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]>
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]>
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]>
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]>
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]>
The shipped skin GLB only had Idle/Walk/Run/Jump, so Slide, WallRun, Crouch,
Dash, Fall and Land all fell back to the wrong clips. Rebuilt via the Blender
pipeline from the library-skeleton rigged model (the old miku_proper_anim was
on a different skeleton, so retargeting silently baked flat clips — and the
shooter pose layer's DEF-* bone names never matched it either).
miku.glb now ships Idle, Walk, Run, Sprint, Jump, Fall, Land, CrouchIdle,
CrouchWalk, Dash (roll), Death, Hit, Dance from the Quaternius Universal
Animation Library (CC0). Verified per-bone keyframe motion in the export and
rendered pose stills for deformation QA (no crossed arms / stretched feet).
Also removed five stale experimental skin GLBs + extracted textures and the
one-off editor import scripts; skins.json now lists only the working skin.
Co-Authored-By: Claude Fable 5 <[email protected]>
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]>
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]>