Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
b0b99668ab | ||
|
|
61669627db | ||
|
|
2efc21b18d | ||
|
|
986179854d | ||
|
|
f1a4f7df52 | ||
|
|
a13ae50f95 | ||
|
|
c4bcbc7fd1 | ||
|
|
414026f001 | ||
|
|
f0b0d19847 | ||
|
|
742d68e318 | ||
|
|
e97de9aafd | ||
|
|
a97ccca13c | ||
|
|
b1c8bab714 | ||
|
|
700d0925d7 | ||
|
|
1e6f3001ac | ||
|
|
99a2ee131d | ||
|
|
08ae85b286 | ||
|
|
26f7c2c622 | ||
|
|
53f175ed6d | ||
|
|
33d07b3717 | ||
|
|
2a6b321984 | ||
|
|
daed7ab980 | ||
|
|
682597a0d2 | ||
|
|
c8b0337aa7 | ||
|
|
27c4117c25 | ||
|
|
2b3e29dd30 | ||
|
|
2ce2175d99 | ||
|
|
fc9e6f4275 | ||
|
|
cd0d1b2d99 | ||
|
|
270d5f0973 | ||
|
|
7892669319 | ||
|
|
4559a1adc3 | ||
|
|
daf9627ece | ||
|
|
040b595397 | ||
|
|
0dd9d01ac7 | ||
|
|
374d9f9822 | ||
|
|
afc954e129 | ||
|
|
d33f9cd812 | ||
|
|
1ab7e99231 | ||
|
|
0bb1db0806 | ||
|
|
20b70e5eda | ||
|
|
050011666c | ||
|
|
e707229283 | ||
|
|
1e12c36cca | ||
|
|
204846bf09 | ||
|
|
a6e009d24a | ||
|
|
f60941d1fb | ||
|
|
28dc255d17 | ||
|
|
ec6b8228da | ||
|
|
35ada4f34a | ||
|
|
d8b0c08611 | ||
|
|
af8c9831c9 | ||
|
|
9f60982416 | ||
|
|
1172e465c1 | ||
|
|
0d125dc03f | ||
|
|
df0bf18e0f | ||
|
|
d46530bd8c | ||
|
|
1ad3563e5a | ||
|
|
87b8ae70df | ||
|
|
b0f26e6dde | ||
|
|
d0c746d084 | ||
|
|
6c227b5538 | ||
|
|
39af109893 | ||
|
|
7920aecec5 | ||
|
|
5224a455a6 | ||
|
|
911066875b | ||
|
|
18f50adb78 | ||
|
|
7f9a579b63 | ||
|
|
6b3e363dfd | ||
|
|
c8a85586bd | ||
|
|
648872a16d | ||
|
|
56db9eea59 | ||
|
|
04d91dea31 | ||
|
|
f62f4f2503 | ||
|
|
67040ba12d | ||
|
|
b0af2ea9ee | ||
|
|
a7fa7f207c | ||
|
|
233f88aee3 | ||
|
|
0813d0b40d | ||
|
|
a51595e3b9 | ||
|
|
44460b52ae | ||
|
|
0155bcdf04 | ||
|
|
a9b0775de3 | ||
|
|
6c8b0ddd28 | ||
|
|
1358183f98 | ||
|
|
5bcbcfdc3f | ||
|
|
37c15bed1a | ||
|
|
2c7b5a1aca | ||
|
|
198345177a | ||
|
|
7da7f9f3f2 | ||
|
|
0ba14a9469 | ||
|
|
c4a538a469 | ||
|
|
29fdca3565 | ||
|
|
9939e7e524 | ||
|
|
22cb0a58b7 | ||
|
|
e2fbc424a7 | ||
|
|
64bbbf93c6 | ||
|
|
d05477c135 | ||
|
|
552338112e | ||
|
|
2537ad19c0 | ||
|
|
11d079b38c | ||
|
|
a351cf2dc4 | ||
|
|
6b82258cec | ||
|
|
e0844a3d3a | ||
|
|
b23a307201 | ||
|
|
1121a2f0ee | ||
|
|
d5a8267cd2 | ||
|
|
b2e2ce2856 | ||
|
|
8415ceb926 | ||
|
|
d6df49844e | ||
|
|
9e498370fb | ||
|
|
03e2c29fa5 | ||
|
|
252137d10b | ||
|
|
9da0bc3297 | ||
|
|
f776fe59e7 | ||
|
|
7e40085b80 | ||
|
|
6cfa8aa631 | ||
|
|
aa9a957eac | ||
|
|
92ebd6c8d2 | ||
|
|
6e73fd7703 | ||
|
|
f085fdf7b7 | ||
|
|
b525db7c53 | ||
|
|
000caa7791 | ||
|
|
e4ea177eaf | ||
|
|
35decd65b3 | ||
|
|
35cb2ef10c | ||
|
|
f457c01f38 | ||
|
|
ea23f1c843 | ||
|
|
30e2a49730 | ||
|
|
5d360d256e | ||
|
|
86a13bc782 | ||
|
|
d6da221583 | ||
|
|
d297da4c35 | ||
|
|
df4c70017c | ||
|
|
43b870465b | ||
|
|
c4dc4ca77c | ||
|
|
73831cb418 | ||
|
|
fead2cc055 | ||
|
|
50de6df450 | ||
|
|
1653d404e2 | ||
|
|
39063bfe9e | ||
|
|
0b0497e128 | ||
|
|
e2a4e3997e | ||
|
|
0da573f11f | ||
|
|
89ddac072b | ||
|
|
5e12502a18 | ||
|
|
85066f71f3 | ||
|
|
a83fa41b19 | ||
|
|
0672bebe7b | ||
|
|
f7cd3571fd | ||
|
|
a2956635c0 | ||
|
|
c033247f75 | ||
|
|
00141f80cb | ||
|
|
3e849551bd | ||
|
|
1372db9d0e | ||
|
|
cd1722ce74 | ||
|
|
c8fcefe7ab | ||
|
|
ade3d54d20 | ||
|
|
a1f48d9ef0 | ||
|
|
b1aec93fd5 | ||
|
|
e84a9d641a | ||
|
|
e1d2d140cb | ||
|
|
92713a681a | ||
|
|
ae8231d31d | ||
|
|
b0fdc508f1 | ||
|
|
a55eaff279 | ||
|
|
671b36c20c | ||
|
|
3584a7e6c5 | ||
|
|
718a1477bf | ||
|
|
462d12bee5 | ||
|
|
f164afecd8 | ||
|
|
3bdf8f413b | ||
|
|
3c512870f2 | ||
|
|
3dc7fda622 | ||
|
|
18ab9da4a3 | ||
|
|
da4a6442c7 | ||
|
|
def2925a43 | ||
|
|
4cb27f991e | ||
|
|
5e4507ab24 | ||
|
|
887d9c1523 | ||
|
|
e8e5391d9f | ||
|
|
86abae27dd | ||
|
|
cff83b6356 | ||
|
|
3e6eb40add | ||
|
|
f63187e493 | ||
|
|
5102b770c8 | ||
|
|
93eb98cd13 | ||
|
|
ed973c3b3b | ||
|
|
0fcb5b43a4 | ||
|
|
9c653cac48 | ||
|
|
8c61318a16 | ||
|
|
4bb867a6f2 | ||
|
|
c9f082ebba | ||
|
|
22ea918e6d | ||
|
|
064bc90f53 | ||
|
|
1a989f3586 | ||
|
|
30dbf7a4cd | ||
|
|
54dfd342c2 | ||
|
|
eb9344c0bb | ||
|
|
07a15fe998 | ||
|
|
dbbfbef4a4 | ||
|
|
ff3e01a9e5 | ||
|
|
fcdd75afc0 | ||
|
|
cd034d1aea | ||
|
|
31336fe870 | ||
|
|
acfb8bca16 | ||
|
|
d3680765da | ||
|
|
2a3e6a2c78 | ||
|
|
9adbff3968 | ||
|
|
168bd8f1ce | ||
|
|
aefed46daf | ||
|
|
59096d322a | ||
|
|
45353dc982 | ||
|
|
2aa7ff0337 | ||
|
|
11adbc339a | ||
|
|
2baf27efd1 | ||
|
|
83c6ce7993 | ||
|
|
5f2c2462e2 | ||
|
|
64e024eb32 | ||
|
|
050912ca61 | ||
|
|
775e57ba4a | ||
|
|
6a0a4a8aeb | ||
|
|
c9d18ffe23 | ||
|
|
3488b8e005 | ||
|
|
909b25548c | ||
|
|
10416a83a0 | ||
|
|
8e2b198f94 | ||
|
|
4eaf4671ef | ||
|
|
18b8b3ee99 | ||
|
|
90876611f4 | ||
|
|
27460be0ea | ||
|
|
a47d01632d | ||
|
|
8118100a95 | ||
|
|
a6f5f24420 | ||
|
|
d784045214 | ||
|
|
46cee744d1 | ||
|
|
e41e64de78 | ||
|
|
6dceab46db | ||
|
|
33f5c7cb82 | ||
|
|
0c00f4c385 | ||
|
|
d0716f72e8 | ||
|
|
0706d5ca73 | ||
|
|
ee1114948b | ||
|
|
0b8dcaf3ce | ||
|
|
cb5708e19e | ||
|
|
6aae02bef8 | ||
|
|
acd495893d | ||
|
|
8984739334 | ||
|
|
72346803a9 | ||
|
|
1e1568f748 | ||
|
|
2f259b5428 | ||
|
|
6af87eb7bd | ||
|
|
a85e0952c5 | ||
|
|
ecefeb9f7e | ||
|
|
0912669759 | ||
|
|
ca2a80e38b | ||
|
|
00f190d423 | ||
|
|
2c35f5074a | ||
|
|
9f3264170e | ||
|
|
eee1925b7a | ||
|
|
da16a3a757 | ||
|
|
ea96b41287 | ||
|
|
dcd0df2b2c | ||
|
|
bd04135dba | ||
|
|
09103ce366 | ||
|
|
e6a2199777 | ||
|
|
c32f45a8aa | ||
|
|
7b7107c5d6 | ||
|
|
5ae6e20039 | ||
|
|
1ccc66a601 | ||
|
|
67bd5b4302 | ||
|
|
13ca2f46e9 | ||
|
|
a8b3619f2e | ||
|
|
d8cb91e593 | ||
|
|
5c2d648801 | ||
|
|
02c6caa0d6 | ||
|
|
8c928c2d92 | ||
|
|
a86ef53622 | ||
|
|
cb04df1df3 | ||
|
|
e65e9fa76f | ||
|
|
e9112d9b3d | ||
|
|
5e9f4bec8a | ||
|
|
f2afd31415 | ||
|
|
8eea7d6e36 | ||
|
|
45fb7f0f38 | ||
|
|
a54b3d89b1 | ||
|
|
cd5d9427cb | ||
|
|
63a6844421 |
@@ -0,0 +1,326 @@
|
||||
---
|
||||
name: character-pipeline
|
||||
description: Import, rig, stylize and animate an anime-styled character into Papaya-Shooter as a selectable skin — keeping the model's own skeleton, artist weights and separate body/cloth/hair meshes, with cloth and hair driven by the spring solver. Use when adding a new playable character, re-importing an existing one, debugging skinning/cloth/hair/animation problems on a character, or changing the cel-shaded look. Triggers on "add a character", "import a skin", "new playable model", "skirt clipping", "hair flailing", "T-posing", "character looks squashed".
|
||||
---
|
||||
|
||||
# Character pipeline
|
||||
|
||||
Turns a source model into a playable, cel-shaded, cloth-simulated character skin.
|
||||
|
||||
The whole design follows one principle, which is also what the Hoyoverse-class
|
||||
anime pipelines (Genshin / Star Rail / Zenless Zone Zero) are built on:
|
||||
|
||||
> **The character is not one object. It is a body, a set of garments, and hair —
|
||||
> authored separately, rigged separately, and moved by different systems.**
|
||||
> The body is skinned and animated. The garments and hair are bone chains that
|
||||
> the animation never touches; physics moves them. Keeping those separate is
|
||||
> what makes the result read as an anime character instead of a mannequin in a
|
||||
> painted-on costume.
|
||||
|
||||
Everything below exists to protect that separation.
|
||||
|
||||
## The one rule
|
||||
|
||||
**If a model arrives with a skeleton, that skeleton ships.** Its bones, its
|
||||
artist-painted weights, its per-part meshes and its skirt/hair chains all
|
||||
survive. Only the ANIMATION is moved onto it.
|
||||
|
||||
The old route (`strip_rig.py` → `autorig.py` → `merge_animations.py`) solved a
|
||||
bone-*naming* problem by destroying the asset — 18 meshes became 1, 21 skirt
|
||||
bones and ~50 hair bones became 0, and 16% of vertices ended up pulled by both
|
||||
legs. `tools/rig_map.py` solves naming properly now. **Never reach for
|
||||
`strip_rig.py` or `--rebind`** unless the model genuinely has no skeleton at all.
|
||||
|
||||
## Doing it
|
||||
|
||||
```bash
|
||||
# From an already-rigged local model (the normal case)
|
||||
python tools/pipeline.py --input assets/characters/incoming/<name>.glb --name <name> --rigged
|
||||
|
||||
# From a Sketchfab UID (needs SKETCHFAB_API_TOKEN)
|
||||
python tools/pipeline.py --uid <uid> --name <name>
|
||||
|
||||
# From an unrigged mesh — auto-rigs, and accepts the quality loss
|
||||
python tools/pipeline.py --input <mesh.glb> --name <name>
|
||||
|
||||
# Rigged (or auto-rigged) but with NO skirt/hair bones — grow them, or the
|
||||
# costume is welded solid and the spring solver has nothing to simulate
|
||||
python tools/pipeline.py --input <model.glb> --name <name> --rigged --grow-cloth
|
||||
```
|
||||
|
||||
Then, once, so Godot sees the new files:
|
||||
|
||||
```bash
|
||||
godot --headless --path . --import
|
||||
```
|
||||
|
||||
The result is `assets/characters/skins/<name>.glb` + `<name>.rig.json`, and a
|
||||
registry entry in `skins.json` that `SkinManager` picks up with no code change.
|
||||
|
||||
Blender is required (`BLENDER_PATH`, or auto-found under
|
||||
`C:\Program Files\Blender Foundation`). Godot lives at
|
||||
`C:\Program Files\Godot\Godot_v4.7-stable_win64_console.exe`.
|
||||
|
||||
## The stages, and what each one protects
|
||||
|
||||
| Stage | Where | Protects |
|
||||
|---|---|---|
|
||||
| Fix unlit/emissive materials | `tools/gltf_fix.py` | Textures surviving import at all |
|
||||
| Resolve bone ROLES, not names | `tools/rig_map.py` | The model's own skeleton |
|
||||
| Rebuild parenting | `retarget.py::rebuild_hierarchy` | Limbs/cloth following the hips |
|
||||
| Grow cloth chains (opt-in) | `tools/cloth_bones.py` | A costume that has no bones being able to move at all |
|
||||
| Subdivide cloth panels | `retarget.py::subdivide_cloth_panels` | A skirt being able to bend at all |
|
||||
| Retarget clips as rest-relative deltas | `retarget.py::retarget_clip` | Limbs not being twisted by foreign bone roll |
|
||||
| Leave cosmetic bones unkeyed | `export_optimize_animation_keep_anim_armature=False` | Physics owning the cloth |
|
||||
| Classify every SURFACE | `tools/surface_map.py` | The runtime never re-guessing what a surface is |
|
||||
| Write the rig sidecar | `retarget.py::describe_rig` | The runtime never re-guessing anatomy |
|
||||
| Cel look, per surface class | `LevelMaterials.apply_character_look` | Hair not reading as a solid dark cap |
|
||||
| Cloth + hair | `characters/spring_bones.gd` | Clothes reading as clothes |
|
||||
| Per-character judgement calls | `characters/tuning_store.gd` | Art direction not becoming another constant |
|
||||
|
||||
## The surface table
|
||||
|
||||
The sidecar carries a `surfaces` list saying what each mesh surface IS — `body`,
|
||||
`cloth`, `hair`, `accessory`, or `linework` (the model's own ink shell, which is
|
||||
not a surface of the character at all). It is keyed on the MATERIAL name, because
|
||||
every character in this game arrives with its meshes called `Object_7` through
|
||||
`Object_32` while material names survive the glTF round trip intact.
|
||||
|
||||
`SkinSurfaces` reads it and `apply_character_look` acts on it: hair takes a much
|
||||
thinner outline than the body, cloth a heavier one and a crisper terminator,
|
||||
accessories the heaviest. `SkinnedPlayerModel.surfaces_of(cls)` answers the
|
||||
question for anything else that needs it.
|
||||
|
||||
Backfill a character that predates it, without re-importing:
|
||||
|
||||
```bash
|
||||
blender --background --python tools/surface_map.py -- \
|
||||
assets/characters/skins/<name>.glb
|
||||
```
|
||||
|
||||
New imports get it from `describe_rig`, built from the same chains the solver
|
||||
uses, so the surface table and the cloth solver can never disagree about which
|
||||
bones are a skirt.
|
||||
|
||||
## Per-character judgement
|
||||
|
||||
Anything derivable from the skeleton is derived. What is left is genuinely an
|
||||
artist's call, and it lives in layered JSON rather than in a constant:
|
||||
|
||||
| File | Scope | Class |
|
||||
|---|---|---|
|
||||
| `assets/characters/weapon_holds.json` | character + weapon | `WeaponHoldTuning` |
|
||||
| `assets/characters/rig_anchors.json` | character | `RigAnchors` |
|
||||
|
||||
Both layer `defaults` → `skins.<skin>._all` → `skins.<skin>.<subject>` through
|
||||
`TuningStore`. An absent file means "use what the code derives", so nothing here
|
||||
is required for the game to run. Adding a knob is adding a row to a `KNOBS` spec
|
||||
table — the lab builds its whole UI from those.
|
||||
|
||||
`RigAnchors` is where "the grip sits here in the palm" lives. A hand bone's
|
||||
origin is the WRIST; how far down the palm a grip belongs depends on the
|
||||
character's hand and cannot be derived. It defaults to identity, and identity is
|
||||
exactly the derived mount. Do **not** put a fixed rotation on the weapon mount
|
||||
instead — a bone attachment is expressed in the BONE's axes, no two rigs agree on
|
||||
those, and that constant is why the hand mount points were once wrong on every
|
||||
character.
|
||||
|
||||
## The rig lab
|
||||
|
||||
```bash
|
||||
godot --path . res://debug/rig_lab.tscn
|
||||
```
|
||||
|
||||
Pick a character, a weapon, a pose or a single clip. Drag sliders for the HOLD
|
||||
(character + weapon) and the ANCHORS (character), and save.
|
||||
|
||||
**The HOLD is per pose.** The runtime blends between exactly two holds, on
|
||||
`ads`, so the lab offers two: low ready and aiming. Selecting a pose rebuilds
|
||||
the hold sliders to that pose's — you never see a control belonging to the pose
|
||||
you are not adjusting. Running and Crouched use the low-ready hold, and the
|
||||
heading says so rather than letting someone tune "Running" and wonder why
|
||||
standing still changed. `pitch` exists at low ready only: down the sights the
|
||||
muzzle follows the camera, so there is nothing there to tune, and a slider that
|
||||
does nothing is worse than a missing one.
|
||||
|
||||
**The wrists turn the HAND, not the gun.** The weapon is a child of a
|
||||
BoneAttachment3D on the trigger hand, so the two are welded by construction: a
|
||||
wrist rotation swings the barrel off the aim line and takes every control that
|
||||
could correct it along with it, which made the knob useless for aligning a hand
|
||||
to a gun. `ShooterPoseModifier.wrist_comp_r` is the exact counter-rotation in
|
||||
the hand's local frame, and `SkinnedPlayerModel._hold_weapon_still` applies it.
|
||||
To rotate the GUN inside the hand instead, use the grip rotation in ANCHORS.
|
||||
|
||||
Knobs that describe the WEAPON and the hands on it — where each hand sits along
|
||||
it and off its barrel line, the finger curls, the weapon size — are shared,
|
||||
because shouldering a gun does not move the hand along it. Both wrists take
|
||||
pitch, yaw and roll in the gun's own frame, per pose. Click a surface class
|
||||
to isolate it — that is how the classifier gets checked: click `hair` and
|
||||
anything else still standing was misclassified.
|
||||
|
||||
**Drag the coloured markers.** They ARE the anchor points the hands are solved
|
||||
onto — red the trigger grip, green the support hand, blue the buttstock — and
|
||||
the one under the mouse swells and draws through the body so it can be grabbed
|
||||
where the hands would otherwise hide it.
|
||||
|
||||
Dragging an anchor is not the same as any slider:
|
||||
|
||||
| | moves |
|
||||
|---|---|
|
||||
| `grip_offset` (ANCHORS) | the GUN, inside the fist |
|
||||
| `gun_fore` / `gun_stock` (HOLD) | the hands ALONG the weapon's own axis |
|
||||
| dragging a marker | the anchor itself, in three dimensions |
|
||||
|
||||
That distinction was the gap. `gun_fore` and `gun_stock` are distances along the
|
||||
barrel, so the two hand anchors could slide up and down the gun and nowhere
|
||||
else — no use for a handguard below the bore, an angled foregrip, or a pistol
|
||||
whose grip is nowhere near its barrel line. A drag writes `grip_shift` or
|
||||
`fore_shift` in the gun's own across/up/along frame, so a sideways nudge stays
|
||||
sideways as the weapon pitches; the buttstock marker writes the shoulder pocket
|
||||
for whichever pose is showing.
|
||||
|
||||
The anchors sit on the shoulder, and the arm chasing them moves the shoulder, so
|
||||
a drag settles at 0.77x-1.13x of the mouse. Small enough to ignore — you stop
|
||||
when it looks right — and measured, not assumed.
|
||||
|
||||
## Read before you touch anything
|
||||
|
||||
Load the reference that matches what you are doing. They are short and each one
|
||||
is a list of things that cost a debugging cycle to learn.
|
||||
|
||||
- **`references/failure-modes.md`** — **read this first.** Seven characters
|
||||
shipped "All checks passed" and four were visibly broken. What each failure
|
||||
was, why the suite missed it, and the rule that generalises it to any model.
|
||||
- **`references/separation.md`** — body vs. garments vs. hair: what must stay
|
||||
separate, how cloth chains are detected and classed, why cloth is never
|
||||
skinned to a leg, and the ZZZ-convention mapping.
|
||||
- **`references/growing-cloth-bones.md`** — what to do when the source has no
|
||||
skirt or hair bones: how the chains are fitted to the geometry and re-weighted.
|
||||
- **`references/rigging.md`** — role resolution, hierarchy rebuild, cloth panel
|
||||
subdivision, twist bones, joint helpers, the retarget maths.
|
||||
- **`references/cloth-and-hair.md`** — the position-based spring solver, its
|
||||
colliders, per-class tuning, collision hulls, LOD and cost.
|
||||
- **`references/stylization.md`** — cel shading, outlines, the imported
|
||||
line-work trap, eyes, materials.
|
||||
- **`references/verification.md`** — every measuring tool, what each one
|
||||
actually measures, and the pose-reading trap that invalidated all of them
|
||||
once. **Read this before trusting any measurement.**
|
||||
|
||||
## Non-negotiables
|
||||
|
||||
1. **Never join meshes.** Per-part meshes are how body, cloth and hair stay
|
||||
separable — for materials, for the outline pass, and for the cloth solver's
|
||||
hull extraction.
|
||||
2. **Never key cosmetic bones.** If a clip has tracks on skirt/hair bones, the
|
||||
AnimationPlayer overwrites the solver every frame and the cloth goes rigid.
|
||||
3. **Never skin cloth to a leg.** A vertex weighted 0.9 to a thigh cannot be
|
||||
moved by its own cloth bone, so the solver loses the authority to push it out
|
||||
of that thigh — and the leg still overtakes it. There was a
|
||||
`bind_cloth_to_legs()`; it is deleted, and the note above its grave in
|
||||
`retarget.py` says why.
|
||||
4. **Never run `SkinLegRepair` on authored weights.** It snaps weights and
|
||||
deletes triangles. It exists only to undo auto-rigging. It is gated on
|
||||
`weights_authored`, which is MEASURED, not assumed.
|
||||
5. **Measure from inside the modifier pass.** See `references/verification.md`.
|
||||
6. **Never assume an axis.** Up, forward and scale are all measurable from the
|
||||
skeleton. Assuming +Z is up scaled three characters 7x and left them on their
|
||||
backs — and the height check passed on every one of them, because the number
|
||||
being normalised always comes out right whether or not it was the right
|
||||
number. See `references/failure-modes.md`.
|
||||
7. **Never look a bone up by name.** `tools/rig_map.py` resolves roles and writes
|
||||
them to the sidecar so nothing downstream has to guess. Any hardcoded spelling
|
||||
— `_find_bone(["RightHand", ...])`, a `thigh`/`shin` substring test — is a rig
|
||||
this project has not met yet. Four characters could not hold a gun because of
|
||||
exactly one such lookup.
|
||||
|
||||
## After importing
|
||||
|
||||
```bash
|
||||
godot --headless --path . -s res://debug/spawn_smoke_test.gd # 29 checks
|
||||
godot --headless --path . -s res://debug/surface_class_check.gd # every surface classified
|
||||
godot --headless --path . -s res://debug/character_picker_check.gd # the escape-menu roster
|
||||
godot --headless --path . -s res://debug/rig_anchor_check.gd # anchors move the weapon
|
||||
godot --headless --path . -s res://debug/cloth_clip_check.gd # leg-through-cloth
|
||||
godot --headless --path . -s res://debug/cloth_settle_check.gd # idle stability
|
||||
godot --headless --path . -s res://debug/cloth_perf_check.gd # ms per character
|
||||
godot --headless --path . -s res://debug/travel_dir_check.gd # legs face travel
|
||||
```
|
||||
|
||||
And LOOK at it, which is where four of the last five real defects were found:
|
||||
|
||||
```bash
|
||||
godot --path . -s res://debug/roster_capture.gd -- <dir> # every character, one shot each
|
||||
godot --path . -s res://debug/ui_capture.gd -- <dir> # every menu screen
|
||||
godot --path . res://debug/rig_lab.tscn -- shot <png> <skin>
|
||||
```
|
||||
|
||||
`surface_class_check` fails on any surface that falls through to the heuristic
|
||||
rather than resolving from the table. That is deliberate: a model whose names
|
||||
stopped matching still RENDERS, because the fallback catches it — it just
|
||||
quietly loses its per-class art direction, which is exactly the kind of
|
||||
regression nothing else would report.
|
||||
|
||||
What "good" looks like on Taila, for calibration:
|
||||
|
||||
| Measure | Good | Bad |
|
||||
|---|---|---|
|
||||
| Idle skirt movement | < 0.1 deg/frame | 0.5+, or never decaying |
|
||||
| Leg inside cloth, idle/walk | < 25 mm | 100 mm |
|
||||
| Leg inside cloth, run/slide/dash | ~95 mm *(current, unsolved)* | — |
|
||||
| Solver cost | ~2.6 ms/character | 10 ms |
|
||||
| Stride vs. travel direction | < 10° (except a capped sidestep) | 90° |
|
||||
| Bind-pose AABB | tall on the hips→head axis, others < 2.5 m | tallest axis is depth |
|
||||
|
||||
## Characters currently shipping
|
||||
|
||||
The six in `skins.json`, with what `surface_class_check` reports:
|
||||
|
||||
| Skin | Source | Cloth chains | Surfaces |
|
||||
|---|---|---|---|
|
||||
| taila | rigged, Sketchfab CC-BY | 35 | 18 — body 6, cloth 7, hair 1, linework 4 |
|
||||
| kiyoko | VRoid, CC-BY | 20 | 13 — body 8, cloth 3, hair 2 |
|
||||
| aria | VRoid, CC-BY | 15 | 15 — body 9, cloth 4, hair 2 |
|
||||
| momo | VRoid, CC-BY | 9 | 5 — body 2, cloth 1, hair 2 |
|
||||
| miku | unrigged source, auto-rigged | 0 | 4 — body 3, hair 1 *(one mesh, four surfaces)* |
|
||||
| mannequin | Quaternius CC0, from the animation library | 0 | 2 — body 2 |
|
||||
|
||||
## Known-unsolved
|
||||
|
||||
- **Peak cloth clipping** in a run, slide and dash sits at ~95 mm of thigh
|
||||
inside the skirt. Idle, walk and fall are clean. The solver sees the contact
|
||||
and pushes on it every iteration; the remaining gap is a standing fight
|
||||
between the collision and the garment's own shape constraints.
|
||||
- **No foot IK.** Feet do not plant on ground height, so stairs and uneven
|
||||
ground read as sliding.
|
||||
- **No strafe or backpedal clips.** Direction is conveyed by yawing the hips
|
||||
(`SkinnedPlayerModel._update_travel`), which is capped, so a pure sidestep
|
||||
still runs its legs ~40° off the direction of travel.
|
||||
- **momo's idle pose is wrong** — arms overhead and a pinched waist. Every
|
||||
assertion passes on her: she loads, animates, classifies and mounts a weapon.
|
||||
It shows up only in `roster_capture`.
|
||||
|
||||
**Diagnosed, not fixed.** Her `driven_bones` contains `Root_001` through
|
||||
`Root_007` — and those are her HAIR roots. The Godot surface dump shows
|
||||
`Hair_A` dominated by `Root_001_001:3203`, `Root_007:3203`, `Root_005:2642`.
|
||||
So the animation is keying bones that physics is supposed to own, which is
|
||||
non-negotiable #2 being violated by the role resolver rather than by a clip.
|
||||
The corroboration is in the surface table: her hair surfaces report only 1.8%
|
||||
and 9.4% chain share, because most of their vertices belong to `Root_00N`,
|
||||
which is in no chain at all.
|
||||
|
||||
`Root_00N` matches no COSMETIC stem, so `is_cosmetic` does not catch it and
|
||||
nothing keeps it out of the driven set. Fixing it by adding "root" to the
|
||||
stems would be wrong — a rig whose actual root is called `Root` would lose its
|
||||
hips. The fix is structural: a bone whose geometry is dominated by a mesh
|
||||
classified `hair` is a hair bone, whatever it is called. The surface table
|
||||
now makes that answerable at build time, which it was not when this rig was
|
||||
imported. Not attempted here — it needs a Blender re-run and re-verification
|
||||
of all six characters.
|
||||
|
||||
Her `head` role is also wrong (`Unused_Noname_010`, when a real `Head` bone
|
||||
exists and is in her spine chain), and her spine chain runs two junk bones
|
||||
PAST the head. Probably the same import; worth fixing in the same pass.
|
||||
- **A stray `Icosphere` ships inside every skin GLB** — 42 vertices, no parent,
|
||||
no vertex groups. It rides in from the animation library. Harmless, and now
|
||||
skipped by construction rather than by name in `surface_map`, but the export
|
||||
should not be producing it.
|
||||
@@ -0,0 +1,146 @@
|
||||
# Cloth and hair — `characters/spring_bones.gd`
|
||||
|
||||
A position-based (PBD) solver over the rig's own cosmetic bones, the same shape
|
||||
as Magica Cloth 2's BoneCloth, which is the tool the Hoyoverse-style pipelines
|
||||
are built around.
|
||||
|
||||
## Why cloth cannot be solved with weights
|
||||
|
||||
Weight a skirt to the thighs → trousers. Weight it to the hips → a rigid bell.
|
||||
Neither is cloth. A skirt reads as cloth because it **lags** — it keeps going
|
||||
when the hips stop, swings out through a turn, floats on the way up through a
|
||||
jump. That is inertia, and inertia has to be integrated, not skinned.
|
||||
|
||||
## The solve
|
||||
|
||||
Installed as a `SkeletonModifier3D` **after** `ShooterPoseModifier`, so it reacts
|
||||
to the final body pose (animation + lean/slide/aim layer).
|
||||
|
||||
1. **Every JOINT is a particle.** Bone `i` spans particle `i` to `i+1`, so a
|
||||
bone's HEAD can move. This is the load-bearing choice: a contact with no
|
||||
rotational leverage — a thigh against the top of a panel — is resolved by the
|
||||
whole panel moving, which is what a real skirt does.
|
||||
2. **Predict** with inertia, gravity and wind, in the chain ANCHOR's frame, so
|
||||
travelling at a steady speed excites nothing.
|
||||
3. **Relax everything together**, Gauss-Seidel: cross-panel links, then per
|
||||
chain — bone length, bend limit, backstop, colliders.
|
||||
4. **Convert to rotations once**, at the end, and feed back the poses the
|
||||
skeleton ACTUALLY got.
|
||||
|
||||
Order matters: **links first, chains second**, so the last thing to touch any
|
||||
particle is its collision. With the chains first, every iteration ended by
|
||||
pulling neighbouring panels back toward their rest separation — straight into the
|
||||
leg just cleared. Measured on a slide: 93 mm in, 95 mm out; with the links off
|
||||
entirely the same frame solved to 27 mm.
|
||||
|
||||
Then a short tail of **collision-and-length-only** passes, because the bend limit
|
||||
and the backstop are shape constraints and re-imposing them after each collision
|
||||
makes the two argue rather than converge.
|
||||
|
||||
## What the previous version did wrong
|
||||
|
||||
One spring per bone plus FOUR repair passes behind it, each writing bone poses the
|
||||
next read back and partly undid — and the last (an ancestor "lift") wrote poses
|
||||
never fed back into the spring state, so every frame began pulling against a pose
|
||||
the springs did not know about. That feedback was the skirt "glitching out".
|
||||
Three bolt-on stages (a bodily chain push, an ancestor lift, a drape weight) all
|
||||
existed because a rotation-only solver cannot clear a contact near the head it
|
||||
rotates about.
|
||||
|
||||
## Per-class tuning (`TUNING`)
|
||||
|
||||
| | w | zeta | gravity | wind | stray | hinge | bend |
|
||||
|---|---|---|---|---|---|---|---|
|
||||
| hair | 15 | 0.45 | 1.6 | 0.30 | 0.45 | 26° | 52° |
|
||||
| skirt | 12 | 0.48 | 2.0 | 0.18 | 1.25 | 78° | 55° |
|
||||
| cloth | 13 | 0.55 | 1.9 | 0.18 | 1.10 | 62° | 52° |
|
||||
|
||||
- **`hinge` vs `bend`** are the same constraint meaning different things. Between
|
||||
segments it is BENDING stiffness (how sharply cloth may crease) and belongs
|
||||
tight. At the root it is a HINGE at the waistband — a knee coming up to hip
|
||||
height puts a thigh horizontally through where the front panel hangs, and the
|
||||
panel must ride onto it, which is most of a right angle. Magica's skirt guide
|
||||
suggests 20° at the root, but that is for a chain whose first bone is a large
|
||||
share of the skirt; Taila's first segment is 49 mm of a 288 mm panel, so 20°
|
||||
there moves the panel below it by **17 mm**.
|
||||
- **`stray`** is Magica's "Max Distance" — how far a particle may end from where
|
||||
the animation alone would have put it. Tight on hair (it has nothing to get out
|
||||
of the way of; this is what stops flailing), loose on cloth (a skirt has to lie
|
||||
along a thigh that has gone horizontal in a slide).
|
||||
- **`gravity` is small** because the authored rest pose already has the garment
|
||||
hanging. A constant force offsets the resting particle by `g/w²`, so a large
|
||||
value pulls the hem below where it was modelled — into the thigh it then has to
|
||||
be pushed out of.
|
||||
|
||||
## Colliders
|
||||
|
||||
Five capsules, measured from the mesh by `retarget.py::_leg_colliders`:
|
||||
|
||||
- A **waist LID** (`lid: true`) across the pelvis. Magica's skirt guide is blunt
|
||||
about this: one big sphere at the waist "acts as a lid that prevents particles
|
||||
in the skirt from slipping into the body". Leg capsules alone only stop cloth
|
||||
going through a thigh; nothing stops a panel swinging INWARD into the pelvis.
|
||||
- **Tapered** thigh and shin capsules — separate head and tail radii. A limb is
|
||||
not a cylinder: Taila's thigh is ~0.11 m at the hip and ~0.06 m above the knee.
|
||||
Fitted as a least-squares line through ten bands, dropping the contaminated end
|
||||
bands, with twist children folded in.
|
||||
- `from: 0.10` — the capsule starts BELOW the hip joint. The top of a thigh is
|
||||
hip, buried inside the body the skirt hangs from.
|
||||
|
||||
**Per-point rest clearance.** Each (bone, collider) point's radius is capped to
|
||||
just inside where that point rests, so the authored rest pose is a valid state.
|
||||
Without it, cloth hanging against a thigh is shoved out and pulled back every
|
||||
frame forever. The cap is PER POINT, not per bone — scaling a whole bone by its
|
||||
worst point switches collision off for every panel whose top hangs against the
|
||||
thigh, which is all the ones that matter.
|
||||
|
||||
## Collision hulls come from the MESH
|
||||
|
||||
`SkinnedPlayerModel._cloth_hulls`, at load time: every vertex a cloth bone
|
||||
dominates, binned into a ~20 mm grid, outermost cells kept, capped at 14 points.
|
||||
|
||||
The sidecar's ten farthest-point samples describe a panel's corners and hem and
|
||||
leave its MIDDLE unsampled — exactly where a thigh comes through. The solver
|
||||
reported every contact resolved while 158 vertices sat 95 mm inside a leg.
|
||||
|
||||
## There is no drape term
|
||||
|
||||
"Cloth takes a share of the leg's motion before the solver runs" is a real
|
||||
technique (Hoyoverse rigs carry a partial constraint from the leg onto the upper
|
||||
skirt bones). It was here to move panels the old rotation-only solver could not.
|
||||
With it against without, over the movement sweep:
|
||||
|
||||
```
|
||||
run 101 -> 92 mm fall 82 -> 49 mm dash 136 -> 95 mm
|
||||
idle after a dash 103 -> 20 mm
|
||||
```
|
||||
|
||||
Worse in every state but a walk, and 20× worse in stability (0.48 vs 0.05
|
||||
deg/frame at a dead idle) because its target sat inside the leg the collision was
|
||||
pushing out of. **If you reintroduce it, the target must be collision-free
|
||||
first.** A naive "seat the reference on the limb" pass was tried and destabilised
|
||||
the reference chain, because a parent's seat rotation cascades into every child.
|
||||
|
||||
## Cost and LOD
|
||||
|
||||
~2.6 ms per character per frame at full quality, three quarters of it collision.
|
||||
It was 10.9 ms before the inner loop stopped rebuilding every capsule and
|
||||
reallocating the hull array for every (bone, collider, pass).
|
||||
|
||||
`SpringBones.lod` 0–3 drops passes then collision;
|
||||
`SkinnedPlayerModel._update_cloth_lod` picks it from camera distance
|
||||
(6 / 14 / 28 m) four times a second.
|
||||
|
||||
If you add cloth bones, re-run `debug/cloth_perf_check.gd`. The cost is the
|
||||
product of joints × colliders × hull points × passes and all four are easy to
|
||||
raise by accident.
|
||||
|
||||
## Hair specifically
|
||||
|
||||
- Hair DOES collide now. It used to be excluded because a collision push happened
|
||||
after the integrator and so was deaf to spring tuning — long back hair got
|
||||
shoved out of a thigh and hauled back at stride frequency, which was the blur.
|
||||
Inside the relaxation there is no such fight.
|
||||
- Hair chains are NOT linked sideways; linking them stiffens them into rope.
|
||||
- Hair sits silent at idle (0.005 deg/frame). If it does not, something is
|
||||
driving its target — that was the drape, and it is the first thing to suspect.
|
||||
@@ -0,0 +1,299 @@
|
||||
# How imports fail, and why the checks did not catch it
|
||||
|
||||
Seven characters shipped with "All checks passed" and four of them were visibly
|
||||
broken in game — lying on their backs, seven times too big, facing backwards,
|
||||
holding a gun that floated near their chest. Nothing in the verification suite
|
||||
was wrong. It just never asked the questions that mattered.
|
||||
|
||||
**The generalised lesson, which is the whole of this page:**
|
||||
|
||||
> The suite verified that the character was *well-formed* — skeleton attached,
|
||||
> weights authored, clips non-frozen, cloth unkeyed. It never verified that the
|
||||
> character was *correct*: the right size, the right way up, the right way round,
|
||||
> and reachable by the runtime. Structural validity and usable output are
|
||||
> different properties, and a pipeline that only checks the first will ship the
|
||||
> second broken every time a source deviates from the one it was written against.
|
||||
|
||||
Every check below is cheap. None of them existed.
|
||||
|
||||
---
|
||||
|
||||
## 1. Up is not always +Z — measure it, never assume it
|
||||
|
||||
**Symptom:** the character is enormous and lying on their back.
|
||||
**Hit:** aria, momo, hikari. **Confidence: certain** — measured, not inferred.
|
||||
|
||||
`flatten_and_scale()` sets the character's real-world size with
|
||||
|
||||
```python
|
||||
height = hi.z - lo.z # Blender Z is up
|
||||
s = target_height / height
|
||||
```
|
||||
|
||||
which is right for a model that arrives Z-up in Blender, and catastrophic for one
|
||||
that does not. If the character is actually lying along Blender's Y, `hi.z - lo.z`
|
||||
measures their **thickness** — about 0.25 m — so `s = 1.75 / 0.25 ≈ 7`. The model
|
||||
is scaled seven-fold *and* left on its back. One wrong assumption, both symptoms.
|
||||
|
||||
The bind-pose bounding boxes say it plainly. A correct character is tall on Y and
|
||||
narrow on X and Z:
|
||||
|
||||
| | X | Y | Z | |
|
||||
|---|---|---|---|---|
|
||||
| taila | 1.24 | **1.75** | 0.69 | correct |
|
||||
| kiyoko | 1.50 | **1.75** | 0.32 | correct |
|
||||
| mannequin | 1.86 | **1.75** | 0.35 | correct |
|
||||
| aria | 6.12 | 1.75 | **7.48** | tall axis is Z — lying down, ~7x too big |
|
||||
| momo | 6.89 | 1.75 | **7.95** | same |
|
||||
| hikari | 6.23 | 1.75 | **13.01** | same, and worse |
|
||||
|
||||
The 1.75 lands on Y for everyone because the exporter maps Blender Z to glTF Y.
|
||||
That is exactly what makes the bug invisible: **the number you normalised always
|
||||
comes out right, whether or not it was the right number.** A check on "is the
|
||||
height 1.75" passes on all seven of these.
|
||||
|
||||
**Rule:** derive the up axis from the SKELETON, and rotate the model upright
|
||||
before scaling anything. `flatten_and_scale()` now does this.
|
||||
|
||||
**Measure it 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 whatever the last non-cosmetic
|
||||
bone in the chain is, and on a rig with a facial skeleton that can be a bone
|
||||
sitting BELOW the hips. Momo's did, so the first version of this fix stood her
|
||||
neatly on her head — correct size, correct proportions, upside down. Feet cannot
|
||||
be mistaken; they are the bottom of a standing character on every rig, and
|
||||
`foot.L/R` have resolved on every source met so far.
|
||||
|
||||
**And compare it to WORLD up, not to the model's own proportions.** The obvious
|
||||
test — "is the spine the longest axis of the bounding box?" — catches nothing
|
||||
here, because a model rotated as a whole is internally consistent: aria's spine
|
||||
*is* her longest axis, she is just lying down. She passes that test comfortably.
|
||||
The question is whether the character stands up in the world the game runs in,
|
||||
which means asserting the spine runs along Blender +Z, full stop.
|
||||
|
||||
Two more numbers are worth asserting for free: the other two extents should be
|
||||
under about 2.5 m, and the height itself should land in a human range. Those
|
||||
three together are what separated the four good characters from the three broken
|
||||
ones on the first run.
|
||||
|
||||
**Where this comes from:** all three casualties have bone names like `Hips`,
|
||||
`Left leg`, `Upper Chest`, `Breast_L` — a VRM that someone imported into Blender,
|
||||
renamed, and re-exported. Kiyoko kept raw VRoid `J_Bip_*` names and was fine. A
|
||||
**Blender round-trip can bake an axis rotation into the export**, and that family
|
||||
of files is common on Sketchfab. Treat "the bone names have been humanised" as a
|
||||
signal to check the axes.
|
||||
|
||||
---
|
||||
|
||||
## 2. The runtime must look bones up by ROLE, not by name
|
||||
|
||||
**Symptom:** the gun is not in the hands — it floats near the chest, and can
|
||||
point backwards. **Hit:** aria, momo, kiyoko, hikari.
|
||||
**Confidence: certain** — measured.
|
||||
|
||||
`SkinnedPlayerModel.set_weapon()` finds the hand with
|
||||
|
||||
```gdscript
|
||||
var hand_idx := _find_bone(["RightHand", "Hand_R", "hand.R"])
|
||||
```
|
||||
|
||||
Three hardcoded spellings. Against the shipped roster:
|
||||
|
||||
| Skin | `hand.R` resolved in the sidecar | matched by `_find_bone` |
|
||||
|---|---|---|
|
||||
| taila, miku, mannequin | `DEF-hand.R` | yes |
|
||||
| kiyoko | `J_Bip_R_Hand` | **no** |
|
||||
| aria, momo, hikari | `Right wrist` | **no** |
|
||||
|
||||
When it misses, `set_weapon` falls back to parenting the weapon to the model root
|
||||
at a fixed chest-height offset. The gun is then not attached to the character at
|
||||
all; it hangs in space near the torso and inherits none of the arm's motion.
|
||||
|
||||
This is the same class of bug as `verify_character.py` looking for legs by the
|
||||
substrings `thigh`/`shin`. **`tools/rig_map.py` exists precisely so that nothing
|
||||
downstream has to guess a bone name, and the resolved roles are written to
|
||||
`<model>.rig.json` for exactly this purpose — but only some consumers read them.**
|
||||
|
||||
**Rule:** every bone lookup anywhere in the runtime or the tools goes through the
|
||||
sidecar roles, with a name heuristic only as a last-resort fallback. Grep for
|
||||
`find_bone`, `findn(`, and any tuple of bone-name spellings; each one is a rig
|
||||
this project has not met yet.
|
||||
|
||||
---
|
||||
|
||||
## 3. Facing is inferred and never verified
|
||||
|
||||
**Symptom:** the character runs backwards. **Hit:** kiyoko.
|
||||
**Confidence: probable** — the mechanism is understood, the specific cause is not
|
||||
yet isolated.
|
||||
|
||||
Two independent things decide which way a character ends up pointing:
|
||||
`retarget.py::facing_correction()` computes a yaw to align the character's rest
|
||||
pose with the library's, and `SkinnedPlayerModel.facing_flip` then applies a
|
||||
blanket 180° because "glTF forward is +Z; players face -Z". If the source already
|
||||
faces the other way, the two compose to a character running backwards — and
|
||||
nothing anywhere measures the finished result.
|
||||
|
||||
**Rule:** facing is measurable from the skeleton — the toes are forward of the
|
||||
ankles. `flatten_and_scale()` now snaps that to Blender -Y, the convention the
|
||||
runtime flip is built around, so every character leaves the pipeline pointing the
|
||||
same way whatever the source did. Kiyoko was 180 degrees off and is now correct.
|
||||
|
||||
Snap to the nearest QUARTER TURN, not to the measured angle: a rest pose with the
|
||||
feet slightly splayed is not a character who is 7 degrees turned, and correcting
|
||||
it as one puts a permanent yaw on the whole skeleton.
|
||||
|
||||
---
|
||||
|
||||
## 4. Generated cloth chains must be validated against the geometry they drive
|
||||
|
||||
**Symptom:** hair stretches wildly during animation.
|
||||
**Hit:** miku. **Confidence: probable.**
|
||||
|
||||
`tools/cloth_bones.py` grows chains for a costume that has none, then **clears
|
||||
each vertex's existing body weights** and re-assigns it to the fitted chain,
|
||||
keeping the original only over the first 22%. That is correct when the polyline
|
||||
actually follows the clump. When it does not — a large or forked island, a
|
||||
mis-picked root end — vertices land on a bone travelling somewhere else entirely,
|
||||
and linear-blend skinning turns that into stretching.
|
||||
|
||||
The tool reports how many chains it grew. It never checks whether they *work*.
|
||||
|
||||
**Rule:** after growing chains, verify per vertex that its assigned bone stays
|
||||
near it — pose the chain a few degrees and assert the vertex moves with its bone
|
||||
rather than away from it. And never destroy the original weights without a
|
||||
fallback: a generated chain should blend against the body weight it replaced, so
|
||||
a bad fit degrades to "stiff" rather than to "torn".
|
||||
|
||||
---
|
||||
|
||||
## 5. A weapon has to be scaled to the arm that holds it
|
||||
|
||||
**Symptom:** hands flat and open, both fists bunched together at the grip, the
|
||||
stock nowhere near the shoulder. **Hit:** every model.
|
||||
**Confidence: certain** — measured and fixed.
|
||||
|
||||
Three separate causes, all of them "a constant where a measurement belonged".
|
||||
|
||||
**The gun was mounted with a constant rotation.** `set_weapon` used
|
||||
`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 mounts 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
|
||||
handing it the IDENTITY means "forward is the hand bone's -Z" — true by
|
||||
construction on any rig — and the wrist absorbs the roll.
|
||||
|
||||
**The gun was full size on a stylised character.** The set is modelled at
|
||||
real-world scale (an M4 is 0.84 m butt to muzzle); these characters have 0.47 m
|
||||
arms against an adult 0.52. That puts the handguard 0.66 m from the support
|
||||
shoulder — 0.2 m beyond reach — so a loop slid the support hand back down the
|
||||
weapon until it fitted. On Taila a support offset authored at 0.35 m collapsed to
|
||||
**0.083 m**: two fists together at the grip, which reads as a two-handed pistol
|
||||
grip, not a rifle.
|
||||
|
||||
The fix is not a fixed scale factor. The binding constraint is the SUPPORT arm:
|
||||
its hand must reach `stock + fore` in front of the pocket, from a shoulder half a
|
||||
shoulder-width off the weapon axis. Solve that triangle for the largest gun whose
|
||||
handguard still lands inside the arm's reach. Taila and Kiyoko come out at
|
||||
different scales from the same code, both with the support hand at its full
|
||||
authored handguard distance and no sliding at all.
|
||||
|
||||
Also give the slide-back loop a FLOOR. A slightly straight support arm looks far
|
||||
better than no handguard hold.
|
||||
|
||||
**Nothing posed the fingers.** Every hand was flat and open — the single loudest
|
||||
tell that a character is not really holding anything. Fingers are now closed by
|
||||
the pose layer, using an axis derived from each hand's OWN anatomy in the rest
|
||||
pose, because no two rigs agree on finger bone orientation:
|
||||
|
||||
```
|
||||
along wrist -> middle knuckle the length of the hand
|
||||
palm middle knuckle -> thumb tip across it; the thumb OPPOSES the
|
||||
fingers, so it is on the palm side by
|
||||
construction — a fact about hands, not
|
||||
a rig convention
|
||||
curl along x palm turning about this swings the fingers
|
||||
into the palm, not sideways
|
||||
```
|
||||
|
||||
The trigger hand's index finger gets a much shallower curl than the rest — it
|
||||
lies along the trigger. Curling it with the others is what makes a character look
|
||||
like they are squeezing a bar of soap.
|
||||
|
||||
Finger bones now resolve by role too (`rig_map.DIGITS`), across all three naming
|
||||
families met so far: Rigify `DEF-f_index.01.L`, VRoid `J_Bip_L_Index1`, and
|
||||
Blender-export `IndexFinger1_L`. Segments are ordered by DEPTH BELOW THE HAND,
|
||||
not by the number in the name — the numbering is not consistent between families,
|
||||
but the hierarchy always runs knuckle to fingertip.
|
||||
|
||||
**The support hand came out upside down**, because its orientation was built as
|
||||
a shortest arc plus a constant twist: align the hand's forearm line to the barrel
|
||||
(`Quaternion(fa_rest_dir, aim_dir)`), then add 0.5 rad of roll. A shortest arc
|
||||
says NOTHING about roll — it is the minimal rotation between two directions — so
|
||||
the entire roll came from that constant, and a constant is right only for the rig
|
||||
it was tuned on.
|
||||
|
||||
Orienting a hand onto something it grips is a FRAME-TO-FRAME problem, and framing
|
||||
it that way leaves nothing free to guess:
|
||||
|
||||
```
|
||||
curl axis must lie along the object's axis, or the fingers close ACROSS the
|
||||
handguard instead of around it
|
||||
palm must face the object — up, for a hand supporting from underneath
|
||||
along falls out of the other two (palm x curl)
|
||||
```
|
||||
|
||||
Map the hand's rest anatomical frame onto that target and the roll is determined,
|
||||
not chosen. Verified on both the Rigify-named mannequin and the VRoid-named
|
||||
Kiyoko: fingers wrap the handguard from below, over the top.
|
||||
|
||||
**Rule:** anything expressed as a constant in a rig's local frame — a mount
|
||||
rotation, a grip offset, a curl axis, a weapon size, a wrist twist — is a guess
|
||||
about one skeleton. Derive it from the skeleton, or hand it to a solver that
|
||||
already knows the answer. And when a rotation needs a specific ROLL, never build
|
||||
it from a shortest arc: that operator has no opinion about roll, so whatever you
|
||||
add afterwards is doing all the work.
|
||||
|
||||
## 6. Some sources are not salvageable, and the gate should say so
|
||||
|
||||
**Hit:** hikari. She failed every way at once — stretched and warped, tiny, far
|
||||
away, gun backwards. Her rig has been through at least two toolchains: her
|
||||
cosmetic bones are zero-length terminators, she carried a second armature with
|
||||
its own clips, and her feet and her spine disagree about which way is up, so the
|
||||
stand-up correction cannot resolve her either. She is now REJECTED by the gate
|
||||
and removed from the roster rather than shipped broken.
|
||||
|
||||
**Rule:** a source that fails several unrelated checks is not a tuning problem,
|
||||
it is a bad file. Spend the effort on finding a cleaner source, not on repairing
|
||||
this one — and make sure the gate blocks it, because the failure mode before this
|
||||
work was that everything passed and the breakage was only visible in game.
|
||||
|
||||
The vetting snippet in `separation.md` catches most of these before download:
|
||||
several meshes, 50+ joints, cosmetic bones present. Add a look for duplicate
|
||||
armatures and for bone chains whose bones are all at the same position.
|
||||
|
||||
## 7. Known-unsolved, and honestly so
|
||||
|
||||
Taila's legs still clip through the front of her skirt in a run, slide and dash
|
||||
(~95 mm). See `cloth-and-hair.md`. The solver sees the contact and pushes on it
|
||||
every iteration; what remains is a standing fight between the collision and the
|
||||
garment's shape constraints, not a missing check.
|
||||
|
||||
---
|
||||
|
||||
## The check that would have caught most of this
|
||||
|
||||
One pass over the finished GLB, before it is ever registered:
|
||||
|
||||
```
|
||||
POSTURE tallest axis of the bind-pose AABB == the hips->head axis,
|
||||
and the other two are under ~2.5 m (catches #1)
|
||||
SCALE height within a few percent of --height (catches #1)
|
||||
FACING toes forward of ankles, along the world forward the game
|
||||
expects, AFTER facing_flip (catches #3)
|
||||
REACHABLE every role the runtime looks up — hands, head, spine — resolves
|
||||
through the sidecar and not by name (catches #2)
|
||||
CLOTH every chain has measurable extent, and its vertices track it (#4)
|
||||
```
|
||||
|
||||
None of these needs Blender or the engine; the bind-pose AABB and the inverse
|
||||
bind matrices in the GLB are enough for the first four.
|
||||
@@ -0,0 +1,76 @@
|
||||
# Growing cloth bones on a model that has none
|
||||
|
||||
`tools/cloth_bones.py`, opt-in via `pipeline.py --grow-cloth`.
|
||||
|
||||
## When you need it
|
||||
|
||||
The spring solver simulates cloth **bones**. A garment with none is welded to
|
||||
whatever body bone it was weighted to, and no runtime setting changes that. Every
|
||||
auto-rigged model is in this state, and so is many a "rigged" download whose
|
||||
skeleton is body-only.
|
||||
|
||||
Check before importing (no Blender needed — see `separation.md`): if the joint
|
||||
list has nothing matching `hair|skirt|tail|ribbon`, the costume will not move.
|
||||
|
||||
## What it does
|
||||
|
||||
Runs on the **rigged** model, before the retarget.
|
||||
|
||||
1. **Finds the geometry by material slot.** A slot called `hair` is hair. The
|
||||
artist already answered the question, and on a joined mesh — which is what the
|
||||
auto-rig leaves behind — the material slot is the only separation left.
|
||||
2. **Splits it into clumps.**
|
||||
- *Hair*: connected islands over the mesh's own edges. A strand is a connected
|
||||
piece of surface; clustering by position would merge two ponytails passing
|
||||
near each other and split one that bends.
|
||||
- *Skirt*: radial wedges around the body's up axis. A skirt is ONE connected
|
||||
surface, so islands would return the whole thing as a single piece — which
|
||||
is the bell-shaped failure. Wedges are the ZZZ-convention panel grid.
|
||||
3. **Fits a polyline down each clump** by binning vertices by distance from the
|
||||
anchored end and taking each bin's centroid, so the chain follows the piece's
|
||||
own curve. A straight root-to-tip line cuts the corner on a bent ponytail and
|
||||
every vertex on the outside of that bend ends up on a bone travelling the
|
||||
wrong way.
|
||||
4. **Builds a bone chain along the polyline**, parented to the body bone that was
|
||||
already holding that geometry.
|
||||
5. **Re-weights** each vertex onto the two bones either side of where it projects,
|
||||
blended by how far between them it lands — while keeping the ORIGINAL body
|
||||
weight over the first `ROOT_BLEND` (22%) of the chain, so the scalp stays on
|
||||
the skull and the waistband stays on the hips.
|
||||
|
||||
Then `retarget.py::describe_rig` finds the chains by name exactly as it would an
|
||||
artist's, and writes tips, hulls and neighbours to the sidecar.
|
||||
|
||||
## Tuning
|
||||
|
||||
```
|
||||
--hair-segments 3 bones per hair strand
|
||||
--skirt-segments 4 bones per skirt panel
|
||||
--skirt-panels 12 radial panels; more = opens around a leg more smoothly
|
||||
--classes hair,skirt which material names to look for
|
||||
```
|
||||
|
||||
`MIN_STRAND_LENGTH` (60 mm) and `MIN_STRAND_VERTS` (12) drop fringe and
|
||||
ornaments. Simulating those costs the same as a ponytail and only ever produces
|
||||
jitter around the face.
|
||||
|
||||
## Worked result: Miku
|
||||
|
||||
```
|
||||
19 chains, 57 bones grown from one `hair` material slot
|
||||
sidecar: 0 cloth chains -> 19
|
||||
idle stability: 0.007-0.018 deg/frame (quiet)
|
||||
mesh intact, no tearing (debug/character_look_capture.gd)
|
||||
```
|
||||
|
||||
## Limits
|
||||
|
||||
- **It cannot find a garment that shares a material with the body.** Miku's skirt
|
||||
is on her `body` slot, so she got hair chains and no skirt. Splitting by
|
||||
geometry rather than by material would be the next step.
|
||||
- **It does not set `weights_authored`.** An auto-rigged model still gets the
|
||||
destructive load-time `SkinLegRepair`. That repair only touches cross-leg
|
||||
vertices, so it leaves hair alone, but it is worth knowing.
|
||||
- **Grown chains are a fallback, not a substitute for a rigged source.** They
|
||||
follow the geometry, but an artist's chains carry intent — where a panel should
|
||||
split, which strands move together — that no fit recovers.
|
||||
@@ -0,0 +1,127 @@
|
||||
# Rigging and retargeting
|
||||
|
||||
## Roles, not names
|
||||
|
||||
`tools/rig_map.py` resolves a skeleton to ROLES — `hips`, `spine[]`, `neck`,
|
||||
`head`, and `limb[(role, side)]` for `thigh/shin/foot/toe/shoulder/upper_arm/
|
||||
forearm/hand`. Matching is by whole tokens plus anatomy (chain length, position,
|
||||
which bone is a child of which), so a Rigify `DEF-thigh.L`, a Mixamo
|
||||
`mixamorig:LeftUpLeg` and a bespoke `Bip01_L_Thigh` all land on the same role.
|
||||
|
||||
This is what removed the need to destroy foreign skeletons. `roles.missing_core()`
|
||||
is the gate: if the core roles cannot be found the pipeline stops rather than
|
||||
guessing.
|
||||
|
||||
The resolved roles are written to `<model>.rig.json` and read at runtime by
|
||||
`ShooterPoseModifier._resolve`, which aliases its library-flavoured names
|
||||
(`DEF-hips`, `DEF-spine.001`…) onto whatever this rig calls them. Taila's hips
|
||||
are `DEF-spine`, her head is `DEF-spine.006`, and she has **no bone with "neck"
|
||||
in its name at all** — unresolved, every lean, aim pitch and slide head-lift
|
||||
silently did nothing.
|
||||
|
||||
### Names lie. Anatomy does not.
|
||||
|
||||
Four sources that were not authored against the library's spelling each broke
|
||||
role resolution in a different way. All four fixes are in; the lesson is that
|
||||
**anything guessing anatomy from a name needs a structural fallback.**
|
||||
|
||||
- A bare `leg` is the SHIN on Mixamo (`LeftUpLeg` is the thigh) and the THIGH on
|
||||
a rig whose shin is called `knee`. Same token, opposite bones, both common. So
|
||||
`RigRoles` walks the leg upward from the foot and fills in whatever the names
|
||||
could not, stepping over twist bones.
|
||||
- Claims are granted **longest-stem first**. Taking the first role in
|
||||
`LIMB_ORDER` that matched at all let shin's catch-all `"leg"` beat thigh's
|
||||
exact `"upperleg"`, and the outcome depended on bone iteration order.
|
||||
- Cosmetic and spring classes accept a **two-character positional suffix**:
|
||||
`HairFL`, `HairFR`, `HairF_Top` tokenise to `hairfl` and matched nothing, so a
|
||||
character imported with no hair chains at all. Two characters is short enough
|
||||
that `forearm` and `earring` are still not swept in.
|
||||
- VRoid spells legs `UpperLeg`/`LowerLeg`. Any CHECK that name-matches
|
||||
`thigh`/`shin` will silently pass or silently fail on it — see
|
||||
`verification.md`.
|
||||
|
||||
If a new source fails with `could not identify these bones`, dump the joint names
|
||||
first (`separation.md` has a no-Blender snippet) and decide whether it is a
|
||||
missing stem or a case only anatomy can settle.
|
||||
|
||||
## Rebuilding the hierarchy
|
||||
|
||||
A Rigify DEF-rig exports its chain roots parented straight to the armature root,
|
||||
because Rigify drives them by constraint rather than by hierarchy. Left that way,
|
||||
rotating the hips leaves the legs, skirt and hair floating in place.
|
||||
|
||||
`rebuild_hierarchy` re-attaches orphans: by anatomy where the role is known, and
|
||||
by rest geometry (nearest plausible parent) otherwise. **Cloth may only attach to
|
||||
the trunk.**
|
||||
|
||||
## Subdividing cloth panels
|
||||
|
||||
`subdivide_cloth_panels(arm, meshes, roles, segments=4)`.
|
||||
|
||||
A skirt panel that is a single bone from the waist is a rigid flap: it can only
|
||||
rotate about its own head, and a contact near that head is unreachable at any
|
||||
angle. Splitting each panel into a chain is what lets it bend, and it is why the
|
||||
ZZZ-convention skirt is a grid rather than a fan.
|
||||
|
||||
On Taila this turns 21 panel bones into 21 chains of 4. The segment lengths come
|
||||
out uneven (49/49/49/141 mm) because the last segment runs on to the hem.
|
||||
|
||||
Weights are redistributed along the panel as it is split, so the mesh follows the
|
||||
new chain.
|
||||
|
||||
## Twist bones
|
||||
|
||||
A forearm or thigh twist bone takes half the roll of its parent so the skin does
|
||||
not candy-wrap. They are detected (`is_segment_of`) and recorded in the sidecar's
|
||||
`twist` list. They are also folded into the limb when measuring collider radii:
|
||||
most of a thigh's surface belongs to `DEF-thigh.L.001`, and what is left
|
||||
dominated by `DEF-thigh.L` is mostly hip flare, which fitted a 0.154 m radius —
|
||||
a 30 cm thigh.
|
||||
|
||||
## Joint helpers
|
||||
|
||||
`SkinJointHelper.install` runs for EVERY model however it was rigged. Linear-blend
|
||||
skinning collapses any joint by cos(angle/2) no matter how good the weights are;
|
||||
measured at the knee, 0.77 without helpers against 0.99 with. They are updated
|
||||
LAST, inside the modification pass, so each helper tracks whatever final rotation
|
||||
its child bone ended up with.
|
||||
|
||||
## The retarget maths
|
||||
|
||||
Bake each clip as a **rest-relative delta**:
|
||||
|
||||
```
|
||||
R_world = src_pose_rot * src_rest_rot⁻¹ what the clip does
|
||||
tgt_rot = R_world * tgt_rest_rot done to THIS rig
|
||||
```
|
||||
|
||||
Copying absolute world orientation instead — which is what a constraint bake does
|
||||
— forces the library's bone ROLL onto a mesh bound with a different one, and
|
||||
twists every limb by a constant offset.
|
||||
|
||||
Also handled: a facing correction (`facing_correction`) when the library and the
|
||||
character face different ways, and a hips-height scale so a short character does
|
||||
not float.
|
||||
|
||||
## Export flags that matter
|
||||
|
||||
```python
|
||||
export_bake_animation=False,
|
||||
export_optimize_animation_keep_anim_armature=False,
|
||||
```
|
||||
|
||||
`keep_anim_armature` forces a track onto every bone whether or not the clip
|
||||
touches it. Off, the skirt and hair export with **no tracks at all** and belong
|
||||
entirely to the spring solver. This one flag is the animation/physics split.
|
||||
|
||||
## Height normalisation
|
||||
|
||||
`flatten_and_scale(arm, meshes, TARGET_HEIGHT)` — default 1.75 m. Applied before
|
||||
the retarget so the library's stride matches the character's legs.
|
||||
|
||||
## When a model has no skeleton
|
||||
|
||||
`tools/autorig.py` will fit one, and the pipeline accepts the quality loss:
|
||||
nearest-bone weights, cross-leg bleed, no cloth chains. `weights_authored` comes
|
||||
out false, `SkinLegRepair` runs at load to snap the worst of it, and the
|
||||
character will have no secondary motion. Prefer finding a rigged source.
|
||||
@@ -0,0 +1,178 @@
|
||||
# Body, garments, hair — what must stay separate
|
||||
|
||||
The single structural idea behind an anime-styled character rig, and the thing
|
||||
every failure in this project traced back to.
|
||||
|
||||
## The convention this pipeline follows
|
||||
|
||||
Hoyoverse-class character rigs (Genshin, Star Rail, Zenless Zone Zero) are built
|
||||
the same way, and the parts that matter are visible in any of their exported
|
||||
assets and in the toolchains built around them (Magica Cloth 2, UnityChan
|
||||
SpringBone, VRM's spring-bone spec — all of which exist because this shape is
|
||||
the convention):
|
||||
|
||||
| Convention | What this repo does |
|
||||
|---|---|
|
||||
| Body, face, hair and each garment are SEPARATE meshes with separate materials | Never join meshes; 18 meshes on Taila are all kept |
|
||||
| Skirts get a radial grid of bone chains — many panels, several segments each | 21 panels × 4 segments, subdivided at build time |
|
||||
| Hair is chains of 2–4 bones from the scalp | Detected from the source rig; 14 chains on Taila |
|
||||
| Cloth/hair bones carry NO animation keys; physics owns them | `export_optimize_animation_keep_anim_armature=False` |
|
||||
| Physics colliders are a small set of capsules: thighs, shins, and a big one at the waist acting as a lid | 5 capsules, measured from the mesh (`_leg_colliders`) |
|
||||
| Neighbouring skirt panels are linked sideways | 278 cross-panel distance links from shared vertices |
|
||||
| Each surface is TAGGED with what it is, so shading can differ per class | `tools/surface_map.py` writes it; `SkinSurfaces` reads it |
|
||||
| Cel shading with a ramp, plus a separate outline pass | `LevelMaterials.apply_toon_recursive` + `apply_character_look` |
|
||||
|
||||
Where we differ: their collider capsules and cloth parameters are hand-authored
|
||||
per character by a technical artist. We MEASURE them from the model's own
|
||||
geometry at build time, because there is no artist in this loop. That is the
|
||||
whole reason `<model>.rig.json` exists.
|
||||
|
||||
Where there IS an artist in the loop, there is now somewhere to put the answer:
|
||||
`debug/rig_lab.tscn` and the layered files behind it (see the SKILL). Measuring
|
||||
is the default and hand-authoring is the override, rather than the other way
|
||||
round.
|
||||
|
||||
## Separation is only half of it — the parts have to be NAMED
|
||||
|
||||
Keeping the meshes apart is structural. Knowing which is which is what lets
|
||||
anything act on the difference, and until the surface table existed nothing did:
|
||||
every surface of every character took one set of shading numbers, calibrated on
|
||||
skin, because there was no way to ask whether a surface was hair.
|
||||
|
||||
The table lives in the sidecar as `surfaces`, keyed on the MATERIAL name — mesh
|
||||
node names are `Object_7` through `Object_32` on every character in this game and
|
||||
carry no meaning, while material names survive the glTF round trip intact and are
|
||||
what the artist actually chose. It is decided three ways, in descending order of
|
||||
how much it trusts them:
|
||||
|
||||
1. **the material name.** On VRoid exports it is formal —
|
||||
`N00_000_00_Body_00_SKIN_Instance` carries its own class infix, and every
|
||||
VRoid character here uses SKIN / FACE / EYE / HAIR / CLOTH.
|
||||
2. **the weights.** Decisive when the name says nothing: a surface pulled by the
|
||||
skirt chain is a skirt whatever it is called. The threshold is deliberately
|
||||
low (5%), because VRoid welds the whole cap of the hair to the head bone and
|
||||
springs only the strands — kiyoko's hair mesh is 85% head, and a majority rule
|
||||
would call it skin.
|
||||
3. **the material flags.** These catch line-work, which is the one class that is
|
||||
not a surface of the character at all.
|
||||
|
||||
It is built from the same chains the spring solver uses, so the two can never
|
||||
disagree about which bones are a skirt.
|
||||
|
||||
## Why the separation is load-bearing
|
||||
|
||||
**Materials.** The body wants skin shading, hair wants an anisotropic-ish ramp
|
||||
and its own outline weight, cloth wants flat banding. One merged mesh gets one
|
||||
treatment and everything reads as plastic.
|
||||
|
||||
**The cloth solver.** `SkinnedPlayerModel._cloth_hulls` extracts, per cloth bone,
|
||||
the vertices that bone dominates — that is only meaningful while the garment is
|
||||
its own mesh with its own weights. Merge the meshes and the solver has no way to
|
||||
know which vertices are skirt.
|
||||
|
||||
**Weights.** A joined mesh rebound by nearest-bone weighting produced 2817
|
||||
vertices pulled by BOTH legs on Taila (16% of the model, worst a dead 50/50).
|
||||
Such a vertex sits between the legs and stays there while they separate,
|
||||
stretching every triangle around it. That is the "squashing on jump" and the
|
||||
"elongated boot".
|
||||
|
||||
## How cloth is detected and classed
|
||||
|
||||
`tools/rig_map.py::is_cosmetic` matches WHOLE TOKENS in a bone name against:
|
||||
|
||||
```
|
||||
hair skirt cloth ribbon tail cape coat scarf sleeve breast bust
|
||||
feather strap antenna wing (+ face/eye classes that must never swing)
|
||||
```
|
||||
|
||||
Whole-token only — `shoulder` must not match `should`, and a bone called
|
||||
`hair_root` is hair while `chairbone` is not.
|
||||
|
||||
`retarget.py::SPRING_CLASSES` is a NARROWER set: the classes that actually get
|
||||
secondary motion. A face-shape or eye chain is cosmetic but must never swing.
|
||||
|
||||
Each chain lands in `<model>.rig.json` as:
|
||||
|
||||
```json
|
||||
{ "class": "skirt",
|
||||
"root_parent": "DEF-spine.001",
|
||||
"bones": ["DEF-skirt", "DEF-skirt.seg1", "DEF-skirt.seg2", "DEF-skirt.seg3"],
|
||||
"tips": [[x,y,z], ...], // where each bone points, in its own space
|
||||
"hulls": [[[x,y,z], ...], ...], // sample of the geometry it drives
|
||||
"neighbours": [{"DEF-skirt.L": 10.7, ...}] // shared-vertex weight
|
||||
}
|
||||
```
|
||||
|
||||
`tips` exists because **a glTF skeleton carries no bone tails at all**, and
|
||||
Taila's skirt panel bones have no children either, so nothing in the skeleton
|
||||
says which way a panel hangs. It is measured from the geometry the bone drives.
|
||||
|
||||
`neighbours` means SHARED VERTICES — the artist's own answer to which pieces of
|
||||
cloth are sewn together. Adjacency by name or by rest distance would both be
|
||||
guesses.
|
||||
|
||||
## The three rules that keep it intact
|
||||
|
||||
1. **Cloth may only ever parent to the trunk, never to a limb.**
|
||||
`rebuild_hierarchy` enforces this. A skirt parented to a thigh becomes
|
||||
trousers.
|
||||
|
||||
2. **Cloth is never SKINNED to a leg.** There was a `bind_cloth_to_legs()` that
|
||||
gave cloth vertices near a thigh a share of that thigh, so the skirt would
|
||||
ride the leg the way a real one does. It is deleted. A vertex weighted 0.9 to
|
||||
a thigh cannot be moved by its own cloth bone, so the solver loses the
|
||||
authority to push it out of that leg — and 0.9 of a rotation always lags the
|
||||
surface doing 1.0 of it, so the leg overtakes it anyway. It also poisoned the
|
||||
collider measurement: 2258 skirt vertices counted as thigh geometry and fitted
|
||||
a 0.28 m thigh.
|
||||
|
||||
3. **Cloth bones carry no animation tracks.** If the exporter bakes rest-pose
|
||||
tracks onto them (`keep_anim_armature`), the AnimationPlayer overwrites the
|
||||
spring solver every frame.
|
||||
|
||||
## Worked example: why the two shipped characters differ so much
|
||||
|
||||
Both are in `assets/characters/skins/`. Compare their sidecars:
|
||||
|
||||
| | Taila | Miku |
|
||||
|---|---|---|
|
||||
| source had a skeleton | yes | **no — 5 meshes, 0 joints** |
|
||||
| `weights_authored` | true | **false** |
|
||||
| cloth chains | 35 (127 bones) | **0** |
|
||||
| twist bones | 8 | **0** |
|
||||
| meshes shipped | 18 | **1** |
|
||||
|
||||
Miku's source (`assets/characters/incoming/miku_test.glb`) is an unrigged mesh,
|
||||
so she went through `autorig.py`: joined to one mesh, rebound by nearest-bone
|
||||
weighting, no cloth chains. Her twin tails and skirt are dead geometry that
|
||||
cannot move, and `SkinLegRepair` runs destructively on her every spawn.
|
||||
|
||||
Nothing downstream can recover this. **The single highest-leverage decision in
|
||||
this whole pipeline is choosing a source model that already has a skeleton with
|
||||
skirt and hair bones.** Everything else is recoverable; this is not.
|
||||
|
||||
A quick check on any candidate, without Blender:
|
||||
|
||||
```python
|
||||
import json, struct
|
||||
with open(path,'rb') as f:
|
||||
f.read(12); clen,_=struct.unpack('<II',f.read(8))
|
||||
j=json.loads(f.read(clen))
|
||||
nodes=[n.get('name','') for n in j['nodes']]
|
||||
joints=[nodes[i] for s in j.get('skins',[]) for i in s['joints']]
|
||||
print(len(j['meshes']), 'meshes', len(joints), 'joints')
|
||||
print([n for n in joints if any(t in n.lower() for t in ('hair','skirt','tail','ribbon'))])
|
||||
```
|
||||
|
||||
Several meshes, 50+ joints, and a non-empty cosmetic list means a good source.
|
||||
|
||||
## Checking a source model before importing
|
||||
|
||||
```bash
|
||||
python tools/verify_character.py <model.glb>
|
||||
```
|
||||
|
||||
What you want to see: several meshes, bone names containing `skirt`/`hair`,
|
||||
twist bones (`thigh.L.001`), and weights that are NOT all at 4 influences.
|
||||
`weights_authored` in the sidecar is measured from exactly this and decides
|
||||
whether the destructive load-time repair runs.
|
||||
@@ -0,0 +1,112 @@
|
||||
# Stylization — the cel-shaded look
|
||||
|
||||
Two passes, applied at load in `SkinnedPlayerModel.load_model`:
|
||||
|
||||
```gdscript
|
||||
LevelMaterials.apply_toon_recursive(scene) # world-wide toon shading
|
||||
LevelMaterials.apply_character_look(scene) # character-only corrections
|
||||
```
|
||||
|
||||
## The trap: imported models bring their own line-work
|
||||
|
||||
Anime models exported from MMD/VRoid/Blender toon setups very often ship the
|
||||
outline **as geometry** — an inverted-hull shell of the mesh with a flat black,
|
||||
UNTEXTURED material, plus separate flat cards for the eye whites, irises and the
|
||||
pupil highlight. The mesh you import is not just the character; part of it is
|
||||
already the drawing.
|
||||
|
||||
Toon-lighting that shell is what put a **white rim on every hair strand**. It is
|
||||
an inverted hull whose normals face away from you; a lighting model that adds a
|
||||
rim term lights it brightly exactly where it is supposed to read as ink.
|
||||
|
||||
`apply_character_look` therefore looks for the model's own line-work and handles
|
||||
it flat and unshaded. "Untextured" alone is NOT the test — that made every
|
||||
flat-coloured model render as a black silhouette, because Quaternius' mannequin
|
||||
has two untextured materials (a yellow body, lilac joints) and both were hidden
|
||||
as though they were an outline shell. The test asks three things instead: is it
|
||||
named `eyes*`, is it drawn front-face-culled (the classic inverted-hull setup),
|
||||
or is its albedo near-black. An ink shell is black; a flat-coloured character is
|
||||
any colour at all.
|
||||
|
||||
That test now runs at BUILD time (`tools/surface_map.classify_linework`) and its
|
||||
answer lives in the sidecar. `SkinSurfaces.guess()` is the same rule kept as the
|
||||
runtime fallback, for a model with no surface table — and the cull-mode half of
|
||||
it is re-run at runtime even when the table exists, because glTF has no way to
|
||||
say "draw only the backfaces" and an inverted hull cannot survive the round trip
|
||||
as a cull mode. Blender genuinely cannot see it; Godot can.
|
||||
|
||||
What it then does:
|
||||
|
||||
- **Outline hull** → made fully transparent rather than deleted. Deleting a
|
||||
surface would renumber the rest and break the mesh's own skin bindings. The
|
||||
game draws its own outline.
|
||||
- **Eye cards** (`resource_name` starts with `eyes`) → flat ink, except anything
|
||||
with `HL` in the name, which is the glint in the pupil and really is white.
|
||||
|
||||
If a newly imported character comes out with a white halo, a black silhouette,
|
||||
or black eyes that should have irises, the line-work test and the name-matching
|
||||
below it are where to look — now in `tools/surface_map.py`, mirrored by
|
||||
`SkinSurfaces.guess()`. **Change both or neither**: a model with a surface table
|
||||
would start rendering differently from one without.
|
||||
|
||||
## Per-class art direction
|
||||
|
||||
Because each surface says what it is, each class takes its own numbers
|
||||
(`LevelMaterials.CHARACTER_LOOK`). `body` is deliberately identical to what every
|
||||
surface used to get, so the calibration this was all built on does not move. The
|
||||
others are departures, each for a reason:
|
||||
|
||||
| Class | Outline | Band | Why |
|
||||
|---|---|---|---|
|
||||
| body | 5.0 mm | 0.16 | unchanged — the baseline |
|
||||
| cloth | 5.8 mm | 0.13 | a garment's silhouette is most of what separates a character from the background at range; folds need a defined terminator to read as fabric |
|
||||
| hair | 3.4 mm | 0.20 | **the one that matters.** A hair mesh is dozens of near-parallel strands millimetres apart; at the body's 5 mm each strand's hull swallows its neighbour and the head reads as one solid dark cap |
|
||||
| accessory | 6.8 mm | 0.10 | small, rigid, usually the most saturated thing on the character — meant to pop |
|
||||
|
||||
This required moving the outline from `material_overlay` on the INSTANCE to
|
||||
`next_pass` on each surface's material. Miku's body, face and hair are three
|
||||
surfaces of one mesh, so an instance-wide overlay can only ever give all three
|
||||
the same weight.
|
||||
|
||||
Taila's eyes still render as black cards rather than amber irises. Her eye
|
||||
surfaces are untextured, and the glTF import hands every untextured surface a
|
||||
default near-white albedo, so colour cannot tell an iris card from a lash card
|
||||
on her — the name is all there is, and `eyes*` currently means "ink". Unfixed.
|
||||
|
||||
## Materials on import: the unlit problem
|
||||
|
||||
Anime glTFs are very often exported "unlit": `KHR_materials_unlit`, a **black**
|
||||
`baseColorFactor`, and the real texture wired to `emissiveTexture`. Renderers
|
||||
honouring the unlit extension use base colour and ignore emission — so Blender
|
||||
reads black, never references the images, and imports with `bpy.data.images`
|
||||
**empty**. The character comes out a silhouette, and there is no node graph left
|
||||
to patch afterwards.
|
||||
|
||||
`tools/gltf_fix.py` rewrites the container **before** import: emissive becomes
|
||||
base colour, the unlit flag is dropped. It must run first — this is the first
|
||||
thing `retarget.py::main` does, before `import_any`.
|
||||
|
||||
`fix_unlit_materials(meshes)` then repairs anything left inside Blender.
|
||||
|
||||
## What the toon pass does
|
||||
|
||||
`apply_toon_recursive` gives everything the game's banded ramp. `apply_character_look`
|
||||
then softens the banding on characters, because re-banding an already-shaded
|
||||
anime texture reads as gloss — the texture already contains its own shading and
|
||||
the second pass fights it.
|
||||
|
||||
## Convention alignment
|
||||
|
||||
The Hoyoverse-class look is, broadly: a ramp texture indexed by NdotL for the
|
||||
body, a separate ramp and often a dedicated shader for the face, an inverted-hull
|
||||
outline whose width is vertex-colour-modulated, and specific handling for eyes
|
||||
and hair highlights. This project does the simplified version — one banded ramp
|
||||
plus a screen-space-ish ink treatment, and the model's own outline shell hidden
|
||||
in favour of the game's. The face is NOT specially shaded here; if a character
|
||||
comes out with harsh shadow shapes across the nose, that is the missing piece.
|
||||
|
||||
## Outline thickness
|
||||
|
||||
Lives with the toon material in `scenes/maps/level_materials.gd`
|
||||
(`CHARACTER_INK` and the outline settings). This is the branch it was last
|
||||
touched on — `feat/outline-thickness-and-tp-weapon-hold`.
|
||||
@@ -0,0 +1,168 @@
|
||||
# Verification — and the trap that invalidated all of it
|
||||
|
||||
## READ THIS FIRST
|
||||
|
||||
**Godot restores every bone's local pose after the `SkeletonModifier3D` pass.**
|
||||
|
||||
So calling `force_update_all_bone_transforms()` and reading
|
||||
`get_bone_global_pose()` from a `SceneTree` script, from `_process`, or anywhere
|
||||
outside that pass recomputes the globals from the **animation alone**. The
|
||||
shooter pose layer and the cloth solver are simply not in what you measure.
|
||||
|
||||
`debug/cloth_clip_check.gd` did exactly this. It reported the same ~95 mm of
|
||||
leg-inside-skirt with collision fully enabled **and with the collision call
|
||||
commented out**. Every number ever taken from that tool before 2026-07-26 is
|
||||
void, and several rounds of "tuning did nothing" in the history were reading a
|
||||
pose the solver never touched.
|
||||
|
||||
**To measure a pose layer, add your own `SkeletonModifier3D` as a child of the
|
||||
`Skeleton3D` AFTER the one you care about, and snapshot inside its
|
||||
`_process_modification()`.** The `PoseProbe` class in `cloth_clip_check.gd` and
|
||||
`travel_dir_check.gd` is the pattern.
|
||||
|
||||
Two related traps:
|
||||
|
||||
- **Headless runs uncapped**, so the engine delta is sub-millisecond and anything
|
||||
integrated barely moves. Set `SpringBones.fixed_delta = 1.0/60.0`.
|
||||
- **A single frame of a locomotion clip measures the clip.** A run cycle twists
|
||||
the torso against the hips by tens of degrees twice per stride, swamping
|
||||
anything a pose layer does. Average over a stride.
|
||||
|
||||
## The tools
|
||||
|
||||
| Tool | Measures | Good |
|
||||
|---|---|---|
|
||||
| `spawn_smoke_test.gd` | spawn, skins, anim tree, camera, state cycling | 29 OK, 0 failures |
|
||||
| `cloth_clip_check.gd` | leg-inside-cloth per movement state, per vertex | idle < 25 mm |
|
||||
| `cloth_settle_check.gd` | deg/frame at a dead idle, contacts/frame | skirt < 0.1, hair < 0.01 |
|
||||
| `cloth_perf_check.gd` | ms per character per frame | ~2.6 ms |
|
||||
| `cloth_allow_check.gd` | how much of each limb the rest-clearance cap makes the solver blind to | 17–35 mm on Taila |
|
||||
| `cloth_stretch_check.gd` | mesh tearing between panels | no 3× edges |
|
||||
| `travel_dir_check.gd` | stride direction vs. travel direction | < 10° except a capped sidestep |
|
||||
| `limb_deform_check.gd` | joint collapse | knee ~0.99 |
|
||||
| `verify_character.py` | meshes, bones, weights of a SOURCE model | several meshes, cloth bones present |
|
||||
| `surface_class_check.gd` | every surface resolves from the sidecar, not the fallback | 0 fallbacks on all six skins |
|
||||
| `character_picker_check.gd` | the escape-menu roster: skeleton, clips, surfaces, and that the pose MOVES | 0 failures |
|
||||
| `rig_anchor_check.gd` | a grip anchor physically moves the weapon, and clears | 0 failures |
|
||||
| `anchor_shift_check.gd` | the hand anchors move in the GUN's frame, both poses | 0 failures |
|
||||
| `anchor_drag_check.gd` | dragging a marker writes the knob the mouse asked for | 0 failures |
|
||||
| `hold_pose_check.gd` | the lab shows only the selected pose's knobs; every wrist axis turns its hand | 0 failures |
|
||||
| `wrist_gun_check.gd` | the wrist turns the hand and NOT the gun welded to it | hand ~28°, gun < 1° |
|
||||
| `anim_capture.gd` / `orbit_capture.gd` | renders, for looking | — |
|
||||
| `roster_capture.gd` | one photo of every character, from the picker | — |
|
||||
| `ui_capture.gd` | one photo of every menu screen | — |
|
||||
| `rest_pose_check.gd` | each rig's bind-pose limb directions vs. the library's | see below |
|
||||
|
||||
## What `rest_pose_check` actually established
|
||||
|
||||
It was written to test a suspicion — that the rest-relative retarget silently
|
||||
assumes both rigs rest alike — and it disproved it. Miku's arms rest **41°** off
|
||||
the animation library's and Taila's **32°**, and both animate correctly. The
|
||||
delta retarget handles a rest-pose difference, which is what it is for. Do not
|
||||
go looking there again.
|
||||
|
||||
It also demonstrates the measurement trap in miniature. Written as "the direction
|
||||
from a bone to its FIRST CHILD", it reported kiyoko's and aria's legs 71° off —
|
||||
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°. The same rule as everywhere else in this pipeline: resolve
|
||||
roles, never take whatever the rig happens to hand you.
|
||||
|
||||
## Assert the consequence, not the plumbing
|
||||
|
||||
Three of these exist because the obvious check passes on a broken system.
|
||||
|
||||
- `character_picker_check` asserts the skeleton's pose CHANGES over a dozen
|
||||
frames. Asking the model which clip it is playing does not work: that is a
|
||||
variable the class sets on itself, and it reads `"Idle"` just as happily when
|
||||
the animation tree is not ticking at all.
|
||||
- `rig_anchor_check` asserts the weapon MOVES by the offset asked for. An anchor
|
||||
system is easy to build so that the sliders move, the file saves and the JSON
|
||||
round-trips while the gun does not budge — the value read into a variable
|
||||
nobody consumed. It measures in the attachment's frame, not the world's:
|
||||
the attachment tracks a bone on an animating skeleton, so a world-space delta
|
||||
is mostly the idle animation.
|
||||
- `anchor_shift_check` and `anchor_drag_check` both measure in the GUN's frame
|
||||
rather than the world's, and have to. The hold BREATHES — a
|
||||
`sin(_time * 2.2) * 0.012` on the muzzle pitch — so no anchor is ever at the
|
||||
same world position twice, and comparing absolute positions reported a 3.5 mm
|
||||
error that was the character inhaling. Taking each anchor relative to the one
|
||||
it hangs off and rotating into the current gun basis cancels the breathing,
|
||||
the ADS blend and the recoil kick exactly, because all three move the basis
|
||||
and the anchor together.
|
||||
- `hold_pose_check` measures the wrists through a `PoseProbe`, and had to learn
|
||||
it the same way everything else did: reading `get_bone_pose_rotation` from the
|
||||
SceneTree reported every wrist axis as turning the hand by **0.0 degrees** —
|
||||
the identical answer it would give if the wrists had never been implemented.
|
||||
See READ THIS FIRST. That trap is still the most expensive one in this repo.
|
||||
- `surface_class_check` FAILS on a surface that falls through to the heuristic
|
||||
instead of resolving from the table. A model whose names stopped matching still
|
||||
renders — the fallback catches it — and quietly loses its per-class art
|
||||
direction. Nothing else would report that.
|
||||
|
||||
And four of the last five real defects came from LOOKING, not from asserting:
|
||||
a preview showing the back of the character's head, a turntable that carried on
|
||||
from the previous character, an unstyled list, and momo's idle pose. Every one
|
||||
passed every assertion. Run `roster_capture` and `ui_capture` and open the PNGs.
|
||||
|
||||
Run them:
|
||||
|
||||
```bash
|
||||
godot --headless --path . -s res://debug/<tool>.gd
|
||||
godot --headless --path . -s res://debug/<tool>.gd -- res://assets/characters/skins/<name>.glb
|
||||
```
|
||||
|
||||
Scripts run with `-s` MUST extend `SceneTree`. A `Node` script never quits and
|
||||
hangs forever.
|
||||
|
||||
## Measure the right quantity
|
||||
|
||||
`cloth_clip_check.gd` used to report "how much CLOSER the leg got than the artist
|
||||
modelled it". A hem 200 mm clear of a shin legitimately comes 180 mm closer when
|
||||
the leg kicks out in a slide, and counting that as a failure buried the real
|
||||
clipping under motion the character is supposed to have. It now reports how far
|
||||
INSIDE a capsule a cloth vertex is, over and above however far inside it was
|
||||
modelled — only cloth actually within the capsule can be showing a leg through.
|
||||
|
||||
It also applies the collider's `from` offset, so it tests the same band of thigh
|
||||
the solver is defending. Measuring the full bone tests the hip cap the solver
|
||||
deliberately excludes and reports it as clipping no tuning can fix.
|
||||
|
||||
## What the suite still does not check
|
||||
|
||||
It verifies that a character is WELL-FORMED, not that it is CORRECT. Those are
|
||||
different properties, and only the first was ever asserted — which is how four
|
||||
characters shipped "All checks passed" while lying on their backs, seven times
|
||||
too large, facing backwards, or unable to hold a gun. See `failure-modes.md`.
|
||||
|
||||
`posture` and `bone roles reachable at runtime` are now hard checks. Still
|
||||
missing, and worth adding when a source next exposes them: facing measured on the
|
||||
OUTPUT, and per-vertex validation that a generated cloth chain actually tracks
|
||||
the geometry it was given.
|
||||
|
||||
## Diagnosing "the solver isn't working"
|
||||
|
||||
In order:
|
||||
|
||||
1. **Is the measurement inside the modifier pass?** (Above. Do this first.)
|
||||
2. **Does the solver SEE the contact?** `debug_hit_report()` — bone → deepest
|
||||
overlap it found. If ~0 while the mesh is deep inside a leg, the collision
|
||||
hull does not cover the geometry that is clipping.
|
||||
3. **Does it CONVERGE?** `debug_residual_report()` — overlap left after the
|
||||
relaxation. Seen 93 mm, left 95 mm is a standing fight, not slow convergence;
|
||||
quadrupling the iterations will buy nothing. Find what is pulling back.
|
||||
4. **Only then, tune.**
|
||||
|
||||
That order was learned the hard way: the drape, the bend limits, the backstop,
|
||||
the iteration count and the hull sampling were each suspected and tested, and
|
||||
the answer was in step 1.
|
||||
|
||||
## Also run
|
||||
|
||||
```bash
|
||||
godot --headless --path . -s res://movement/tests/run_fsm_tests.gd # 11 tests
|
||||
godot --headless --path . --check-only --script res://<file>.gd # syntax
|
||||
```
|
||||
|
||||
Autoload identifiers report false "not found" errors under `--check-only` —
|
||||
ignore those.
|
||||
@@ -47,7 +47,23 @@ user_settings/
|
||||
*.pidb
|
||||
*.userprefs
|
||||
|
||||
# Secrets
|
||||
.sketchfab_token
|
||||
|
||||
# Python
|
||||
.venv/
|
||||
__pycache__/
|
||||
|
||||
# Asset pipeline staging (raw downloads, not game-ready)
|
||||
assets/characters/incoming/
|
||||
|
||||
# Misc
|
||||
*LF*
|
||||
tags
|
||||
*.log
|
||||
Papaya-Shooter.pck
|
||||
Papaya-Shooter.exe
|
||||
Papaya-Shooter.console.exe
|
||||
|
||||
# Raw downloaded asset packs (not game content; some paths exceed Windows limits)
|
||||
addons/lowpoly_map_gen/downloaded_assets/
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
-------------------------------------------------------
|
||||
License:
|
||||
CC0 1.0 Universal (CC0 1.0)
|
||||
Public Domain Dedication
|
||||
https://creativecommons.org/publicdomain/zero/1.0/
|
||||
|
||||
------------------------------------------------------
|
||||
Models by @Quaternius
|
||||
Consider supporting me on Patreon!
|
||||
|
||||
https://www.patreon.com/quaternius
|
||||
|
||||
-------------------------------------------------------
|
||||
Join the Discord Server:
|
||||
https://discord.gg/vJqnRUYRfT
|
||||
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"name": "Anime Girl Rigged Anime model",
|
||||
"uid": "fbccf5c5a7b244e7ab04fa44da19c621",
|
||||
"author": "dequeijospizza",
|
||||
"author_url": "https://sketchfab.com/dequeijospizza",
|
||||
"license": "CC Attribution",
|
||||
"license_slug": "by",
|
||||
"source_url": "https://sketchfab.com/3d-models/anime-girl-rigged-anime-model-fbccf5c5a7b244e7ab04fa44da19c621"
|
||||
}
|
||||
|
After Width: | Height: | Size: 61 KiB |
|
After Width: | Height: | Size: 26 KiB |
|
After Width: | Height: | Size: 300 KiB |
|
After Width: | Height: | Size: 87 KiB |
|
After Width: | Height: | Size: 52 KiB |
|
After Width: | Height: | Size: 40 KiB |
|
After Width: | Height: | Size: 12 KiB |
|
After Width: | Height: | Size: 72 KiB |
|
After Width: | Height: | Size: 637 B |
|
After Width: | Height: | Size: 60 KiB |
|
After Width: | Height: | Size: 43 KiB |
|
After Width: | Height: | Size: 11 KiB |
|
After Width: | Height: | Size: 1.9 KiB |
|
After Width: | Height: | Size: 28 KiB |
|
After Width: | Height: | Size: 259 KiB |
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"name": "Kiyoko School Girl",
|
||||
"uid": "072667d7b2b3468e9baff483b27c3a09",
|
||||
"author": "Kasujin",
|
||||
"author_url": "https://sketchfab.com/Kasujin",
|
||||
"license": "CC Attribution",
|
||||
"license_slug": "by",
|
||||
"source_url": "https://sketchfab.com/3d-models/kiyoko-school-girl-072667d7b2b3468e9baff483b27c3a09"
|
||||
}
|
||||
|
After Width: | Height: | Size: 223 KiB |
|
After Width: | Height: | Size: 190 KiB |
|
After Width: | Height: | Size: 220 KiB |
|
After Width: | Height: | Size: 176 KiB |
|
After Width: | Height: | Size: 25 KiB |
|
After Width: | Height: | Size: 5.0 KiB |
|
After Width: | Height: | Size: 61 KiB |
|
After Width: | Height: | Size: 35 KiB |
|
After Width: | Height: | Size: 4.7 KiB |
|
After Width: | Height: | Size: 896 B |
|
After Width: | Height: | Size: 62 KiB |
|
After Width: | Height: | Size: 21 KiB |
|
After Width: | Height: | Size: 178 KiB |
|
After Width: | Height: | Size: 256 KiB |
|
After Width: | Height: | Size: 80 KiB |
|
After Width: | Height: | Size: 296 KiB |
|
After Width: | Height: | Size: 245 KiB |
|
After Width: | Height: | Size: 59 KiB |
|
After Width: | Height: | Size: 42 KiB |
|
After Width: | Height: | Size: 35 KiB |
|
After Width: | Height: | Size: 26 KiB |
@@ -0,0 +1,8 @@
|
||||
{
|
||||
"name": "Universal Animation Library \u2014 Mannequin",
|
||||
"author": "Quaternius",
|
||||
"license": "CC0 1.0 Universal (Public Domain Dedication)",
|
||||
"url": "https://quaternius.com/",
|
||||
"source": "assets/characters/animations/_library.glb",
|
||||
"note": "The reference mannequin shipped inside the animation library this project already uses. No attribution required under CC0; recorded anyway, and because the library's own LICENSE asks that Quaternius be credited."
|
||||
}
|
||||
@@ -0,0 +1,207 @@
|
||||
{
|
||||
"roles": {
|
||||
"hips": "DEF-hips",
|
||||
"head": "DEF-head",
|
||||
"neck": "DEF-neck",
|
||||
"spine": [
|
||||
"DEF-spine.001",
|
||||
"DEF-spine.002",
|
||||
"DEF-spine.003",
|
||||
"DEF-neck",
|
||||
"DEF-head"
|
||||
],
|
||||
"shoulder.L": "DEF-shoulder.L",
|
||||
"shoulder.R": "DEF-shoulder.R",
|
||||
"upper_arm.R": "DEF-upper_arm.R",
|
||||
"upper_arm.L": "DEF-upper_arm.L",
|
||||
"forearm.L": "DEF-forearm.L",
|
||||
"forearm.R": "DEF-forearm.R",
|
||||
"thigh.L": "DEF-thigh.L",
|
||||
"thigh.R": "DEF-thigh.R",
|
||||
"foot.R": "DEF-foot.R",
|
||||
"foot.L": "DEF-foot.L",
|
||||
"shin.R": "DEF-shin.R",
|
||||
"shin.L": "DEF-shin.L",
|
||||
"hand.R": "DEF-hand.R",
|
||||
"hand.L": "DEF-hand.L",
|
||||
"toe.R": "DEF-toe.R",
|
||||
"toe.L": "DEF-toe.L"
|
||||
},
|
||||
"fingers": {
|
||||
"thumb.L": [
|
||||
"DEF-thumb.01.L",
|
||||
"DEF-thumb.02.L",
|
||||
"DEF-thumb.03.L"
|
||||
],
|
||||
"index.L": [
|
||||
"DEF-f_index.01.L",
|
||||
"DEF-f_index.02.L",
|
||||
"DEF-f_index.03.L"
|
||||
],
|
||||
"middle.L": [
|
||||
"DEF-f_middle.01.L",
|
||||
"DEF-f_middle.02.L",
|
||||
"DEF-f_middle.03.L"
|
||||
],
|
||||
"ring.L": [
|
||||
"DEF-f_ring.01.L",
|
||||
"DEF-f_ring.02.L",
|
||||
"DEF-f_ring.03.L"
|
||||
],
|
||||
"pinky.L": [
|
||||
"DEF-f_pinky.01.L",
|
||||
"DEF-f_pinky.02.L",
|
||||
"DEF-f_pinky.03.L"
|
||||
],
|
||||
"thumb.R": [
|
||||
"DEF-thumb.01.R",
|
||||
"DEF-thumb.02.R",
|
||||
"DEF-thumb.03.R"
|
||||
],
|
||||
"index.R": [
|
||||
"DEF-f_index.01.R",
|
||||
"DEF-f_index.02.R",
|
||||
"DEF-f_index.03.R"
|
||||
],
|
||||
"middle.R": [
|
||||
"DEF-f_middle.01.R",
|
||||
"DEF-f_middle.02.R",
|
||||
"DEF-f_middle.03.R"
|
||||
],
|
||||
"ring.R": [
|
||||
"DEF-f_ring.01.R",
|
||||
"DEF-f_ring.02.R",
|
||||
"DEF-f_ring.03.R"
|
||||
],
|
||||
"pinky.R": [
|
||||
"DEF-f_pinky.01.R",
|
||||
"DEF-f_pinky.02.R",
|
||||
"DEF-f_pinky.03.R"
|
||||
]
|
||||
},
|
||||
"chains": [],
|
||||
"twist": [],
|
||||
"colliders": [
|
||||
{
|
||||
"bone": "DEF-hips",
|
||||
"child": "DEF-spine.001",
|
||||
"from": 0.0,
|
||||
"radius_head": 0.1381,
|
||||
"radius_tail": 0.1381,
|
||||
"radius": 0.1381,
|
||||
"lid": true
|
||||
},
|
||||
{
|
||||
"bone": "DEF-thigh.L",
|
||||
"child": "DEF-shin.L",
|
||||
"from": 0.1,
|
||||
"radius_head": 0.1037,
|
||||
"radius_tail": 0.0733,
|
||||
"radius": 0.0733
|
||||
},
|
||||
{
|
||||
"bone": "DEF-thigh.R",
|
||||
"child": "DEF-shin.R",
|
||||
"from": 0.1,
|
||||
"radius_head": 0.1037,
|
||||
"radius_tail": 0.0733,
|
||||
"radius": 0.0733
|
||||
},
|
||||
{
|
||||
"bone": "DEF-shin.L",
|
||||
"child": "DEF-foot.L",
|
||||
"from": 0.1,
|
||||
"radius_head": 0.0927,
|
||||
"radius_tail": 0.0516,
|
||||
"radius": 0.0516
|
||||
},
|
||||
{
|
||||
"bone": "DEF-shin.R",
|
||||
"child": "DEF-foot.R",
|
||||
"from": 0.1,
|
||||
"radius_head": 0.0927,
|
||||
"radius_tail": 0.0516,
|
||||
"radius": 0.0516
|
||||
}
|
||||
],
|
||||
"weights_authored": true,
|
||||
"driven_bones": [
|
||||
"DEF-f_index.01.L",
|
||||
"DEF-f_index.01.R",
|
||||
"DEF-f_index.02.L",
|
||||
"DEF-f_index.02.R",
|
||||
"DEF-f_index.03.L",
|
||||
"DEF-f_index.03.R",
|
||||
"DEF-f_middle.01.L",
|
||||
"DEF-f_middle.01.R",
|
||||
"DEF-f_middle.02.L",
|
||||
"DEF-f_middle.02.R",
|
||||
"DEF-f_middle.03.L",
|
||||
"DEF-f_middle.03.R",
|
||||
"DEF-f_pinky.01.L",
|
||||
"DEF-f_pinky.01.R",
|
||||
"DEF-f_pinky.02.L",
|
||||
"DEF-f_pinky.02.R",
|
||||
"DEF-f_pinky.03.L",
|
||||
"DEF-f_pinky.03.R",
|
||||
"DEF-f_ring.01.L",
|
||||
"DEF-f_ring.01.R",
|
||||
"DEF-f_ring.02.L",
|
||||
"DEF-f_ring.02.R",
|
||||
"DEF-f_ring.03.L",
|
||||
"DEF-f_ring.03.R",
|
||||
"DEF-foot.L",
|
||||
"DEF-foot.R",
|
||||
"DEF-forearm.L",
|
||||
"DEF-forearm.R",
|
||||
"DEF-hand.L",
|
||||
"DEF-hand.R",
|
||||
"DEF-head",
|
||||
"DEF-hips",
|
||||
"DEF-neck",
|
||||
"DEF-shin.L",
|
||||
"DEF-shin.R",
|
||||
"DEF-shoulder.L",
|
||||
"DEF-shoulder.R",
|
||||
"DEF-spine.001",
|
||||
"DEF-spine.002",
|
||||
"DEF-spine.003",
|
||||
"DEF-thigh.L",
|
||||
"DEF-thigh.R",
|
||||
"DEF-thumb.01.L",
|
||||
"DEF-thumb.01.R",
|
||||
"DEF-thumb.02.L",
|
||||
"DEF-thumb.02.R",
|
||||
"DEF-thumb.03.L",
|
||||
"DEF-thumb.03.R",
|
||||
"DEF-toe.L",
|
||||
"DEF-toe.R",
|
||||
"DEF-upper_arm.L",
|
||||
"DEF-upper_arm.R",
|
||||
"root"
|
||||
],
|
||||
"surfaces": [
|
||||
{
|
||||
"mesh": "Mannequin",
|
||||
"surface": 0,
|
||||
"material": "M_Main",
|
||||
"class": "body",
|
||||
"detail": "skin",
|
||||
"why": "no name or weight evidence \u2014 treated as body",
|
||||
"verts": 3391,
|
||||
"textured": false,
|
||||
"chain_share": {}
|
||||
},
|
||||
{
|
||||
"mesh": "Mannequin",
|
||||
"surface": 1,
|
||||
"material": "M_Joints",
|
||||
"class": "body",
|
||||
"detail": "skin",
|
||||
"why": "no name or weight evidence \u2014 treated as body",
|
||||
"verts": 5157,
|
||||
"textured": false,
|
||||
"chain_share": {}
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"name": "Hatsune Miku",
|
||||
"uid": "34f3e7daa4c64c8a8000ae7f90b01ceb",
|
||||
"author": "Tigerar1",
|
||||
"author_url": "https://sketchfab.com/allanromanreyes",
|
||||
"license": "Free Standard",
|
||||
"license_slug": "free-st",
|
||||
"source_url": "https://sketchfab.com/3d-models/hatsune-miku-34f3e7daa4c64c8a8000ae7f90b01ceb"
|
||||
}
|
||||
@@ -0,0 +1,229 @@
|
||||
{
|
||||
"roles": {
|
||||
"hips": "DEF-hips",
|
||||
"head": "DEF-head",
|
||||
"neck": "DEF-neck",
|
||||
"spine": [
|
||||
"DEF-spine.001",
|
||||
"DEF-spine.002",
|
||||
"DEF-spine.003",
|
||||
"DEF-neck",
|
||||
"DEF-head"
|
||||
],
|
||||
"shoulder.L": "DEF-shoulder.L",
|
||||
"shoulder.R": "DEF-shoulder.R",
|
||||
"upper_arm.L": "DEF-upper_arm.L",
|
||||
"upper_arm.R": "DEF-upper_arm.R",
|
||||
"forearm.L": "DEF-forearm.L",
|
||||
"forearm.R": "DEF-forearm.R",
|
||||
"thigh.L": "DEF-thigh.L",
|
||||
"thigh.R": "DEF-thigh.R",
|
||||
"foot.R": "DEF-foot.R",
|
||||
"foot.L": "DEF-foot.L",
|
||||
"shin.R": "DEF-shin.R",
|
||||
"shin.L": "DEF-shin.L",
|
||||
"hand.R": "DEF-hand.R",
|
||||
"hand.L": "DEF-hand.L",
|
||||
"toe.R": "DEF-toe.R",
|
||||
"toe.L": "DEF-toe.L"
|
||||
},
|
||||
"fingers": {
|
||||
"thumb.L": [
|
||||
"DEF-thumb.01.L",
|
||||
"DEF-thumb.02.L",
|
||||
"DEF-thumb.03.L"
|
||||
],
|
||||
"index.L": [
|
||||
"DEF-f_index.01.L",
|
||||
"DEF-f_index.02.L",
|
||||
"DEF-f_index.03.L"
|
||||
],
|
||||
"middle.L": [
|
||||
"DEF-f_middle.01.L",
|
||||
"DEF-f_middle.02.L",
|
||||
"DEF-f_middle.03.L"
|
||||
],
|
||||
"ring.L": [
|
||||
"DEF-f_ring.01.L",
|
||||
"DEF-f_ring.02.L",
|
||||
"DEF-f_ring.03.L"
|
||||
],
|
||||
"pinky.L": [
|
||||
"DEF-f_pinky.01.L",
|
||||
"DEF-f_pinky.02.L",
|
||||
"DEF-f_pinky.03.L"
|
||||
],
|
||||
"thumb.R": [
|
||||
"DEF-thumb.01.R",
|
||||
"DEF-thumb.02.R",
|
||||
"DEF-thumb.03.R"
|
||||
],
|
||||
"index.R": [
|
||||
"DEF-f_index.01.R",
|
||||
"DEF-f_index.02.R",
|
||||
"DEF-f_index.03.R"
|
||||
],
|
||||
"middle.R": [
|
||||
"DEF-f_middle.01.R",
|
||||
"DEF-f_middle.02.R",
|
||||
"DEF-f_middle.03.R"
|
||||
],
|
||||
"ring.R": [
|
||||
"DEF-f_ring.01.R",
|
||||
"DEF-f_ring.02.R",
|
||||
"DEF-f_ring.03.R"
|
||||
],
|
||||
"pinky.R": [
|
||||
"DEF-f_pinky.01.R",
|
||||
"DEF-f_pinky.02.R",
|
||||
"DEF-f_pinky.03.R"
|
||||
]
|
||||
},
|
||||
"chains": [],
|
||||
"twist": [],
|
||||
"colliders": [
|
||||
{
|
||||
"bone": "DEF-hips",
|
||||
"child": "DEF-spine.001",
|
||||
"from": 0.0,
|
||||
"radius_head": 0.1913,
|
||||
"radius_tail": 0.1913,
|
||||
"radius": 0.1913,
|
||||
"lid": true
|
||||
},
|
||||
{
|
||||
"bone": "DEF-thigh.L",
|
||||
"child": "DEF-shin.L",
|
||||
"from": 0.1,
|
||||
"radius_head": 0.1435,
|
||||
"radius_tail": 0.1304,
|
||||
"radius": 0.1304
|
||||
},
|
||||
{
|
||||
"bone": "DEF-thigh.R",
|
||||
"child": "DEF-shin.R",
|
||||
"from": 0.1,
|
||||
"radius_head": 0.1084,
|
||||
"radius_tail": 0.1084,
|
||||
"radius": 0.1084
|
||||
},
|
||||
{
|
||||
"bone": "DEF-shin.L",
|
||||
"child": "DEF-foot.L",
|
||||
"from": 0.1,
|
||||
"radius_head": 0.0862,
|
||||
"radius_tail": 0.0728,
|
||||
"radius": 0.0728
|
||||
},
|
||||
{
|
||||
"bone": "DEF-shin.R",
|
||||
"child": "DEF-foot.R",
|
||||
"from": 0.1,
|
||||
"radius_head": 0.0862,
|
||||
"radius_tail": 0.0728,
|
||||
"radius": 0.0728
|
||||
}
|
||||
],
|
||||
"weights_authored": false,
|
||||
"driven_bones": [
|
||||
"DEF-f_index.01.L",
|
||||
"DEF-f_index.01.R",
|
||||
"DEF-f_index.02.L",
|
||||
"DEF-f_index.02.R",
|
||||
"DEF-f_index.03.L",
|
||||
"DEF-f_index.03.R",
|
||||
"DEF-f_middle.01.L",
|
||||
"DEF-f_middle.01.R",
|
||||
"DEF-f_middle.02.L",
|
||||
"DEF-f_middle.02.R",
|
||||
"DEF-f_middle.03.L",
|
||||
"DEF-f_middle.03.R",
|
||||
"DEF-f_pinky.01.L",
|
||||
"DEF-f_pinky.01.R",
|
||||
"DEF-f_pinky.02.L",
|
||||
"DEF-f_pinky.02.R",
|
||||
"DEF-f_pinky.03.L",
|
||||
"DEF-f_pinky.03.R",
|
||||
"DEF-f_ring.01.L",
|
||||
"DEF-f_ring.01.R",
|
||||
"DEF-f_ring.02.L",
|
||||
"DEF-f_ring.02.R",
|
||||
"DEF-f_ring.03.L",
|
||||
"DEF-f_ring.03.R",
|
||||
"DEF-foot.L",
|
||||
"DEF-foot.R",
|
||||
"DEF-forearm.L",
|
||||
"DEF-forearm.R",
|
||||
"DEF-hand.L",
|
||||
"DEF-hand.R",
|
||||
"DEF-head",
|
||||
"DEF-hips",
|
||||
"DEF-neck",
|
||||
"DEF-shin.L",
|
||||
"DEF-shin.R",
|
||||
"DEF-shoulder.L",
|
||||
"DEF-shoulder.R",
|
||||
"DEF-spine.001",
|
||||
"DEF-spine.002",
|
||||
"DEF-spine.003",
|
||||
"DEF-thigh.L",
|
||||
"DEF-thigh.R",
|
||||
"DEF-thumb.01.L",
|
||||
"DEF-thumb.01.R",
|
||||
"DEF-thumb.02.L",
|
||||
"DEF-thumb.02.R",
|
||||
"DEF-thumb.03.L",
|
||||
"DEF-thumb.03.R",
|
||||
"DEF-toe.L",
|
||||
"DEF-toe.R",
|
||||
"DEF-upper_arm.L",
|
||||
"DEF-upper_arm.R",
|
||||
"root"
|
||||
],
|
||||
"surfaces": [
|
||||
{
|
||||
"mesh": "Object_2",
|
||||
"surface": 0,
|
||||
"material": "body",
|
||||
"class": "body",
|
||||
"detail": "skin",
|
||||
"why": "material name says 'skin'",
|
||||
"verts": 1496,
|
||||
"textured": true,
|
||||
"chain_share": {}
|
||||
},
|
||||
{
|
||||
"mesh": "Object_2",
|
||||
"surface": 1,
|
||||
"material": "body_parts",
|
||||
"class": "body",
|
||||
"detail": "skin",
|
||||
"why": "material name says 'skin'",
|
||||
"verts": 330,
|
||||
"textured": true,
|
||||
"chain_share": {}
|
||||
},
|
||||
{
|
||||
"mesh": "Object_2",
|
||||
"surface": 2,
|
||||
"material": "hair",
|
||||
"class": "hair",
|
||||
"detail": "hair",
|
||||
"why": "material name says 'hair'",
|
||||
"verts": 500,
|
||||
"textured": true,
|
||||
"chain_share": {}
|
||||
},
|
||||
{
|
||||
"mesh": "Object_2",
|
||||
"surface": 3,
|
||||
"material": "face",
|
||||
"class": "body",
|
||||
"detail": "face",
|
||||
"why": "material name says 'face'",
|
||||
"verts": 461,
|
||||
"textured": true,
|
||||
"chain_share": {}
|
||||
}
|
||||
]
|
||||
}
|
||||
|
After Width: | Height: | Size: 26 KiB |
|
After Width: | Height: | Size: 23 KiB |
|
After Width: | Height: | Size: 11 KiB |
|
After Width: | Height: | Size: 18 KiB |
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"name": "DANDADAN - Momo Ayase (3D Model) + DL",
|
||||
"uid": "6ac6c3476a1f4b8da1c7de7e98a7c83c",
|
||||
"author": "HiGuys920",
|
||||
"author_url": "https://sketchfab.com/higuys920",
|
||||
"license": "CC Attribution",
|
||||
"license_slug": "by",
|
||||
"source_url": "https://sketchfab.com/3d-models/dandadan-momo-ayase-3d-model-dl-6ac6c3476a1f4b8da1c7de7e98a7c83c"
|
||||
}
|
||||
|
After Width: | Height: | Size: 9.3 KiB |
|
After Width: | Height: | Size: 562 KiB |
|
After Width: | Height: | Size: 188 KiB |
|
After Width: | Height: | Size: 144 KiB |
|
After Width: | Height: | Size: 13 KiB |
@@ -0,0 +1,46 @@
|
||||
{
|
||||
"skins": [
|
||||
{
|
||||
"id": "miku",
|
||||
"name": "Miku",
|
||||
"description": "Hatsune Miku \u2014 Virtual Idol",
|
||||
"model": "res://assets/characters/skins/miku.glb",
|
||||
"unlocked": true
|
||||
},
|
||||
{
|
||||
"id": "taila",
|
||||
"name": "Taila",
|
||||
"description": "",
|
||||
"model": "res://assets/characters/skins/taila.glb",
|
||||
"unlocked": true
|
||||
},
|
||||
{
|
||||
"id": "mannequin",
|
||||
"name": "Mannequin",
|
||||
"description": "Quaternius reference mannequin (CC0)",
|
||||
"model": "res://assets/characters/skins/mannequin.glb",
|
||||
"unlocked": true
|
||||
},
|
||||
{
|
||||
"id": "kiyoko",
|
||||
"name": "Kiyoko",
|
||||
"description": "Kiyoko School Girl \u2014 VRoid (CC-BY, Kasujin)",
|
||||
"model": "res://assets/characters/skins/kiyoko.glb",
|
||||
"unlocked": true
|
||||
},
|
||||
{
|
||||
"id": "aria",
|
||||
"name": "Aria",
|
||||
"description": "Anime Girl Rigged \u2014 VRoid (CC-BY, dequeijospizza)",
|
||||
"model": "res://assets/characters/skins/aria.glb",
|
||||
"unlocked": true
|
||||
},
|
||||
{
|
||||
"id": "momo",
|
||||
"name": "Momo",
|
||||
"description": "Momo Ayase, DANDADAN (CC-BY, HiGuys920)",
|
||||
"model": "res://assets/characters/skins/momo.glb",
|
||||
"unlocked": true
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"name": "Taila | Original work",
|
||||
"uid": "8ae231b61fc34827be30e2a1edc5b811",
|
||||
"author": "Partaevil",
|
||||
"author_url": "https://sketchfab.com/Partaevil",
|
||||
"license": "CC Attribution",
|
||||
"license_slug": "by",
|
||||
"source_url": "https://sketchfab.com/3d-models/taila-original-work-8ae231b61fc34827be30e2a1edc5b811"
|
||||
}
|
||||
|
After Width: | Height: | Size: 158 KiB |
|
After Width: | Height: | Size: 102 KiB |
|
After Width: | Height: | Size: 54 KiB |
|
After Width: | Height: | Size: 149 KiB |
|
After Width: | Height: | Size: 245 KiB |
|
After Width: | Height: | Size: 155 KiB |
|
After Width: | Height: | Size: 384 KiB |
@@ -0,0 +1,50 @@
|
||||
{
|
||||
"skins": {
|
||||
"aria": {
|
||||
"ak47": {
|
||||
"curl_thumb": 0.0,
|
||||
"curl_trigger": 2.0,
|
||||
"curl_wrap": 0.655,
|
||||
"fore_shift": [
|
||||
-0.103000000119209,
|
||||
0.034000001847744,
|
||||
0.017000000923872
|
||||
],
|
||||
"grip_shift": [
|
||||
0.0199999995529652,
|
||||
-0.145999997854233,
|
||||
-0.00899999961256981
|
||||
],
|
||||
"gun_fore": 0.157,
|
||||
"gun_stock": 0.06,
|
||||
"pitch_hip": 0.0610000000000001,
|
||||
"pocket_hip": [
|
||||
0.00700000021606684,
|
||||
-0.146999999880791,
|
||||
0.0329999998211861
|
||||
],
|
||||
"pole_l_hip": [
|
||||
0.493999987840652,
|
||||
-0.433999985456467,
|
||||
-0.18299999833107
|
||||
],
|
||||
"pole_r_hip": [
|
||||
-0.114000000059605,
|
||||
-0.25900000333786,
|
||||
-0.526000022888184
|
||||
],
|
||||
"weapon_scale": 0.53,
|
||||
"wrist_l_hip": [
|
||||
-1.307000041008,
|
||||
-0.0480000004172325,
|
||||
0.0410000011324883
|
||||
],
|
||||
"wrist_r_hip": [
|
||||
-0.421999990940094,
|
||||
1.60000002384186,
|
||||
1.28299999237061
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
|
||||
|
||||
Car Kit (3.1)
|
||||
|
||||
Created/distributed by Kenney (www.kenney.nl)
|
||||
Creation date: 02-04-2026 14:03
|
||||
|
||||
------------------------------
|
||||
|
||||
License: (Creative Commons Zero, CC0)
|
||||
http://creativecommons.org/publicdomain/zero/1.0/
|
||||
|
||||
You can use this content for personal, educational, and commercial purposes.
|
||||
|
||||
Support by crediting 'Kenney' or 'www.kenney.nl' (this is not a requirement)
|
||||
|
||||
------------------------------
|
||||
|
||||
• Website : www.kenney.nl
|
||||
• Donate : www.kenney.nl/donate
|
||||
|
||||
• Patreon : patreon.com/kenney
|
||||
|
||||
Follow on social media for updates:
|
||||
|
||||
• Twitter: twitter.com/KenneyNL
|
||||
• BlueSky: kenney.bsky.social
|
||||
• Instagram: instagram.com/kenney_nl
|
||||
@@ -0,0 +1,28 @@
|
||||
|
||||
|
||||
City Kit Commercial (2.1)
|
||||
|
||||
Created/distributed by Kenney (www.kenney.nl)
|
||||
Creation date: 21-07-2025 18:16
|
||||
|
||||
------------------------------
|
||||
|
||||
License: (Creative Commons Zero, CC0)
|
||||
http://creativecommons.org/publicdomain/zero/1.0/
|
||||
|
||||
You can use this content for personal, educational, and commercial purposes.
|
||||
|
||||
Support by crediting 'Kenney' or 'www.kenney.nl' (this is not a requirement)
|
||||
|
||||
------------------------------
|
||||
|
||||
• Website : www.kenney.nl
|
||||
• Donate : www.kenney.nl/donate
|
||||
|
||||
• Patreon : patreon.com/kenney
|
||||
|
||||
Follow on social media for updates:
|
||||
|
||||
• Twitter: twitter.com/KenneyNL
|
||||
• BlueSky: kenney.bsky.social
|
||||
• Instagram: instagram.com/kenney_nl
|
||||
|
After Width: | Height: | Size: 11 KiB |