned when the look was heavier and now reads as a thick marker stroke. Cut every call site to roughly a third (characters 0.012 -> 0.004, level geometry 0.015 -> 0.005, Neon Alley's size-scaled clamp 0.02..0.05 -> 0.007..0.018) plus the shader default, so the ink line stays readable without fattening every silhouette. Third-person weapon on HumanoidModel: the gun was parented to root_pivot at a fixed (-0.15, 1.0, 0.4) — floating 40 cm off the chest while both arms posed at it from a distance. Give the rig a real right-hand node at the end of the forearm and hang the weapon there, so it travels with the arm. Its aim is re-derived from the body each frame (hand_r_pivot's global basis is copied from root_pivot), otherwise the barrel would swing around with the arm animation. The hold pose is retuned to match: right elbow tucked at the ribs with a level forearm, left arm crossing to the handguard. _seat_weapon_in_hand() slides each weapon along its own barrel axis so a plausible grip lands in the fist regardless of where the artist left the model origin. It measures with MeshInstance3D.get_aabb(), not mesh.get_aabb() — the FBX gun parts are skinned, so the Mesh resource still carries bind-pose bounds tens of metres across. Co-Authored-By: Claude Opus 4.8 <[email protected]> |
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9f60982416 |
Merge pull request 'Feat/visual audio overhaul' (#21) from feat/visual-audio-overhaul into main
Reviewed-on: #21 |
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1172e465c1 | chore: add UID file for bone dumping debug utility | ||
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0d125dc03f |
fix: third-person gun actually held — IK to the weapon, real recoil, no flip
Four separate third-person defects, one shared root: the arms were posed at art-directed ANGLES that merely approximated the gun, and a stuck one-shot flag kept handing them back to the animation clip. - The rifle hold was silently DEAD after the first reload or throw. The gate trusted AnimationNodeOneShot's `active` parameter, which never clears, so clip_owns_arms stayed true forever and the clip drove the arms while the gun hung off the hand. `_upper_lock` (a timer we own) is now the authority, and the one-shot is explicitly faded out when it expires. This alone is why the gun was never held correctly. - Arms are now solved with real two-bone IK (`_ik_arm`) onto points derived from the WEAPON: the stock is anchored in the shoulder pocket, the grip and foregrip fall out along the barrel, and the support hand is placed on the actual handguard (sliding inboard if the model is too long to reach). Verified numerically: the hand lands within 2mm of its target. - `_measure_weapon` measures the model's AABB along its barrel and re-seats it so the hand sits at a realistic pistol-grip point. Weapon models put their origin anywhere — the M4's was 10cm from the muzzle end, so parking its stock in the shoulder drove the hand INTO the shoulder and folded the arm up behind the head. - Recoil now shows for the OWNER in third person: server_play_fire_effects only ever fired for remote shooters, so the local player saw nothing. The ammo counter dropping now kicks the model. The kick rides in the gun's aim direction so the IK carries BOTH hands up with it, instead of rotating the arms and shoving the support hand off the gun. - Reload no longer flips the gun. The library's pistol-reload rotates the wrist the gun is parented to, which turned the rifle upside-down (mag to the sky) while the hand reached down for it. The hold now keeps the right arm through a reload and the support hand does the magazine work at the real mag well, under the receiver. anim_capture gains recoil shots and lets ADS settle before framing; debug/dump_bones.gd prints a skin's bone hierarchy. Co-Authored-By: Claude Opus 4.8 <[email protected]> |
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df0bf18e0f |
feat: real per-weapon reload/recoil choreography + knife slash, fully matte hair
Weapons no longer reload by spinning the gun 360 (that was the upside-down
flip; nothing detached). New ViewmodelAnim module drives per-style manual-of-
arms sequences on the existing model_root + named arm pivots, with a temporary
magazine/shell/rocket/cell prop that visibly leaves and returns to the gun:
- mag (M4/AK/MP7/DMR): roll gun to present the well, hand rips the mag
down and away, fresh mag up, seat, charge. Gun stays UPRIGHT.
- boltmag (AWP): mag swap + a distinct bolt-cycle rock.
- break (double barrel): hinge open, flick both shells out, drop fresh
shells in, snap shut.
- tube (rocket launcher): tip the tube in, shove a rocket home, shoulder.
- cell (plasma/nail gun): glowing energy cell swapped on the side.
Per-shot viewmodel recoil kick (ViewmodelAnim.apply_kick) scaled by each
weapon's recoil_amplitude, so an AWP slams and an MP7 chatters — replaces the
old flat model behaviour. Weapons expose reload_style; base classes call
play_reload / stop (on unequip) / apply_kick.
Knife: the old barely-visible flick is now a real diagonal slash that
alternates backhand/forehand, whips the blade through screen centre, and
fires the third-person melee arm-swing action (synced to other players).
Hair/materials: specular fully to 0 (even a 2% stepped glint swept as shine
across Taila's hair when the camera moved); rim trimmed to a whisper. Fully
matte cloth/hair now.
Verify: debug/fp_weapon_capture.gd screenshots each weapon's reload phases,
the knife slash, and the fire kick.
Co-Authored-By: Claude Fable 5 <[email protected]>
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d46530bd8c |
fix: color-accurate grade — ginger hair stays ginger, characters stay matte
The saturation grade (1.3) was shifting authored hues — Taila's auburn ginger hair rendered fire-truck red and the whole game read filtered. Saturation 1.3 -> 1.08, contrast 1.05 -> 1.03: textures now carry their own vibrancy. Verified by sampling the rendered hair against the source texture: lit hue 18-20 deg vs authored ~20 deg. Character rim/specular cut again (rim 0.15/0.4 -> 0.08/0.32, spec 0.06 -> 0.025 @ 64): hair and cloth read fully matte, no wet sheen. Co-Authored-By: Claude Fable 5 <[email protected]> |
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1ad3563e5a |
feat: animations follow the mechanics — upper/lower split + real grapple pose
Two fidelity gaps closed: - Reload/throw/shoot/hit used to REPLACE the whole-body clip, so reloading mid-slide snapped the character upright on standing legs. The model now runs a runtime AnimationTree (clips -> Transition -> TimeScale -> OneShot) whose one-shot layer is FILTERED to upper-body bones: the arms play the action while the legs keep sliding/running/falling. Land stays full-body. The rifle hold releases exactly while the one-shot node reports active. - Grapple no longer plays the library's horizontal-swim clip. The zip pose is procedural: Fall as the airborne base, the spine pivots to fly along the line to the actual anchor point (capped so overhead shots don't fold the body), the head sights the anchor, legs trail behind, the FREE left hand reaches up the rope — and the right hand keeps holding the rifle. The anchor point feeds in from the controller for local and remote players (synced_grapple_point). - anim_capture: deterministic open-ground teleport + two new regression shots (reload-while-sliding, grapple zip toward a real anchor). Co-Authored-By: Claude Fable 5 <[email protected]> |
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87b8ae70df |
feat: Fortnite-style OTS camera + Alt free-look orbit in third person
- Third-person camera chain is now HeadPivot > OrbitPivot > ShoulderOffset (0.55m right, 0.12m up) > SpringArm(2.6m, 14 deg) — the character sits slightly left of screen centre over-the-shoulder instead of dead centre behind. Aim is unchanged (still the first-person camera). - Hold Alt in third person to orbit the camera freely around the character with the mouse (yaw wraps, pitch clamped -69..+29 deg); the character keeps facing and aiming where it was. Release Alt and the camera springs back behind the shoulder. - debug/orbit_capture.gd: screenshots the OTS framing, a driven orbit, and the spring-back for visual regression. Co-Authored-By: Claude Fable 5 <[email protected]> |
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b0f26e6dde |
feat: matte anime materials — kill the glass/mirror look, keep the vibrancy
Everything read as wet plastic or glowing porcelain for two stacking reasons, both fixed centrally: - toonify() shipped every character/prop/weapon with a hot rim (0.45 over 65% of the silhouette) and broad stepped specular (0.25 @ shininess 24) — patent-leather highlights on any dark surface. Now a thin rim (0.15/0.4) and a small tight glint (0.06 @ 56); shader defaults match. - The LINEAR tonemapper clipped lit white surfaces (sun + ambient push facades past 1.0) and the glow pass bloomed the clip, so buildings glowed like porcelain. Switched to FILMIC with white=2.4: near-linear through the cel bands (they stay crisp), soft shoulder above 1.0. Glow threshold 1.1 -> 1.45 so only genuine emissives (neon, tracers, plasma) bloom. - Saturation 1.22 -> 1.3 compensates filmic mids — vibrancy unchanged. - Neon Alley: ambient 1.7 -> 1.35 / sun 2.2 -> 2.5 — the shoulder no longer hides the ambient lavender cast, so let the sun shape the facades. Co-Authored-By: Claude Fable 5 <[email protected]> |
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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]> |
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6c227b5538 |
feat: real two-hand rifle hold — armed animations finally read as a shooter
The clips were playing all along, but every locomotion state used unarmed jog arms while the gun floated at the hip, so nothing looked animated. - ShooterPoseModifier now REPLACES the arm chain with a direction-based FK rifle hold (low-ready at hip, shouldered on ADS) instead of nudging the unarmed clip additively; the wrist is solved so the muzzle points exactly along the aim line, gun kept upright (no-roll constraint). - Per-arm release logic: reload/throw/hit one-shots, dance, death, the slide ground-brace, wall-run reach and grapple free the authored clips. - Third-person weapon: fixed re-hide on weapon swap while in third person, scaled to character proportions, gripped along the hand. - Armed idle uses Idle (arms owned by the hold) instead of arms-crossed PistolIdle base. - FP viewmodel arms: character-styled sleeve + teal cuff + skin hand instead of the blue slabs. - debug/anim_capture.gd: front+side screenshots of every movement state, one-shot action and ADS for visual regression of the model pipeline. Co-Authored-By: Claude Fable 5 <[email protected]> |
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39af109893 |
feat: first-person reload animation on the viewmodel
The weapon dips down-and-inward with a roll when a reload starts, holds through the reload, and rises as it completes — driven by the weapon's actual reload_timer so the motion always matches the reload duration. Complements the reload ring UI and the third-person reload clip. Smoke 0 failures, movement 11/11. Co-Authored-By: Claude Fable 5 <[email protected]> |