The lab could move the GUN and not the anchor points the hands are solved onto.
`grip_offset` slides the weapon around inside the fist; `gun_fore` and
`gun_stock` are distances ALONG the barrel, so the trigger and support hands
could travel up and down the weapon's own axis and nowhere else. Nothing could
take a hand off that axis, which is what a handguard below the bore, an angled
foregrip, or a pistol whose grip is nowhere near its barrel line all need.
Two things fix that.
`grip_shift` and `fore_shift` give the two hand anchors real three-dimensional
freedom, expressed in the GUN's own across/up/along frame so a sideways nudge
stays sideways as the weapon pitches between low ready and ADS. Zero is exactly
the old behaviour. Their z overlaps the along-axis distances, which is redundant
and deliberate: keeping those separate is what lets the reach solver slide the
support hand back down the handguard without undoing a considered sideways
offset.
And the markers are now draggable. They already showed the anchors; now they
are handles. The one under the mouse swells and draws through the body — depth
testing is right for judging whether a hand reached its target and wrong for a
handle, because at any useful framing the hands occlude all three.
Verified three ways, and each one had to be rebuilt once:
anchor_shift_check first compared absolute positions and reported a 3.5 mm
error that was the character BREATHING — there is a sin() on the muzzle pitch,
so no anchor is ever in the same place twice. Measuring each anchor relative
to the one it hangs off, rotated into the current gun basis, cancels the
breathing, the ADS blend and the recoil exactly. 48 checks, six characters,
both poses.
anchor_drag_check asserts the drag writes the knob the MOUSE asked for,
derived independently from the camera: 0.00-0.01 mm on all three. It does not
assert the marker lands under the cursor, because it does not — the anchors
hang off the shoulder and the arm chasing them moves the shoulder, so a drag
settles at 0.77x-1.13x. Small enough to ignore interactively.
That feedback first read as 1.5x-1.8x, because the cases were compounding on
each other, and waiting LONGER for the pose to settle made it worse rather
than better — which is the opposite of how a settling error behaves and is
what gave it away.
The buttstock case also failed for a while on a bug entirely in the test: it
read an absent knob as zero when `pocket_hip` defaults to (30, -70, 60) mm. The
lab has a note about that trap in `_reset`. It is just as easy to walk into from
a test, and now has one there too.
Co-Authored-By: Claude Opus 5 <[email protected]>
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]>
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]>
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]>
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]>
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]>
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]>