c4bcbc7fd1e25230cdb767f9d01d60b9de1324ef
5
Commits
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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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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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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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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]> |