Commit Graph
3 Commits
Author SHA1 Message Date
Nicholas ButzkeandClaude Opus 5 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]>
2026-07-27 14:35:06 -04:00
Nicholas ButzkeandClaude Opus 5 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]>
2026-07-26 19:05:36 -04:00
Nicholas ButzkeandClaude Opus 5 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]>
2026-07-26 13:25:26 -04:00