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---
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name: character-pipeline
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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".
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---
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# Character pipeline
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Turns a source model into a playable, cel-shaded, cloth-simulated character skin.
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The whole design follows one principle, which is also what the Hoyoverse-class
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anime pipelines (Genshin / Star Rail / Zenless Zone Zero) are built on:
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> **The character is not one object. It is a body, a set of garments, and hair —
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> authored separately, rigged separately, and moved by different systems.**
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> The body is skinned and animated. The garments and hair are bone chains that
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> the animation never touches; physics moves them. Keeping those separate is
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> what makes the result read as an anime character instead of a mannequin in a
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> painted-on costume.
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Everything below exists to protect that separation.
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## The one rule
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**If a model arrives with a skeleton, that skeleton ships.** Its bones, its
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artist-painted weights, its per-part meshes and its skirt/hair chains all
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survive. Only the ANIMATION is moved onto it.
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The old route (`strip_rig.py` → `autorig.py` → `merge_animations.py`) solved a
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bone-*naming* problem by destroying the asset — 18 meshes became 1, 21 skirt
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bones and ~50 hair bones became 0, and 16% of vertices ended up pulled by both
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legs. `tools/rig_map.py` solves naming properly now. **Never reach for
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`strip_rig.py` or `--rebind`** unless the model genuinely has no skeleton at all.
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## Doing it
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```bash
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# From an already-rigged local model (the normal case)
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python tools/pipeline.py --input assets/characters/incoming/<name>.glb --name <name> --rigged
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# From a Sketchfab UID (needs SKETCHFAB_API_TOKEN)
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python tools/pipeline.py --uid <uid> --name <name>
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# From an unrigged mesh — auto-rigs, and accepts the quality loss
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python tools/pipeline.py --input <mesh.glb> --name <name>
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# Rigged (or auto-rigged) but with NO skirt/hair bones — grow them, or the
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# costume is welded solid and the spring solver has nothing to simulate
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python tools/pipeline.py --input <model.glb> --name <name> --rigged --grow-cloth
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```
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Then, once, so Godot sees the new files:
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```bash
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godot --headless --path . --import
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```
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The result is `assets/characters/skins/<name>.glb` + `<name>.rig.json`, and a
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registry entry in `skins.json` that `SkinManager` picks up with no code change.
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Blender is required (`BLENDER_PATH`, or auto-found under
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`C:\Program Files\Blender Foundation`). Godot lives at
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`C:\Program Files\Godot\Godot_v4.7-stable_win64_console.exe`.
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## The stages, and what each one protects
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| Stage | Where | Protects |
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|---|---|---|
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| Fix unlit/emissive materials | `tools/gltf_fix.py` | Textures surviving import at all |
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| Resolve bone ROLES, not names | `tools/rig_map.py` | The model's own skeleton |
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| Rebuild parenting | `retarget.py::rebuild_hierarchy` | Limbs/cloth following the hips |
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| Grow cloth chains (opt-in) | `tools/cloth_bones.py` | A costume that has no bones being able to move at all |
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| Subdivide cloth panels | `retarget.py::subdivide_cloth_panels` | A skirt being able to bend at all |
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| Retarget clips as rest-relative deltas | `retarget.py::retarget_clip` | Limbs not being twisted by foreign bone roll |
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| Leave cosmetic bones unkeyed | `export_optimize_animation_keep_anim_armature=False` | Physics owning the cloth |
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| Classify every SURFACE | `tools/surface_map.py` | The runtime never re-guessing what a surface is |
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| Write the rig sidecar | `retarget.py::describe_rig` | The runtime never re-guessing anatomy |
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| Cel look, per surface class | `LevelMaterials.apply_character_look` | Hair not reading as a solid dark cap |
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| Cloth + hair | `characters/spring_bones.gd` | Clothes reading as clothes |
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| Per-character judgement calls | `characters/tuning_store.gd` | Art direction not becoming another constant |
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## The surface table
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The sidecar carries a `surfaces` list saying what each mesh surface IS — `body`,
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`cloth`, `hair`, `accessory`, or `linework` (the model's own ink shell, which is
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not a surface of the character at all). It is keyed on the MATERIAL name, because
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every character in this game arrives with its meshes called `Object_7` through
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`Object_32` while material names survive the glTF round trip intact.
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`SkinSurfaces` reads it and `apply_character_look` acts on it: hair takes a much
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thinner outline than the body, cloth a heavier one and a crisper terminator,
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accessories the heaviest. `SkinnedPlayerModel.surfaces_of(cls)` answers the
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question for anything else that needs it.
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Backfill a character that predates it, without re-importing:
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```bash
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blender --background --python tools/surface_map.py -- \
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assets/characters/skins/<name>.glb
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```
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New imports get it from `describe_rig`, built from the same chains the solver
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uses, so the surface table and the cloth solver can never disagree about which
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bones are a skirt.
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## Per-character judgement
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Anything derivable from the skeleton is derived. What is left is genuinely an
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artist's call, and it lives in layered JSON rather than in a constant:
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| File | Scope | Class |
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|---|---|---|
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| `assets/characters/weapon_holds.json` | character + weapon | `WeaponHoldTuning` |
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| `assets/characters/rig_anchors.json` | character | `RigAnchors` |
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Both layer `defaults` → `skins.<skin>._all` → `skins.<skin>.<subject>` through
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`TuningStore`. An absent file means "use what the code derives", so nothing here
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is required for the game to run. Adding a knob is adding a row to a `KNOBS` spec
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table — the lab builds its whole UI from those.
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`RigAnchors` is where "the grip sits here in the palm" lives. A hand bone's
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origin is the WRIST; how far down the palm a grip belongs depends on the
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character's hand and cannot be derived. It defaults to identity, and identity is
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exactly the derived mount. Do **not** put a fixed rotation on the weapon mount
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instead — a bone attachment is expressed in the BONE's axes, no two rigs agree on
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those, and that constant is why the hand mount points were once wrong on every
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character.
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## The rig lab
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```bash
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godot --path . res://debug/rig_lab.tscn
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```
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Pick a character, a weapon, a pose or a single clip. Drag sliders for the HOLD
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(character + weapon) and the ANCHORS (character), and save.
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**The HOLD is per pose.** The runtime blends between exactly two holds, on
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`ads`, so the lab offers two: low ready and aiming. Selecting a pose rebuilds
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the hold sliders to that pose's — you never see a control belonging to the pose
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you are not adjusting. Running and Crouched use the low-ready hold, and the
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heading says so rather than letting someone tune "Running" and wonder why
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standing still changed. `pitch` exists at low ready only: down the sights the
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muzzle follows the camera, so there is nothing there to tune, and a slider that
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does nothing is worse than a missing one.
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**The wrists turn the HAND, not the gun.** The weapon is a child of a
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BoneAttachment3D on the trigger hand, so the two are welded by construction: a
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wrist rotation swings the barrel off the aim line and takes every control that
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could correct it along with it, which made the knob useless for aligning a hand
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to a gun. `ShooterPoseModifier.wrist_comp_r` is the exact counter-rotation in
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the hand's local frame, and `SkinnedPlayerModel._hold_weapon_still` applies it.
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To rotate the GUN inside the hand instead, use the grip rotation in ANCHORS.
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Knobs that describe the WEAPON and the hands on it — where each hand sits along
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it and off its barrel line, the finger curls, the weapon size — are shared,
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because shouldering a gun does not move the hand along it. Both wrists take
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pitch, yaw and roll in the gun's own frame, per pose. Click a surface class
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to isolate it — that is how the classifier gets checked: click `hair` and
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anything else still standing was misclassified.
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**Drag the coloured markers.** They ARE the anchor points the hands are solved
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onto — red the trigger grip, green the support hand, blue the buttstock — and
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the one under the mouse swells and draws through the body so it can be grabbed
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where the hands would otherwise hide it.
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Dragging an anchor is not the same as any slider:
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| | moves |
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|---|---|
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| `grip_offset` (ANCHORS) | the GUN, inside the fist |
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| `gun_fore` / `gun_stock` (HOLD) | the hands ALONG the weapon's own axis |
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| dragging a marker | the anchor itself, in three dimensions |
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That distinction was the gap. `gun_fore` and `gun_stock` are distances along the
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barrel, so the two hand anchors could slide up and down the gun and nowhere
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else — no use for a handguard below the bore, an angled foregrip, or a pistol
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whose grip is nowhere near its barrel line. A drag writes `grip_shift` or
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`fore_shift` in the gun's own across/up/along frame, so a sideways nudge stays
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sideways as the weapon pitches; the buttstock marker writes the shoulder pocket
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for whichever pose is showing.
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The anchors sit on the shoulder, and the arm chasing them moves the shoulder, so
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a drag settles at 0.77x-1.13x of the mouse. Small enough to ignore — you stop
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when it looks right — and measured, not assumed.
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## Read before you touch anything
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Load the reference that matches what you are doing. They are short and each one
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is a list of things that cost a debugging cycle to learn.
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- **`references/failure-modes.md`** — **read this first.** Seven characters
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shipped "All checks passed" and four were visibly broken. What each failure
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was, why the suite missed it, and the rule that generalises it to any model.
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- **`references/separation.md`** — body vs. garments vs. hair: what must stay
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separate, how cloth chains are detected and classed, why cloth is never
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skinned to a leg, and the ZZZ-convention mapping.
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- **`references/growing-cloth-bones.md`** — what to do when the source has no
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skirt or hair bones: how the chains are fitted to the geometry and re-weighted.
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- **`references/rigging.md`** — role resolution, hierarchy rebuild, cloth panel
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subdivision, twist bones, joint helpers, the retarget maths.
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- **`references/cloth-and-hair.md`** — the position-based spring solver, its
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colliders, per-class tuning, collision hulls, LOD and cost.
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- **`references/stylization.md`** — cel shading, outlines, the imported
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line-work trap, eyes, materials.
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- **`references/verification.md`** — every measuring tool, what each one
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actually measures, and the pose-reading trap that invalidated all of them
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once. **Read this before trusting any measurement.**
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## Non-negotiables
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1. **Never join meshes.** Per-part meshes are how body, cloth and hair stay
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separable — for materials, for the outline pass, and for the cloth solver's
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hull extraction.
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2. **Never key cosmetic bones.** If a clip has tracks on skirt/hair bones, the
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AnimationPlayer overwrites the solver every frame and the cloth goes rigid.
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3. **Never skin cloth to a leg.** A vertex weighted 0.9 to a thigh cannot be
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moved by its own cloth bone, so the solver loses the authority to push it out
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of that thigh — and the leg still overtakes it. There was a
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`bind_cloth_to_legs()`; it is deleted, and the note above its grave in
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`retarget.py` says why.
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4. **Never run `SkinLegRepair` on authored weights.** It snaps weights and
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deletes triangles. It exists only to undo auto-rigging. It is gated on
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`weights_authored`, which is MEASURED, not assumed.
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5. **Measure from inside the modifier pass.** See `references/verification.md`.
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6. **Never assume an axis.** Up, forward and scale are all measurable from the
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skeleton. Assuming +Z is up scaled three characters 7x and left them on their
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backs — and the height check passed on every one of them, because the number
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being normalised always comes out right whether or not it was the right
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number. See `references/failure-modes.md`.
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7. **Never look a bone up by name.** `tools/rig_map.py` resolves roles and writes
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them to the sidecar so nothing downstream has to guess. Any hardcoded spelling
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— `_find_bone(["RightHand", ...])`, a `thigh`/`shin` substring test — is a rig
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this project has not met yet. Four characters could not hold a gun because of
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exactly one such lookup.
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## After importing
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```bash
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godot --headless --path . -s res://debug/spawn_smoke_test.gd # 29 checks
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godot --headless --path . -s res://debug/surface_class_check.gd # every surface classified
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godot --headless --path . -s res://debug/character_picker_check.gd # the escape-menu roster
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godot --headless --path . -s res://debug/rig_anchor_check.gd # anchors move the weapon
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godot --headless --path . -s res://debug/cloth_clip_check.gd # leg-through-cloth
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godot --headless --path . -s res://debug/cloth_settle_check.gd # idle stability
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godot --headless --path . -s res://debug/cloth_perf_check.gd # ms per character
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godot --headless --path . -s res://debug/travel_dir_check.gd # legs face travel
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```
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And LOOK at it, which is where four of the last five real defects were found:
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```bash
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godot --path . -s res://debug/roster_capture.gd -- <dir> # every character, one shot each
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godot --path . -s res://debug/ui_capture.gd -- <dir> # every menu screen
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godot --path . res://debug/rig_lab.tscn -- shot <png> <skin>
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```
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`surface_class_check` fails on any surface that falls through to the heuristic
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rather than resolving from the table. That is deliberate: a model whose names
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stopped matching still RENDERS, because the fallback catches it — it just
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quietly loses its per-class art direction, which is exactly the kind of
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regression nothing else would report.
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What "good" looks like on Taila, for calibration:
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| Measure | Good | Bad |
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|---|---|---|
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| Idle skirt movement | < 0.1 deg/frame | 0.5+, or never decaying |
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| Leg inside cloth, idle/walk | < 25 mm | 100 mm |
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| Leg inside cloth, run/slide/dash | ~95 mm *(current, unsolved)* | — |
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| Solver cost | ~2.6 ms/character | 10 ms |
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| Stride vs. travel direction | < 10° (except a capped sidestep) | 90° |
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| Bind-pose AABB | tall on the hips→head axis, others < 2.5 m | tallest axis is depth |
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## Characters currently shipping
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The six in `skins.json`, with what `surface_class_check` reports:
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| Skin | Source | Cloth chains | Surfaces |
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|---|---|---|---|
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| taila | rigged, Sketchfab CC-BY | 35 | 18 — body 6, cloth 7, hair 1, linework 4 |
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| kiyoko | VRoid, CC-BY | 20 | 13 — body 8, cloth 3, hair 2 |
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| aria | VRoid, CC-BY | 15 | 15 — body 9, cloth 4, hair 2 |
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| momo | VRoid, CC-BY | 9 | 5 — body 2, cloth 1, hair 2 |
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| miku | unrigged source, auto-rigged | 0 | 4 — body 3, hair 1 *(one mesh, four surfaces)* |
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| mannequin | Quaternius CC0, from the animation library | 0 | 2 — body 2 |
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## Known-unsolved
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- **Peak cloth clipping** in a run, slide and dash sits at ~95 mm of thigh
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inside the skirt. Idle, walk and fall are clean. The solver sees the contact
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and pushes on it every iteration; the remaining gap is a standing fight
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between the collision and the garment's own shape constraints.
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- **No foot IK.** Feet do not plant on ground height, so stairs and uneven
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ground read as sliding.
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- **No strafe or backpedal clips.** Direction is conveyed by yawing the hips
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(`SkinnedPlayerModel._update_travel`), which is capped, so a pure sidestep
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still runs its legs ~40° off the direction of travel.
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- **momo's idle pose is wrong** — arms overhead and a pinched waist. Every
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assertion passes on her: she loads, animates, classifies and mounts a weapon.
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It shows up only in `roster_capture`.
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**Diagnosed, not fixed.** Her `driven_bones` contains `Root_001` through
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`Root_007` — and those are her HAIR roots. The Godot surface dump shows
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`Hair_A` dominated by `Root_001_001:3203`, `Root_007:3203`, `Root_005:2642`.
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So the animation is keying bones that physics is supposed to own, which is
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non-negotiable #2 being violated by the role resolver rather than by a clip.
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The corroboration is in the surface table: her hair surfaces report only 1.8%
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and 9.4% chain share, because most of their vertices belong to `Root_00N`,
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which is in no chain at all.
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`Root_00N` matches no COSMETIC stem, so `is_cosmetic` does not catch it and
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nothing keeps it out of the driven set. Fixing it by adding "root" to the
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stems would be wrong — a rig whose actual root is called `Root` would lose its
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hips. The fix is structural: a bone whose geometry is dominated by a mesh
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classified `hair` is a hair bone, whatever it is called. The surface table
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now makes that answerable at build time, which it was not when this rig was
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imported. Not attempted here — it needs a Blender re-run and re-verification
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of all six characters.
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Her `head` role is also wrong (`Unused_Noname_010`, when a real `Head` bone
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exists and is in her spine chain), and her spine chain runs two junk bones
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PAST the head. Probably the same import; worth fixing in the same pass.
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- **A stray `Icosphere` ships inside every skin GLB** — 42 vertices, no parent,
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no vertex groups. It rides in from the animation library. Harmless, and now
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skipped by construction rather than by name in `surface_map`, but the export
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should not be producing it.
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@@ -0,0 +1,146 @@
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# Cloth and hair — `characters/spring_bones.gd`
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A position-based (PBD) solver over the rig's own cosmetic bones, the same shape
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as Magica Cloth 2's BoneCloth, which is the tool the Hoyoverse-style pipelines
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are built around.
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## Why cloth cannot be solved with weights
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Weight a skirt to the thighs → trousers. Weight it to the hips → a rigid bell.
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Neither is cloth. A skirt reads as cloth because it **lags** — it keeps going
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when the hips stop, swings out through a turn, floats on the way up through a
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jump. That is inertia, and inertia has to be integrated, not skinned.
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## The solve
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Installed as a `SkeletonModifier3D` **after** `ShooterPoseModifier`, so it reacts
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to the final body pose (animation + lean/slide/aim layer).
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1. **Every JOINT is a particle.** Bone `i` spans particle `i` to `i+1`, so a
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bone's HEAD can move. This is the load-bearing choice: a contact with no
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rotational leverage — a thigh against the top of a panel — is resolved by the
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whole panel moving, which is what a real skirt does.
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2. **Predict** with inertia, gravity and wind, in the chain ANCHOR's frame, so
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travelling at a steady speed excites nothing.
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3. **Relax everything together**, Gauss-Seidel: cross-panel links, then per
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chain — bone length, bend limit, backstop, colliders.
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4. **Convert to rotations once**, at the end, and feed back the poses the
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skeleton ACTUALLY got.
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Order matters: **links first, chains second**, so the last thing to touch any
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particle is its collision. With the chains first, every iteration ended by
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pulling neighbouring panels back toward their rest separation — straight into the
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leg just cleared. Measured on a slide: 93 mm in, 95 mm out; with the links off
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entirely the same frame solved to 27 mm.
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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.
|
||||
@@ -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",
|
||||
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"root"
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{
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"surface": 0,
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"material": "M_Main",
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"class": "body",
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{
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"mesh": "Mannequin",
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"surface": 1,
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"material": "M_Joints",
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"class": "body",
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"detail": "skin",
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}
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{
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"roles": {
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"DEF-spine.003",
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"DEF-neck",
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"DEF-head"
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],
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]
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},
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"twist": [],
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"lid": true
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},
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{
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"child": "DEF-shin.L",
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{
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"DEF-f_index.02.R",
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"DEF-f_index.03.L",
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"DEF-f_index.03.R",
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"DEF-f_middle.01.L",
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"DEF-f_middle.01.R",
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"DEF-f_middle.02.L",
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"DEF-f_middle.02.R",
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"DEF-f_middle.03.L",
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"DEF-f_middle.03.R",
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"DEF-f_pinky.01.L",
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"DEF-f_pinky.01.R",
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"DEF-f_pinky.02.L",
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"DEF-f_pinky.02.R",
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"DEF-f_pinky.03.L",
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"DEF-f_pinky.03.R",
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"DEF-hand.L",
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"DEF-hand.R",
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"DEF-head",
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"DEF-hips",
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"DEF-neck",
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"DEF-shin.L",
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"DEF-shin.R",
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"DEF-shoulder.L",
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"DEF-shoulder.R",
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"DEF-spine.001",
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"DEF-spine.002",
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"DEF-spine.003",
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"DEF-thumb.01.L",
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"DEF-thumb.01.R",
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"DEF-thumb.02.L",
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"DEF-thumb.03.R",
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"DEF-toe.L",
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"DEF-toe.R",
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"DEF-upper_arm.L",
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"DEF-upper_arm.R",
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"root"
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],
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"surfaces": [
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{
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"mesh": "Object_2",
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||||
"surface": 0,
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||||
"material": "body",
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||||
"class": "body",
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||||
"detail": "skin",
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||||
"why": "material name says 'skin'",
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||||
"verts": 1496,
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"textured": true,
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"chain_share": {}
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},
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{
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"mesh": "Object_2",
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"surface": 1,
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"material": "body_parts",
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"class": "body",
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"detail": "skin",
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"why": "material name says 'skin'",
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"verts": 330,
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"textured": true,
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"chain_share": {}
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},
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{
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"mesh": "Object_2",
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"surface": 2,
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"material": "hair",
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"class": "hair",
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"detail": "hair",
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"why": "material name says 'hair'",
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"verts": 500,
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"textured": true,
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"chain_share": {}
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},
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{
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"mesh": "Object_2",
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"surface": 3,
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"material": "face",
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"class": "body",
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"detail": "face",
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"why": "material name says 'face'",
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"verts": 461,
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"textured": true,
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"chain_share": {}
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}
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]
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}
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@@ -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"
|
||||
}
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||||
|
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 |
@@ -10,9 +10,37 @@
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||||
{
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||||
"id": "taila",
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||||
"name": "Taila",
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||||
"description": "Original anime character by Partaevil (CC-BY)",
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||||
"description": "",
|
||||
"model": "res://assets/characters/skins/taila.glb",
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||||
"unlocked": true
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||||
},
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{
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||||
"id": "mannequin",
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||||
"name": "Mannequin",
|
||||
"description": "Quaternius reference mannequin (CC0)",
|
||||
"model": "res://assets/characters/skins/mannequin.glb",
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||||
"unlocked": true
|
||||
},
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{
|
||||
"id": "kiyoko",
|
||||
"name": "Kiyoko",
|
||||
"description": "Kiyoko School Girl \u2014 VRoid (CC-BY, Kasujin)",
|
||||
"model": "res://assets/characters/skins/kiyoko.glb",
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||||
"unlocked": true
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||||
},
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{
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"id": "aria",
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"name": "Aria",
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"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
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}
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]
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}
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@@ -0,0 +1,50 @@
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{
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"skins": {
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"aria": {
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|
||||
"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
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -15,6 +15,11 @@ uniform float triplanar_tile = 2.0; // world units per texture tile
|
||||
uniform float band_edge : hint_range(-1.0, 1.0) = 0.05; // NdotL where light band starts
|
||||
uniform float band_softness : hint_range(0.001, 0.5) = 0.04;
|
||||
uniform float mid_band_edge : hint_range(-1.0, 1.0) = 0.55; // second, brighter band
|
||||
// How dark the mid band sits below full light. Near 1.0 the second step almost
|
||||
// disappears, which is what textures that already carry painted cel shading
|
||||
// (imported anime characters) need — a hard step on top of painted shading
|
||||
// reads as a glossy stripe sweeping across the hair.
|
||||
uniform float mid_tone : hint_range(0.0, 1.0) = 0.82;
|
||||
uniform vec4 shadow_color : source_color = vec4(0.62, 0.65, 0.78, 1.0); // cool shadow tint
|
||||
// Matte-anime defaults: zero specular (any stepped glint reads as shine
|
||||
// sweeping across hair/cloth when the camera moves), whisper of rim.
|
||||
@@ -69,8 +74,8 @@ void light() {
|
||||
float lit = ndotl * ATTENUATION;
|
||||
float band = smoothstep(band_edge - band_softness, band_edge + band_softness, lit);
|
||||
float mid = smoothstep(mid_band_edge - band_softness, mid_band_edge + band_softness, lit);
|
||||
// 3 tones: shadow tint -> base band (0.82) -> full light.
|
||||
float tone = mix(0.82, 1.0, mid);
|
||||
// 3 tones: shadow tint -> base band (mid_tone) -> full light.
|
||||
float tone = mix(mid_tone, 1.0, mid);
|
||||
vec3 shade = mix(shadow_color.rgb, vec3(tone), band);
|
||||
DIFFUSE_LIGHT += ALBEDO * LIGHT_COLOR / PI * shade;
|
||||
|
||||
|
||||
@@ -6,7 +6,7 @@ render_mode cull_front, unshaded;
|
||||
// culled, leaving a colored shell visible only at the silhouette.
|
||||
|
||||
uniform vec4 outline_color : source_color = vec4(0.06, 0.05, 0.09, 1.0);
|
||||
uniform float outline_width : hint_range(0.0, 0.1) = 0.02;
|
||||
uniform float outline_width : hint_range(0.0, 0.1) = 0.006;
|
||||
|
||||
void vertex() {
|
||||
VERTEX += NORMAL * outline_width;
|
||||
|
||||
@@ -19,6 +19,7 @@ var upper_arm_r_pivot: Node3D
|
||||
var upper_arm_r: MeshInstance3D
|
||||
var lower_arm_r_pivot: Node3D
|
||||
var lower_arm_r: MeshInstance3D
|
||||
var hand_r_pivot: Node3D
|
||||
|
||||
var thigh_l_pivot: Node3D
|
||||
var thigh_l: MeshInstance3D
|
||||
@@ -117,6 +118,13 @@ func _ready() -> void:
|
||||
lower_arm_r.cast_shadow = shadow_setting
|
||||
lower_arm_r_pivot.add_child(lower_arm_r)
|
||||
|
||||
# Right hand: the wrist joint at the far end of the forearm. The
|
||||
# third-person weapon hangs here so it travels with the arm instead of
|
||||
# floating in front of the chest.
|
||||
hand_r_pivot = Node3D.new()
|
||||
hand_r_pivot.position = Vector3(0, -0.35, 0)
|
||||
lower_arm_r_pivot.add_child(hand_r_pivot)
|
||||
|
||||
# Legs (Thigh: 0.45 length, Calf: 0.45 length)
|
||||
var t_leg_mesh = BoxMesh.new()
|
||||
t_leg_mesh.size = Vector3(0.15, 0.45, 0.15)
|
||||
@@ -166,7 +174,7 @@ func _ready() -> void:
|
||||
# Cel-shade + ink outline the blocky fallback body so it matches skinned
|
||||
# player models (shadows-only bodies skip it: outlines would cast shadows)
|
||||
if not shadows_only:
|
||||
LevelMaterials.apply_toon_recursive(root_pivot, 0.012)
|
||||
LevelMaterials.apply_toon_recursive(root_pivot, 0.004)
|
||||
|
||||
## Skin System
|
||||
var current_skin: PlayerSkin
|
||||
@@ -229,7 +237,7 @@ func _apply_color(col: Color) -> void:
|
||||
head.mesh.material = hmat
|
||||
# Re-toon after the material swap (fresh StandardMaterials above)
|
||||
if not shadows_only:
|
||||
LevelMaterials.apply_toon_recursive(root_pivot, 0.012)
|
||||
LevelMaterials.apply_toon_recursive(root_pivot, 0.004)
|
||||
|
||||
func update_state(state: String, speed: float, is_crouching: bool = false) -> void:
|
||||
current_state = state
|
||||
@@ -240,10 +248,13 @@ func update_state(state: String, speed: float, is_crouching: bool = false) -> vo
|
||||
var is_holding_weapon: bool = false
|
||||
|
||||
func set_weapon(script_path: String) -> void:
|
||||
# Clear existing weapons from root_pivot
|
||||
for child in root_pivot.get_children():
|
||||
if child.has_meta("is_third_person_weapon"):
|
||||
child.queue_free()
|
||||
# Clear existing weapons (older builds parented them to root_pivot)
|
||||
for parent in [root_pivot, hand_r_pivot]:
|
||||
if not parent:
|
||||
continue
|
||||
for child in parent.get_children():
|
||||
if child.has_meta("is_third_person_weapon"):
|
||||
child.queue_free()
|
||||
|
||||
if script_path == "":
|
||||
is_holding_weapon = false
|
||||
@@ -269,13 +280,54 @@ func set_weapon(script_path: String) -> void:
|
||||
# Toon shading only — FBX weapon normals tear inverted-hull outlines
|
||||
LevelMaterials.apply_toon_recursive(w, 0.0)
|
||||
|
||||
# Force position after the weapon's _build_model() sets it for 1st person
|
||||
w.position = Vector3(-0.15, 1.0, 0.4)
|
||||
w.rotation_degrees = Vector3(0, 180, 0)
|
||||
# Undo the first-person viewmodel placement from _build_model()
|
||||
_seat_weapon_in_hand(w)
|
||||
)
|
||||
|
||||
# Attach to root_pivot so it stays steady and points perfectly forward
|
||||
root_pivot.add_child(w)
|
||||
# Riding the hand keeps the gun with the arm; _process re-aims it forward.
|
||||
(hand_r_pivot if hand_r_pivot else root_pivot).add_child(w)
|
||||
|
||||
|
||||
## The muzzle of the gun actually in this character's hand — see
|
||||
## SkinnedPlayerModel.get_muzzle_node() for why world effects must use it.
|
||||
func get_muzzle_node() -> Node3D:
|
||||
var holder := hand_r_pivot if hand_r_pivot else root_pivot
|
||||
if not holder:
|
||||
return null
|
||||
for child in holder.get_children():
|
||||
if child.has_meta("is_third_person_weapon"):
|
||||
if "muzzle_flash" in child and child.muzzle_flash:
|
||||
return child.muzzle_flash
|
||||
return child as Node3D
|
||||
return null
|
||||
|
||||
|
||||
## Slide the weapon along its own barrel axis so a plausible grip point — not
|
||||
## whatever origin the artist left the model at — ends up in the fist, and turn
|
||||
## it to face the way the body faces (the model is yawed 180° in _ready, so the
|
||||
## gun's -Z muzzle axis has to point along the model's local +Z).
|
||||
func _seat_weapon_in_hand(w: Node3D) -> void:
|
||||
w.rotation_degrees = Vector3(0, 180, 0)
|
||||
w.position = Vector3.ZERO
|
||||
var min_t := INF # most negative along the barrel = stock end
|
||||
var max_t := -INF # most positive = muzzle end
|
||||
for mi in w.find_children("*", "MeshInstance3D", true, false):
|
||||
if not mi.mesh:
|
||||
continue
|
||||
# mi.get_aabb(), NOT mi.mesh.get_aabb(): the FBX gun parts are skinned and
|
||||
# the Mesh resource still carries huge bind-pose bounds.
|
||||
var xf: Transform3D = w.global_transform.affine_inverse() * mi.global_transform
|
||||
var aabb: AABB = mi.get_aabb()
|
||||
for i in 8:
|
||||
var t: float = (xf * aabb.get_endpoint(i)).dot(Vector3(0, 0, -1))
|
||||
min_t = minf(min_t, t)
|
||||
max_t = maxf(max_t, t)
|
||||
if min_t > max_t:
|
||||
return
|
||||
# ~a third back from the muzzle is where a pistol grip sits on every gun in
|
||||
# the set, which leaves real length of weapon behind the hand.
|
||||
var grip_at := min_t + (max_t - min_t) * 0.32
|
||||
w.position = Vector3(0, 0, -grip_at)
|
||||
|
||||
func _set_shadows_recursive(node: Node) -> void:
|
||||
if node is GeometryInstance3D:
|
||||
@@ -438,15 +490,18 @@ func _process(delta: float) -> void:
|
||||
|
||||
# Override right arm (and left) if holding a weapon
|
||||
if is_holding_weapon and current_state != "death":
|
||||
# Pose the right arm to look like it's holding the weapon handle
|
||||
t_upper_arm_r_rot.x = -0.6
|
||||
t_upper_arm_r_rot.z = 0.15
|
||||
t_lower_arm_r_rot.x = -1.0
|
||||
# Right arm holds the grip: elbow tucked at the ribs, forearm level so
|
||||
# the fist (and the weapon parented to it) sits chest-high just in
|
||||
# front of the torso rather than out at arm's length.
|
||||
t_upper_arm_r_rot.x = -0.15
|
||||
t_upper_arm_r_rot.z = -0.10
|
||||
t_lower_arm_r_rot.x = -1.45
|
||||
|
||||
# Pose the left arm to look like it's holding the foregrip
|
||||
t_upper_arm_l_rot.x = -0.5
|
||||
t_upper_arm_l_rot.z = -0.15
|
||||
t_lower_arm_l_rot.x = -1.1
|
||||
# Left arm crosses over to the handguard: up, in, and a little further
|
||||
# forward than the grip hand.
|
||||
t_upper_arm_l_rot.x = -0.55
|
||||
t_upper_arm_l_rot.z = 0.55
|
||||
t_lower_arm_l_rot.x = -1.0
|
||||
|
||||
var lerp_speed = 40.0 * delta
|
||||
root_pivot.position = root_pivot.position.lerp(t_root_pos, lerp_speed)
|
||||
@@ -462,6 +517,12 @@ func _process(delta: float) -> void:
|
||||
calf_l_pivot.rotation = _lerp_vec3(calf_l_pivot.rotation, t_calf_l_rot, lerp_speed)
|
||||
calf_r_pivot.rotation = _lerp_vec3(calf_r_pivot.rotation, t_calf_r_rot, lerp_speed)
|
||||
|
||||
# The weapon rides the hand for position, but its AIM belongs to the body:
|
||||
# cancel the arm chain's rotation so the barrel stays pointed where the
|
||||
# player faces instead of swinging around with the arm animation.
|
||||
if hand_r_pivot:
|
||||
hand_r_pivot.global_basis = root_pivot.global_basis
|
||||
|
||||
func _lerp_vec3(a: Vector3, b: Vector3, t: float) -> Vector3:
|
||||
return Vector3(
|
||||
lerp_angle(a.x, b.x, t),
|
||||
|
||||
@@ -0,0 +1,90 @@
|
||||
extends Object
|
||||
class_name RigAnchors
|
||||
|
||||
## Named attachment points on a character's skeleton, adjustable per character.
|
||||
##
|
||||
## An anchor is a bone ROLE plus an offset: "the grip sits here, relative to the
|
||||
## right hand". The role is resolved from the rig sidecar, so nothing here ever
|
||||
## spells a bone name — that rule is what let four characters hold a gun at all.
|
||||
## The offset is the part a human has to decide.
|
||||
##
|
||||
## Why an offset is needed even though the code derives a mount:
|
||||
##
|
||||
## The third-person weapon is seated at the hand bone's ORIGIN with no
|
||||
## hand-relative rotation, and the pose layer then aims it by rotating the wrist
|
||||
## until the gun's forward axis lies on the aim line. That is deliberate and it
|
||||
## is right — a constant rotation there is expressed in the BONE's axes, no two
|
||||
## rigs agree on those, and a fixed `(0, 90, -90)` is exactly why the hand mount
|
||||
## points used to be wrong on every character.
|
||||
##
|
||||
## But a hand bone's origin is the WRIST, not the palm. How far down the palm a
|
||||
## grip should sit, and how the gun should roll in the fingers, is a judgement
|
||||
## about that character's hand — how big it is, how the fingers were modelled,
|
||||
## how the artist posed the thumb. It cannot be derived, it differs per
|
||||
## character, and it is small. So it is an offset, it defaults to zero, and zero
|
||||
## means "exactly what the code derives" — which is what every character gets
|
||||
## until someone opens the rig lab and decides otherwise.
|
||||
|
||||
const PATH := "res://assets/characters/rig_anchors.json"
|
||||
## Written to the project when running from source; falls back to user:// for an
|
||||
## exported build, where res:// is read-only.
|
||||
const USER_PATH := "user://rig_anchors.json"
|
||||
|
||||
## The one subject key. Anchors are per CHARACTER, not per weapon — where a grip
|
||||
## sits in a palm is a fact about the hand, and re-tuning it for every gun would
|
||||
## be re-answering the same question. TuningStore is keyed by subject, so this
|
||||
## names the only one there is.
|
||||
const SUBJECT := "anchors"
|
||||
|
||||
## key -> [label, minimum, maximum, is_vector, default]
|
||||
##
|
||||
## The lab builds its whole anchor UI from this, so adding an anchor here is all
|
||||
## it takes to expose one. Ranges are what a plausible answer lives inside, not
|
||||
## what the value can technically be: a grip more than 12 cm from the wrist is
|
||||
## not a grip, it is a mistake, and a slider that can express it only makes the
|
||||
## useful range harder to hit.
|
||||
##
|
||||
## Every default is ZERO, and that is load-bearing — see the note above. A knob
|
||||
## whose slider sits at 0 next to a code default of something else means the
|
||||
## first touch of that slider silently changes behaviour.
|
||||
const KNOBS := [
|
||||
["grip_offset", "Grip position in the palm (m)", -0.12, 0.12, true, Vector3.ZERO],
|
||||
["grip_rotation", "Grip roll/pitch/yaw (rad)", -1.6, 1.6, true, Vector3.ZERO],
|
||||
]
|
||||
|
||||
## Which bone role each anchor hangs off. Roles, not names — resolved through
|
||||
## the sidecar the pipeline writes.
|
||||
const ANCHOR_BONE := {
|
||||
"grip_offset": "hand.R",
|
||||
"grip_rotation": "hand.R",
|
||||
}
|
||||
|
||||
|
||||
static func default_for(key: String):
|
||||
return TuningStore.default_for(KNOBS, key)
|
||||
|
||||
|
||||
static func load_all() -> Dictionary:
|
||||
return TuningStore.read(PATH, USER_PATH)
|
||||
|
||||
|
||||
## The resolved anchor table for one character.
|
||||
static func resolve(all: Dictionary, skin_id: String) -> Dictionary:
|
||||
return TuningStore.resolve(all, skin_id, SUBJECT)
|
||||
|
||||
|
||||
static func save(all: Dictionary, skin_id: String, table: Dictionary) -> String:
|
||||
return TuningStore.write(all, skin_id, SUBJECT, table, PATH, USER_PATH)
|
||||
|
||||
|
||||
## The grip anchor as a transform to seat a weapon with, in hand-bone space.
|
||||
##
|
||||
## Identity when nothing is tuned, which is what the code did before anchors
|
||||
## existed — so a character nobody has opened the lab for is bit-for-bit
|
||||
## unchanged.
|
||||
static func grip_transform(table: Dictionary) -> Transform3D:
|
||||
var pos: Vector3 = table.get("grip_offset", Vector3.ZERO)
|
||||
var rot: Vector3 = table.get("grip_rotation", Vector3.ZERO)
|
||||
if pos == Vector3.ZERO and rot == Vector3.ZERO:
|
||||
return Transform3D.IDENTITY
|
||||
return Transform3D(Basis.from_euler(rot), pos)
|
||||
@@ -0,0 +1 @@
|
||||
uid://ck8e6odry037
|
||||
@@ -0,0 +1,258 @@
|
||||
extends Object
|
||||
class_name SkinJointHelper
|
||||
|
||||
## Articulates a joint through a CHAIN of helper bones so the limb cannot pinch.
|
||||
##
|
||||
## Linear-blend skinning averages TRANSFORMS, not shapes. Blending two rotations
|
||||
## that are θ apart shortens anything perpendicular to the bend by cos(θ/2), so a
|
||||
## vertex sitting between the thigh and the shin is pulled inside the leg the
|
||||
## moment the knee folds. That is the thigh going thin during a jump.
|
||||
##
|
||||
## The collapse depends only on the WIDEST angle any single vertex has to blend
|
||||
## across, so the fix is to make that angle small. Insert SEGMENTS-1 helper bones
|
||||
## through the joint, each driven to its fraction of the child's rotation, and
|
||||
## give every blend-zone vertex to the two ADJACENT bones it falls between. No
|
||||
## vertex then blends across more than θ/SEGMENTS, and the worst collapse drops
|
||||
## from cos(θ/2) to cos(θ/2·SEGMENTS):
|
||||
##
|
||||
## θ = 120° 1 step (raw) 0.50 2 steps (half-angle) 0.87
|
||||
## 4 steps 0.97 6 steps 0.985
|
||||
##
|
||||
## Nothing is scaled and nothing is snapped rigid — the limb is simply
|
||||
## articulated finely enough that averaging no longer eats it. This is why the
|
||||
## fix is more joints rather than volume-correction: a bone scale fattens every
|
||||
## vertex on the bone whether it was collapsing or not (tried; it ballooned parts
|
||||
## of the thigh to 167% while the worst vertices stayed put).
|
||||
##
|
||||
## KNEES ONLY. Hip and ankle helpers were tried twice and measured worse both
|
||||
## times — the hip swings rather than folds, so it was adding a blend for
|
||||
## nothing, and it dragged the skirt down with it (0.80 -> 0.72). Re-measure
|
||||
## before adding a joint here.
|
||||
##
|
||||
## install() returns [child_bone, helper_bone, fraction] triples; the caller MUST
|
||||
## drive them every frame from inside the skeleton's modification pass (see
|
||||
## SkinnedPlayerModel.ShooterPoseModifier). A helper that is not updated in step
|
||||
## with its child deforms the limb instead of saving it.
|
||||
|
||||
## The CHILD bone of each joint to subdivide. The parent is whatever the
|
||||
## skeleton says it is, not a second hardcoded name.
|
||||
##
|
||||
## It used to be a [parent, child] pair of ["DEF-thigh.L", "DEF-shin.L"], which
|
||||
## silently did nothing on a rig with limb twist bones: Taila's shin hangs off
|
||||
## DEF-thigh.L.001, so the knee vertices are weighted across THAT and the shin,
|
||||
## and the pass found no vertex holding both named bones. The knee measured 0.76
|
||||
## with this "installed" and doing nothing at all.
|
||||
const JOINT_CHILDREN := ["DEF-shin.L", "DEF-shin.R", "shin.L", "shin.R"]
|
||||
## Angular steps through each joint. 4 leaves at most a quarter of the bend for
|
||||
## any one vertex to blend across, which is a ~3% collapse at a hard tuck.
|
||||
const SEGMENTS := 4
|
||||
## A vertex needs at least this much of BOTH bones before it is worth moving.
|
||||
const MIN_BLEND := 0.02
|
||||
## And the joint must hold at least this share of the vertex overall, or it is a
|
||||
## stray cross-body influence rather than the joint this vertex belongs to.
|
||||
const DOMINANT_SHARE := 0.5
|
||||
|
||||
|
||||
## Returns an Array of [child_bone_idx, helper_bone_idx, fraction].
|
||||
static func install(root: Node, skeleton: Skeleton3D) -> Array:
|
||||
if skeleton == null:
|
||||
return []
|
||||
var driven: Array = []
|
||||
# child bone -> [parent bone, [helper bones, inner first]]
|
||||
var joint_helpers := {}
|
||||
for child_name in JOINT_CHILDREN:
|
||||
var child := skeleton.find_bone(child_name)
|
||||
if child < 0:
|
||||
continue
|
||||
var parent := skeleton.get_bone_parent(child)
|
||||
if parent < 0:
|
||||
continue
|
||||
if skeleton.find_bone("HELPER1-" + child_name) >= 0:
|
||||
continue # already installed
|
||||
var helpers: Array = []
|
||||
for step in range(1, SEGMENTS):
|
||||
var hname: String = "HELPER%d-%s" % [step, child_name]
|
||||
skeleton.add_bone(hname)
|
||||
var h := skeleton.find_bone(hname)
|
||||
skeleton.set_bone_parent(h, parent)
|
||||
# Same rest as the child, so "this fraction of the child's local
|
||||
# rotation" lands the helper at that fraction of the bend.
|
||||
skeleton.set_bone_rest(h, skeleton.get_bone_rest(child))
|
||||
skeleton.reset_bone_pose(h)
|
||||
helpers.append(h)
|
||||
driven.append([child, h, float(step) / float(SEGMENTS)])
|
||||
joint_helpers[child] = [parent, helpers]
|
||||
if driven.is_empty():
|
||||
return []
|
||||
|
||||
var chain_l := _leg_chain(skeleton, ".L")
|
||||
var chain_r := _leg_chain(skeleton, ".R")
|
||||
var limb_radius := 0.09
|
||||
if chain_l.size() > 0 and chain_r.size() > 0:
|
||||
limb_radius = maxf(absf(chain_l[0].x - chain_r[0].x) * 0.5, 0.02)
|
||||
for mi in root.find_children("*", "MeshInstance3D", true, false):
|
||||
if mi.mesh == null or mi.skin == null:
|
||||
continue
|
||||
if mi.mesh.get_blend_shape_count() > 0:
|
||||
continue # rebuilding would drop the blend shapes
|
||||
_reweight(mi, skeleton, joint_helpers, chain_l, chain_r, limb_radius)
|
||||
return driven
|
||||
|
||||
|
||||
## Rest-pose joints down one leg, as a polyline for limb-membership tests.
|
||||
static func _leg_chain(skeleton: Skeleton3D, suffix: String) -> PackedVector3Array:
|
||||
var out := PackedVector3Array()
|
||||
for stem in ["DEF-thigh", "DEF-shin", "DEF-foot", "DEF-toe"]:
|
||||
var i := skeleton.find_bone(stem + suffix)
|
||||
if i >= 0:
|
||||
out.append(skeleton.get_bone_global_rest(i).origin)
|
||||
return out
|
||||
|
||||
|
||||
static func _dist_to_chain(p: Vector3, chain: PackedVector3Array) -> float:
|
||||
var best := INF
|
||||
for i in range(chain.size() - 1):
|
||||
var a: Vector3 = chain[i]
|
||||
var ab: Vector3 = chain[i + 1] - a
|
||||
var l2: float = ab.length_squared()
|
||||
var t: float = 0.0 if l2 < 0.000001 else clampf((p - a).dot(ab) / l2, 0.0, 1.0)
|
||||
best = minf(best, p.distance_to(a + ab * t))
|
||||
return best
|
||||
|
||||
|
||||
## Drive the helpers. MUST run inside the skeleton's modification pass.
|
||||
static func update(skeleton: Skeleton3D, driven: Array) -> void:
|
||||
for d in driven:
|
||||
skeleton.set_bone_pose_rotation(d[1], Quaternion.IDENTITY.slerp(
|
||||
skeleton.get_bone_pose_rotation(d[0]), d[2]))
|
||||
|
||||
|
||||
static func _reweight(mi: MeshInstance3D, skeleton: Skeleton3D,
|
||||
joint_helpers: Dictionary, chain_l: PackedVector3Array,
|
||||
chain_r: PackedVector3Array, limb_radius: float) -> void:
|
||||
var skin: Skin = mi.skin
|
||||
var bone_of := {}
|
||||
for b in skin.get_bind_count():
|
||||
var bi := skin.get_bind_bone(b)
|
||||
if bi < 0:
|
||||
bi = skeleton.find_bone(skin.get_bind_name(b))
|
||||
bone_of[b] = bi
|
||||
var bind_of_bone := {}
|
||||
for b in skin.get_bind_count():
|
||||
bind_of_bone[bone_of[b]] = b
|
||||
|
||||
# Per joint: the ordered bind chain parent -> helpers -> child. Helpers share
|
||||
# the child's bind pose because their global rests are identical.
|
||||
var jobs: Array = []
|
||||
for child in joint_helpers:
|
||||
var parent: int = joint_helpers[child][0]
|
||||
var helpers: Array = joint_helpers[child][1]
|
||||
if not bind_of_bone.has(child) or not bind_of_bone.has(parent):
|
||||
continue
|
||||
var child_bind: int = bind_of_bone[child]
|
||||
var chain: Array = [bind_of_bone[parent]]
|
||||
for h in helpers:
|
||||
skin.add_named_bind(skeleton.get_bone_name(h),
|
||||
skin.get_bind_pose(child_bind))
|
||||
chain.append(skin.get_bind_count() - 1)
|
||||
chain.append(child_bind)
|
||||
jobs.append(chain)
|
||||
if jobs.is_empty():
|
||||
return
|
||||
|
||||
var surfaces: Array = []
|
||||
var touched := 0
|
||||
for s in range(mi.mesh.get_surface_count()):
|
||||
var arrays: Array = mi.mesh.surface_get_arrays(s)
|
||||
touched += _reweight_surface(arrays, jobs, chain_l, chain_r, limb_radius)
|
||||
surfaces.append({
|
||||
"arrays": arrays,
|
||||
"material": mi.mesh.surface_get_material(s),
|
||||
"name": mi.mesh.surface_get_name(s),
|
||||
})
|
||||
if touched == 0:
|
||||
return
|
||||
var rebuilt := ArrayMesh.new()
|
||||
for i in surfaces.size():
|
||||
var e: Dictionary = surfaces[i]
|
||||
rebuilt.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, e["arrays"])
|
||||
rebuilt.surface_set_material(i, e["material"])
|
||||
if e["name"] != "":
|
||||
rebuilt.surface_set_name(i, e["name"])
|
||||
mi.mesh = rebuilt
|
||||
|
||||
|
||||
static func _reweight_surface(arrays: Array, jobs: Array,
|
||||
chain_l: PackedVector3Array, chain_r: PackedVector3Array,
|
||||
limb_radius: float) -> int:
|
||||
var verts: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
|
||||
var bones: PackedInt32Array = arrays[Mesh.ARRAY_BONES]
|
||||
var weights: PackedFloat32Array = arrays[Mesh.ARRAY_WEIGHTS]
|
||||
if bones.is_empty() or verts.is_empty():
|
||||
return 0
|
||||
var per: int = bones.size() / verts.size()
|
||||
var touched := 0
|
||||
|
||||
for v in verts.size():
|
||||
# Cloth is not a limb. The gate is generous — the outside of a knee sits
|
||||
# further from the bone axis than the limb radius and DOES need helping —
|
||||
# but without it the skirt and the outer boot flare get bound to a knee
|
||||
# helper and swing with the shin.
|
||||
if minf(_dist_to_chain(verts[v], chain_l),
|
||||
_dist_to_chain(verts[v], chain_r)) > limb_radius * 1.6:
|
||||
continue
|
||||
# Pick the joint this vertex most belongs to — the chain holding the most
|
||||
# of its weight — NOT merely the first chain that matches.
|
||||
#
|
||||
# Taking the first match bound right-thigh vertices that still carried a
|
||||
# little residual left-leg weight to the LEFT knee's helpers, which then
|
||||
# dragged them across the body: measured worst 0.46, and no amount of
|
||||
# extra subdivision touched it because the vertex was on the wrong
|
||||
# joint entirely.
|
||||
var best_chain: Array = []
|
||||
var best_kp := -1
|
||||
var best_kc := -1
|
||||
var best_total := 0.0
|
||||
for chain in jobs:
|
||||
var parent_bind: int = chain[0]
|
||||
var child_bind: int = chain[chain.size() - 1]
|
||||
var k_parent := -1
|
||||
var k_child := -1
|
||||
for k in per:
|
||||
var b: int = bones[v * per + k]
|
||||
if b == parent_bind:
|
||||
k_parent = k
|
||||
elif b == child_bind:
|
||||
k_child = k
|
||||
if k_parent < 0 or k_child < 0:
|
||||
continue
|
||||
var w_parent: float = weights[v * per + k_parent]
|
||||
var w_child: float = weights[v * per + k_child]
|
||||
if minf(w_parent, w_child) < MIN_BLEND:
|
||||
continue
|
||||
var total: float = w_parent + w_child
|
||||
if total > best_total:
|
||||
best_total = total
|
||||
best_chain = chain
|
||||
best_kp = k_parent
|
||||
best_kc = k_child
|
||||
# The joint must genuinely own this vertex. Below this it is a stray
|
||||
# cross-body influence, and re-binding it would pull the mesh across.
|
||||
if best_chain.is_empty() or best_total < DOMINANT_SHARE:
|
||||
continue
|
||||
# How far through the joint the vertex sits, then hand it to the two
|
||||
# ADJACENT bones either side of that point. Its widest blend is now one
|
||||
# segment instead of the whole joint.
|
||||
var w_c: float = weights[v * per + best_kc]
|
||||
var pos: float = (w_c / best_total) * float(SEGMENTS)
|
||||
var lo: int = clampi(int(floor(pos)), 0, SEGMENTS - 1)
|
||||
var frac: float = clampf(pos - float(lo), 0.0, 1.0)
|
||||
bones[v * per + best_kp] = best_chain[lo]
|
||||
weights[v * per + best_kp] = best_total * (1.0 - frac)
|
||||
bones[v * per + best_kc] = best_chain[lo + 1]
|
||||
weights[v * per + best_kc] = best_total * frac
|
||||
touched += 1
|
||||
if touched > 0:
|
||||
arrays[Mesh.ARRAY_BONES] = bones
|
||||
arrays[Mesh.ARRAY_WEIGHTS] = weights
|
||||
return touched
|
||||
@@ -0,0 +1 @@
|
||||
uid://dkypjuyv81kg7
|
||||
@@ -0,0 +1,375 @@
|
||||
extends Object
|
||||
class_name SkinLegRepair
|
||||
|
||||
## Keeps the HUMANOID rigid while letting the CLOTHES flow.
|
||||
##
|
||||
## That split is the whole design rule here, and it decides what every pass below
|
||||
## is allowed to touch:
|
||||
##
|
||||
## * LIMB vertices — anything hugging a leg's own bone chain: skin, stockings,
|
||||
## boots — are cleaned up hard. They belong to one leg, they follow it, and
|
||||
## they hold their shape. Deforming here is a bug.
|
||||
## * DRAPE vertices — the skirt and anything else hanging clear of both leg
|
||||
## chains — are LEFT ALONE, so they keep swinging with the body.
|
||||
##
|
||||
## DO NOT stiffen the skirt onto the hips. It was tried (to stop it flattening at
|
||||
## a wide stride) and reverted: it makes the clothes read as a rigid shell, which
|
||||
## is worse than the flattening it fixed. Cloth is supposed to move.
|
||||
##
|
||||
## Current split, from debug/limb_deform_check.gd: the body holds 0.98 of its
|
||||
## cross-section at the knee, while the skirt is free at 0.88 — rigid limbs,
|
||||
## moving cloth.
|
||||
##
|
||||
##
|
||||
## Stops below-the-knee geometry being dragged by BOTH legs at once.
|
||||
##
|
||||
## Taila's boots are skinned with weights that bleed across the centre line:
|
||||
## 262 vertices in the boot/cuff surface (plus 208 in the model's outline shell
|
||||
## and 176 in the body) carry weight from the left AND right leg, the worst at a
|
||||
## dead-even 49/51 split. A vertex pulled equally by both feet sits halfway
|
||||
## between them and stays there while the legs separate, stretching every
|
||||
## triangle around it. That is the "ankle cuffs are linked" stretching, and the
|
||||
## elongated boot that reads as the legs being squashed.
|
||||
##
|
||||
## Everything else about the rig is fine, which is why this took so long to
|
||||
## find. Measured through the full runtime stack during a run: no bone's pose
|
||||
## basis deviates from a pure rotation by more than 0.00001, no bone's length
|
||||
## drifts from its rest offset by more than 0.0000 m, and no below-knee vertex
|
||||
## is influenced by any non-leg bone. The skeleton is correct; the weights are
|
||||
## not. Freezing the AnimationTree at the rest pose renders the boots perfectly,
|
||||
## which is what proves it is a skinning problem rather than a pose one.
|
||||
##
|
||||
## Three steps:
|
||||
##
|
||||
## 1. BELOW THE KNEE (height taken from the skeleton's own rest pose, so this
|
||||
## scales to any character): snap each vertex to the leg that already
|
||||
## dominates it and renormalise, so nothing is pulled in two directions.
|
||||
## 2. ABOVE THE KNEE, only for vertices that are part of a LEG rather than
|
||||
## draping cloth: same snap, to the nearer leg. 122 vertices on Taila's
|
||||
## thigh mesh carry up to 35% of the opposite leg — that is the squashing
|
||||
## that survived the below-knee pass and showed up when running and
|
||||
## jumping split the legs. Limb membership is decided by distance to the
|
||||
## leg's own bone chain, NOT by height or by surface name: a thigh vertex
|
||||
## hugs its bone, while a skirt vertex hangs well clear of both and is
|
||||
## left blended, which is what lets a skirt drape across both legs.
|
||||
## 3. Cap how much the TORSO owns a leg vertex. The top of the thigh is
|
||||
## weighted between the hips and the thigh; at a wide stride, linear-blend
|
||||
## skinning averages the near-static hips against a thigh swung 60 degrees
|
||||
## out, and the top of the leg flattens into a wedge. That is the hip
|
||||
## collapse visible from the side while running and jumping, and it is the
|
||||
## worst number the measurement reports (cross-section 0.85 at the hip
|
||||
## against 0.97-0.99 at the knee). Leg vertices keep at most MAX_TORSO of
|
||||
## hips/spine influence, and the excess goes to the leg bone that already
|
||||
## dominates them, so the thigh follows its own bone.
|
||||
## 4. Drop any triangle still spanning the two legs below the knee. Those are
|
||||
## the midline band between the ankles, which has no correct pose either
|
||||
## way.
|
||||
##
|
||||
## Measure with debug/limb_deform_check.gd.
|
||||
|
||||
const LEG_BONE_HINTS := ["thigh", "shin", "foot", "toe"]
|
||||
## Bones that belong to the torso, not the leg.
|
||||
const TORSO_BONE_HINTS := ["hips", "spine", "pelvis"]
|
||||
## The most torso influence a leg vertex may keep. Some is wanted — it is what
|
||||
## rounds the hip off — but past this the thigh stops following its own bone.
|
||||
const MAX_TORSO := 0.15
|
||||
## Ignore influences below this — they are rounding, not real weighting.
|
||||
const EPSILON := 0.005
|
||||
|
||||
|
||||
## Returns [vertices_snapped, triangles_removed] so callers can log the result.
|
||||
static func repair(root: Node, skeleton: Skeleton3D) -> Array:
|
||||
var knee := _knee_height(skeleton)
|
||||
if is_nan(knee):
|
||||
return [0, 0]
|
||||
var chain_l := _leg_chain(skeleton, ".L")
|
||||
var chain_r := _leg_chain(skeleton, ".R")
|
||||
if chain_l.is_empty() or chain_r.is_empty():
|
||||
return [0, 0]
|
||||
# "Part of a leg" means within roughly half the gap between the two legs of
|
||||
# that leg's bone chain — self-scaling to the character's proportions.
|
||||
var limb_radius: float = maxf(absf(chain_l[0].x - chain_r[0].x) * 0.5, 0.02)
|
||||
|
||||
var snapped_total := 0
|
||||
var removed_total := 0
|
||||
for mi in root.find_children("*", "MeshInstance3D", true, false):
|
||||
if mi.mesh == null or mi.skin == null:
|
||||
continue
|
||||
# Rebuilding a mesh drops blend shapes, so a skin that uses them (a face
|
||||
# rig) is left alone rather than silently losing its expressions.
|
||||
if mi.mesh.get_blend_shape_count() > 0:
|
||||
continue
|
||||
var r := _repair_mesh(mi, skeleton, knee, chain_l, chain_r, limb_radius)
|
||||
snapped_total += r[0]
|
||||
removed_total += r[1]
|
||||
return [snapped_total, removed_total]
|
||||
|
||||
|
||||
## Rest-pose joint positions down one leg, used as a polyline to measure how
|
||||
## close a vertex sits to that limb.
|
||||
static func _leg_chain(skeleton: Skeleton3D, suffix: String) -> PackedVector3Array:
|
||||
var out := PackedVector3Array()
|
||||
for stem in ["DEF-thigh", "DEF-shin", "DEF-foot", "DEF-toe"]:
|
||||
var i := skeleton.find_bone(stem + suffix)
|
||||
if i < 0:
|
||||
i = skeleton.find_bone(stem.trim_prefix("DEF-") + suffix)
|
||||
if i >= 0:
|
||||
out.append(skeleton.get_bone_global_rest(i).origin)
|
||||
return out
|
||||
|
||||
|
||||
## Distance from a point to a polyline.
|
||||
static func _dist_to_chain(p: Vector3, chain: PackedVector3Array) -> float:
|
||||
var best := INF
|
||||
for i in range(chain.size() - 1):
|
||||
var a: Vector3 = chain[i]
|
||||
var b: Vector3 = chain[i + 1]
|
||||
var ab: Vector3 = b - a
|
||||
var len2: float = ab.length_squared()
|
||||
var t: float = 0.0 if len2 < 0.000001 else clampf((p - a).dot(ab) / len2, 0.0, 1.0)
|
||||
best = minf(best, p.distance_to(a + ab * t))
|
||||
return best
|
||||
|
||||
|
||||
static func _knee_height(skeleton: Skeleton3D) -> float:
|
||||
if skeleton == null:
|
||||
return NAN
|
||||
for n in ["DEF-shin.L", "shin.L", "DEF-shin.R", "shin.R"]:
|
||||
var i := skeleton.find_bone(n)
|
||||
if i >= 0:
|
||||
return skeleton.get_bone_global_rest(i).origin.y
|
||||
return NAN
|
||||
|
||||
|
||||
static func _repair_mesh(mi: MeshInstance3D, skeleton: Skeleton3D, knee: float,
|
||||
chain_l: PackedVector3Array, chain_r: PackedVector3Array,
|
||||
limb_radius: float) -> Array:
|
||||
var side := _side_map(mi.skin, skeleton)
|
||||
var torso_bone := _torso_map(mi.skin, skeleton)
|
||||
var surfaces: Array = []
|
||||
var snapped := 0
|
||||
var removed := 0
|
||||
for s in range(mi.mesh.get_surface_count()):
|
||||
var arrays: Array = mi.mesh.surface_get_arrays(s)
|
||||
var r := _repair_surface(arrays, side, torso_bone, knee, chain_l, chain_r, limb_radius)
|
||||
snapped += r[0]
|
||||
removed += r[1]
|
||||
surfaces.append({
|
||||
"arrays": arrays,
|
||||
"material": mi.mesh.surface_get_material(s),
|
||||
"name": mi.mesh.surface_get_name(s),
|
||||
})
|
||||
if snapped == 0 and removed == 0:
|
||||
return [0, 0]
|
||||
|
||||
var rebuilt := ArrayMesh.new()
|
||||
for i in surfaces.size():
|
||||
var entry: Dictionary = surfaces[i]
|
||||
rebuilt.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, entry["arrays"])
|
||||
rebuilt.surface_set_material(i, entry["material"])
|
||||
if entry["name"] != "":
|
||||
rebuilt.surface_set_name(i, entry["name"])
|
||||
mi.mesh = rebuilt
|
||||
return [snapped, removed]
|
||||
|
||||
|
||||
## Is each bind a torso bone? Keyed by SKIN BIND index, like _side_map.
|
||||
static func _torso_map(skin: Skin, skeleton: Skeleton3D) -> Array:
|
||||
var out: Array = []
|
||||
out.resize(skin.get_bind_count())
|
||||
for b in skin.get_bind_count():
|
||||
var n := skin.get_bind_name(b)
|
||||
if n == "":
|
||||
var bone := skin.get_bind_bone(b)
|
||||
n = skeleton.get_bone_name(bone) if bone >= 0 else ""
|
||||
out[b] = false
|
||||
for hint in TORSO_BONE_HINTS:
|
||||
if n.findn(hint) != -1:
|
||||
out[b] = true
|
||||
break
|
||||
return out
|
||||
|
||||
|
||||
## -1 left leg, +1 right leg, 0 anything else — keyed by SKIN BIND index, which
|
||||
## is what ARRAY_BONES stores (not the skeleton's bone index).
|
||||
static func _side_map(skin: Skin, skeleton: Skeleton3D) -> PackedInt32Array:
|
||||
var out := PackedInt32Array()
|
||||
out.resize(skin.get_bind_count())
|
||||
for b in skin.get_bind_count():
|
||||
var n := skin.get_bind_name(b)
|
||||
if n == "":
|
||||
var bone := skin.get_bind_bone(b)
|
||||
n = skeleton.get_bone_name(bone) if bone >= 0 else ""
|
||||
var is_leg := false
|
||||
for hint in LEG_BONE_HINTS:
|
||||
if n.findn(hint) != -1:
|
||||
is_leg = true
|
||||
break
|
||||
if not is_leg:
|
||||
out[b] = 0
|
||||
elif n.ends_with(".L"):
|
||||
out[b] = -1
|
||||
elif n.ends_with(".R"):
|
||||
out[b] = 1
|
||||
else:
|
||||
out[b] = 0
|
||||
return out
|
||||
|
||||
|
||||
static func _repair_surface(arrays: Array, side: PackedInt32Array,
|
||||
torso_bone: Array, knee: float,
|
||||
chain_l: PackedVector3Array, chain_r: PackedVector3Array,
|
||||
limb_radius: float) -> Array:
|
||||
var verts: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
|
||||
var bones: PackedInt32Array = arrays[Mesh.ARRAY_BONES]
|
||||
var weights: PackedFloat32Array = arrays[Mesh.ARRAY_WEIGHTS]
|
||||
var idx: PackedInt32Array = arrays[Mesh.ARRAY_INDEX]
|
||||
if bones.is_empty() or verts.is_empty():
|
||||
return [0, 0]
|
||||
var per: int = bones.size() / verts.size()
|
||||
|
||||
# Step 1 — one leg per vertex.
|
||||
var vside := PackedInt32Array()
|
||||
vside.resize(verts.size())
|
||||
var snapped := 0
|
||||
for v in verts.size():
|
||||
var wl := 0.0
|
||||
var wr := 0.0
|
||||
for k in per:
|
||||
var w: float = weights[v * per + k]
|
||||
if w <= EPSILON:
|
||||
continue
|
||||
match side[bones[v * per + k]]:
|
||||
-1: wl += w
|
||||
1: wr += w
|
||||
if wl <= 0.0 and wr <= 0.0:
|
||||
vside[v] = 0
|
||||
continue
|
||||
var keep: int = -1 if wl >= wr else 1
|
||||
vside[v] = keep
|
||||
if minf(wl, wr) <= EPSILON:
|
||||
continue # already single-legged
|
||||
if verts[v].y > knee:
|
||||
# Above the knee, only repair vertices that belong to a LEG. Cloth
|
||||
# that drapes across both legs sits clear of either bone chain and
|
||||
# is left blended so it can keep draping.
|
||||
var dl: float = _dist_to_chain(verts[v], chain_l)
|
||||
var dr: float = _dist_to_chain(verts[v], chain_r)
|
||||
if minf(dl, dr) > limb_radius:
|
||||
continue # hugs neither chain — cloth, leave it alone
|
||||
# Side comes from WEIGHT, not from which chain is nearer. An earlier
|
||||
# version also demanded one chain be 1.25x closer than the other,
|
||||
# which skipped everything near the centre line — and that is exactly
|
||||
# where the damage was: inner-thigh vertices kept 21% of the OPPOSITE
|
||||
# leg and were torn apart when the legs split (measured 0.46). A limb
|
||||
# vertex belongs to whichever leg actually drives it.
|
||||
# Drop the losing leg's influence and renormalise what remains.
|
||||
var total := 0.0
|
||||
for k in per:
|
||||
var b: int = bones[v * per + k]
|
||||
if side[b] != 0 and side[b] != keep:
|
||||
weights[v * per + k] = 0.0
|
||||
total += weights[v * per + k]
|
||||
if total > 0.0:
|
||||
for k in per:
|
||||
weights[v * per + k] /= total
|
||||
snapped += 1
|
||||
|
||||
# Step 2 — stop the torso holding the top of the leg back. Only vertices that
|
||||
# actually belong to a limb are touched, so the skirt keeps swinging from
|
||||
# the hips as it should.
|
||||
for v in verts.size():
|
||||
if vside[v] == 0:
|
||||
continue
|
||||
var chain: PackedVector3Array = chain_l if vside[v] == -1 else chain_r
|
||||
if _dist_to_chain(verts[v], chain) > limb_radius:
|
||||
continue
|
||||
var torso := 0.0
|
||||
var dom_k := -1
|
||||
var dom_w := 0.0
|
||||
for k in per:
|
||||
var b: int = bones[v * per + k]
|
||||
var w: float = weights[v * per + k]
|
||||
if torso_bone[b]:
|
||||
torso += w
|
||||
elif side[b] != 0 and w > dom_w:
|
||||
dom_w = w
|
||||
dom_k = k
|
||||
if torso <= MAX_TORSO or dom_k < 0:
|
||||
continue
|
||||
# Scale the torso influence down to the cap and hand the rest to the
|
||||
# leg bone this vertex already follows.
|
||||
var keep_scale: float = MAX_TORSO / torso
|
||||
for k in per:
|
||||
if torso_bone[bones[v * per + k]]:
|
||||
weights[v * per + k] *= keep_scale
|
||||
weights[v * per + dom_k] += torso - MAX_TORSO
|
||||
var sum := 0.0
|
||||
for k in per:
|
||||
sum += weights[v * per + k]
|
||||
if sum > 0.0:
|
||||
for k in per:
|
||||
weights[v * per + k] /= sum
|
||||
snapped += 1
|
||||
|
||||
# Step 3 — belt and braces: NO vertex that sits on a limb may carry any
|
||||
# weight from the opposite leg, at any height. The staged rules above each
|
||||
# have their own guards and between them they were still letting inner-thigh
|
||||
# vertices through with ~20% of the far leg, which tears them apart when the
|
||||
# legs split (measured 0.46 — the worst collapse left on the model). This is
|
||||
# unconditional and runs last so nothing can reintroduce it.
|
||||
for v in verts.size():
|
||||
var near_l: float = _dist_to_chain(verts[v], chain_l)
|
||||
var near_r: float = _dist_to_chain(verts[v], chain_r)
|
||||
# Generous radius: the limb radius is measured from the bone AXIS, so a
|
||||
# vertex on the front or back of a thigh clears it easily, and those were
|
||||
# exactly the ones slipping through with opposite-leg weight. The skirt
|
||||
# hangs far enough out to stay outside even this.
|
||||
if minf(near_l, near_r) > limb_radius * 1.6:
|
||||
continue # cloth
|
||||
var own: int = -1 if near_l < near_r else 1
|
||||
# Prefer the leg that actually drives it; fall back to the nearer chain.
|
||||
var wl2 := 0.0
|
||||
var wr2 := 0.0
|
||||
for k in per:
|
||||
match side[bones[v * per + k]]:
|
||||
-1: wl2 += weights[v * per + k]
|
||||
1: wr2 += weights[v * per + k]
|
||||
if maxf(wl2, wr2) > 0.0:
|
||||
own = -1 if wl2 >= wr2 else 1
|
||||
if minf(wl2, wr2) <= 0.0:
|
||||
continue # already single-legged
|
||||
var tot := 0.0
|
||||
for k in per:
|
||||
var b2: int = bones[v * per + k]
|
||||
if side[b2] != 0 and side[b2] != own:
|
||||
weights[v * per + k] = 0.0
|
||||
tot += weights[v * per + k]
|
||||
if tot > 0.0:
|
||||
for k in per:
|
||||
weights[v * per + k] /= tot
|
||||
vside[v] = own
|
||||
snapped += 1
|
||||
|
||||
# Step 4 — drop triangles that still span the legs below the knee.
|
||||
var removed := 0
|
||||
if not idx.is_empty():
|
||||
var keep_idx := PackedInt32Array()
|
||||
for t in range(0, idx.size(), 3):
|
||||
var a: int = idx[t]
|
||||
var b: int = idx[t + 1]
|
||||
var c: int = idx[t + 2]
|
||||
var below: bool = (verts[a].y + verts[b].y + verts[c].y) / 3.0 < knee
|
||||
var has_l: bool = vside[a] == -1 or vside[b] == -1 or vside[c] == -1
|
||||
var has_r: bool = vside[a] == 1 or vside[b] == 1 or vside[c] == 1
|
||||
if below and has_l and has_r:
|
||||
removed += 1
|
||||
continue
|
||||
keep_idx.append(a)
|
||||
keep_idx.append(b)
|
||||
keep_idx.append(c)
|
||||
if removed > 0:
|
||||
arrays[Mesh.ARRAY_INDEX] = keep_idx
|
||||
if snapped > 0:
|
||||
arrays[Mesh.ARRAY_WEIGHTS] = weights
|
||||
return [snapped, removed]
|
||||
@@ -0,0 +1 @@
|
||||
uid://db6vqsk1sku85
|
||||
@@ -0,0 +1,116 @@
|
||||
extends RefCounted
|
||||
class_name SkinSurfaces
|
||||
|
||||
## What every surface of a character IS — body, cloth, hair or accessory.
|
||||
##
|
||||
## Written at build time by tools/surface_map.py into `<skin>.rig.json`, read
|
||||
## here. Nothing at runtime re-derives it, which is the point: the question has
|
||||
## one right answer per model and it is knowable in Blender, where the mesh, the
|
||||
## weights and the skeleton are all in hand. Asking it again from a material at
|
||||
## load time is how the mannequin's flat yellow body came to be rendered as a
|
||||
## black silhouette — "untextured" is not the same question as "is ink".
|
||||
##
|
||||
## The heuristic that mistake came from is still here, as `guess()`, and still
|
||||
## earns its place: it is the fallback for a model imported before the surface
|
||||
## table existed, or one whose material genuinely says nothing. But it is now
|
||||
## the last resort rather than the only source.
|
||||
|
||||
const BODY := "body"
|
||||
const CLOTH := "cloth"
|
||||
const HAIR := "hair"
|
||||
const ACCESSORY := "accessory"
|
||||
const LINEWORK := "linework"
|
||||
|
||||
## Same threshold as tools/surface_map.INK_LEVEL. The two must agree, or a model
|
||||
## with a surface table would render differently from one without.
|
||||
const INK_LEVEL := 0.18
|
||||
|
||||
var _by_slot: Dictionary = {} # "mesh|index" -> record
|
||||
var _by_material: Dictionary = {} # material name -> record
|
||||
## Materials used by two surfaces the classifier disagreed about. Taila reuses
|
||||
## `ClothA` on three meshes and `FullBlack` on three more; those agree, so they
|
||||
## stay usable. One that did not would silently give whichever surface was read
|
||||
## first, so it is dropped from the material index instead and falls back to the
|
||||
## slot key.
|
||||
var _material_conflict: Dictionary = {}
|
||||
|
||||
|
||||
static func from_rig_info(rig_info: Dictionary) -> SkinSurfaces:
|
||||
var out := SkinSurfaces.new()
|
||||
for record in rig_info.get("surfaces", []):
|
||||
if not record is Dictionary:
|
||||
continue
|
||||
out._by_slot["%s|%d" % [record.get("mesh", ""),
|
||||
int(record.get("surface", 0))]] = record
|
||||
var mat: String = record.get("material", "")
|
||||
if mat == "":
|
||||
continue
|
||||
var seen = out._by_material.get(mat)
|
||||
if seen != null and seen.get("class", "") != record.get("class", ""):
|
||||
out._material_conflict[mat] = true
|
||||
else:
|
||||
out._by_material[mat] = record
|
||||
return out
|
||||
|
||||
|
||||
func is_empty() -> bool:
|
||||
return _by_slot.is_empty()
|
||||
|
||||
|
||||
## The build-time record for one surface, or an empty Dictionary.
|
||||
##
|
||||
## The mesh node name and surface index are tried first because they name
|
||||
## exactly one surface. The material name is the fallback because it is what
|
||||
## survives best — every character in this game arrives with its meshes called
|
||||
## `Object_7` through `Object_32`, and a renamed node would take the slot key
|
||||
## with it while `ClothB` stays `ClothB`.
|
||||
func lookup(mesh_name: String, surface_index: int, material_name: String) -> Dictionary:
|
||||
var by_slot = _by_slot.get("%s|%d" % [mesh_name, surface_index])
|
||||
if by_slot != null:
|
||||
return by_slot
|
||||
if material_name != "" and not _material_conflict.has(material_name):
|
||||
var by_mat = _by_material.get(material_name)
|
||||
if by_mat != null:
|
||||
return by_mat
|
||||
return {}
|
||||
|
||||
|
||||
## (class, detail) for a surface with no build-time record.
|
||||
##
|
||||
## This is the pre-surface-table heuristic, kept verbatim for the one job it is
|
||||
## still right for. It answers a narrow question — is this untextured surface
|
||||
## part of the model's own DRAWING? — and it answers it from the three things
|
||||
## that actually distinguish line-work: being black, being drawn inside-out, or
|
||||
## saying outright that it is an eye card. Anything else is treated as body,
|
||||
## which is the safe answer because body is ordinary character shading.
|
||||
static func guess(mat: BaseMaterial3D) -> Array:
|
||||
if mat == null:
|
||||
return [BODY, "skin"]
|
||||
var name := mat.resource_name.to_lower()
|
||||
if mat.albedo_texture == null:
|
||||
if name.begins_with("eyes"):
|
||||
return [BODY, "eyes_highlight" if name.contains("hl") else "eyes_ink"]
|
||||
if mat.cull_mode == BaseMaterial3D.CULL_FRONT:
|
||||
return [LINEWORK, "outline_hull"]
|
||||
var c: Color = mat.albedo_color
|
||||
if maxf(maxf(c.r, c.g), c.b) < INK_LEVEL:
|
||||
return [LINEWORK, "outline_hull"]
|
||||
return [BODY, "skin"]
|
||||
|
||||
|
||||
## (class, detail) for a surface, from the table where it has an entry and from
|
||||
## the heuristic where it does not.
|
||||
##
|
||||
## The cull-mode test is re-run even when the table HAS an entry, because that
|
||||
## is the one piece of evidence the build side cannot see: glTF has no way to
|
||||
## say "draw only the backfaces", so an inverted-hull outline arrives in Blender
|
||||
## indistinguishable from an ordinary surface and only shows itself here.
|
||||
func resolve(mesh_name: String, surface_index: int, mat: BaseMaterial3D) -> Array:
|
||||
var material_name := "" if mat == null else mat.resource_name
|
||||
if mat != null and mat.albedo_texture == null \
|
||||
and mat.cull_mode == BaseMaterial3D.CULL_FRONT:
|
||||
return [LINEWORK, "outline_hull"]
|
||||
var record := lookup(mesh_name, surface_index, material_name)
|
||||
if record.is_empty():
|
||||
return guess(mat)
|
||||
return [record.get("class", BODY), record.get("detail", "")]
|
||||
@@ -0,0 +1 @@
|
||||
uid://diqctdcqixjqg
|
||||
@@ -0,0 +1 @@
|
||||
uid://deskxxpcexwyt
|
||||
@@ -0,0 +1,112 @@
|
||||
extends Object
|
||||
class_name TuningStore
|
||||
|
||||
## Per-character art direction on disk, layered so a number can be set once for
|
||||
## everyone and then contradicted exactly where it matters.
|
||||
##
|
||||
## defaults every character, every subject
|
||||
## skins.<skin>._all this character, every subject
|
||||
## skins.<skin>.<key> this character, this subject
|
||||
##
|
||||
## "Subject" is whatever the caller is keying on — a weapon id for how a gun is
|
||||
## held, an anchor set for where it is held. The store does not care.
|
||||
##
|
||||
## This is the shape WeaponHoldTuning arrived at, pulled out so it is not the
|
||||
## only thing that can have it. Every knob in the rifle hold started as a
|
||||
## constant tuned against one rig and was wrong on the next character imported;
|
||||
## the ones that can be derived from the skeleton now are, and what is left is
|
||||
## genuinely an artist's judgement — how high a stock rides, where in the palm a
|
||||
## grip sits. Judgement wants a slider and a file, not another guess in code.
|
||||
##
|
||||
## An absent or empty file means "use the built-in defaults", so the game runs
|
||||
## perfectly well with nothing tuned at all. This only ever ADDS information.
|
||||
|
||||
## Where a tuning file is read from and written to.
|
||||
##
|
||||
## The project copy is preferred on save so a tuning pass lands in version
|
||||
## control beside the character it belongs to. `user://` is the fallback for an
|
||||
## exported build, where res:// is read-only — and it WINS on load, so a pass
|
||||
## made in a shipped build is not silently discarded.
|
||||
static func read(res_path: String, user_path: String) -> Dictionary:
|
||||
var base := _read_one(res_path)
|
||||
var over := _read_one(user_path)
|
||||
if over.is_empty():
|
||||
return base
|
||||
if base.is_empty():
|
||||
return over
|
||||
# Shallow is enough: the layers below are merged per key anyway.
|
||||
for k in over:
|
||||
base[k] = over[k]
|
||||
return base
|
||||
|
||||
|
||||
static func _read_one(path: String) -> Dictionary:
|
||||
if not FileAccess.file_exists(path):
|
||||
return {}
|
||||
var parsed = JSON.parse_string(FileAccess.get_file_as_string(path))
|
||||
return parsed if typeof(parsed) == TYPE_DICTIONARY else {}
|
||||
|
||||
|
||||
## The resolved table for one character and one subject, most general first.
|
||||
##
|
||||
## Vectors survive the JSON round trip as three-element arrays and are rebuilt
|
||||
## here rather than at every read site — a caller that forgot would get an Array
|
||||
## where it expected a Vector3, which fails somewhere else entirely.
|
||||
static func resolve(all: Dictionary, skin_id: String, subject: String) -> Dictionary:
|
||||
var out := {}
|
||||
var skins: Dictionary = all.get("skins", {})
|
||||
var mine: Dictionary = skins.get(skin_id, {})
|
||||
for layer in [all.get("defaults", {}), mine.get("_all", {}),
|
||||
mine.get(subject, {})]:
|
||||
if typeof(layer) != TYPE_DICTIONARY:
|
||||
continue
|
||||
for k in layer:
|
||||
out[k] = layer[k]
|
||||
return revive(out)
|
||||
|
||||
|
||||
## Three-element arrays back into Vector3s, in place. Anything else is left
|
||||
## alone, so a knob that is genuinely a list of three numbers would need its own
|
||||
## handling — none is, and one that was would be a Vector3 anyway.
|
||||
static func revive(table: Dictionary) -> Dictionary:
|
||||
for k in table.keys():
|
||||
var v = table[k]
|
||||
if v is Array and v.size() == 3:
|
||||
table[k] = Vector3(float(v[0]), float(v[1]), float(v[2]))
|
||||
return table
|
||||
|
||||
|
||||
static func flatten(table: Dictionary) -> Dictionary:
|
||||
var flat := {}
|
||||
for k in table:
|
||||
var v = table[k]
|
||||
flat[k] = [v.x, v.y, v.z] if v is Vector3 else v
|
||||
return flat
|
||||
|
||||
|
||||
## Store one character+subject's table and write the file. Returns where it went.
|
||||
static func write(all: Dictionary, skin_id: String, subject: String,
|
||||
table: Dictionary, res_path: String, user_path: String) -> String:
|
||||
if not all.has("skins"):
|
||||
all["skins"] = {}
|
||||
if not all["skins"].has(skin_id):
|
||||
all["skins"][skin_id] = {}
|
||||
all["skins"][skin_id][subject] = flatten(table)
|
||||
|
||||
var text := JSON.stringify(all, " ")
|
||||
for path in [res_path, user_path]:
|
||||
var f := FileAccess.open(path, FileAccess.WRITE)
|
||||
if f:
|
||||
f.store_string(text)
|
||||
f.close()
|
||||
return path
|
||||
return "<could not write>"
|
||||
|
||||
|
||||
## The default for a knob, from a spec table shaped
|
||||
## `[key, label, minimum, maximum, is_vector, default]`.
|
||||
static func default_for(specs: Array, key: String):
|
||||
for spec in specs:
|
||||
if spec[0] == key:
|
||||
return spec[5]
|
||||
return 0.0
|
||||
@@ -0,0 +1 @@
|
||||
uid://cq378n7o0qnoc
|
||||
@@ -0,0 +1,193 @@
|
||||
extends Object
|
||||
class_name WeaponHoldTuning
|
||||
|
||||
## Per-character, per-weapon overrides for how a gun is held.
|
||||
##
|
||||
## Every knob in the rifle hold used to be a constant tuned against one rig, and
|
||||
## every one of them was wrong on the next character imported — the mount
|
||||
## rotation, the wrist twist, the weapon size. The ones that CAN be derived from
|
||||
## the skeleton now are. The rest are genuinely art direction: how high the stock
|
||||
## rides, how far the elbow flares, how hard the fingers close. Those want an
|
||||
## artist's eye and a slider, not another guess in code.
|
||||
##
|
||||
## This is where that judgement is stored. debug/rig_lab.gd writes it;
|
||||
## SkinnedPlayerModel reads it when a weapon is equipped.
|
||||
##
|
||||
## Resolution is layered, most general first, so a single number can be set once
|
||||
## for everything and then contradicted where it matters:
|
||||
##
|
||||
## defaults every character, every weapon
|
||||
## skins.<skin>._all this character, every weapon
|
||||
## skins.<skin>.<weapon> this character, this weapon
|
||||
##
|
||||
## An empty file means "use the built-in defaults", so the game runs perfectly
|
||||
## well with no tuning at all — this only ever adds information.
|
||||
|
||||
const PATH := "res://assets/characters/weapon_holds.json"
|
||||
## Written to the project when running from source; falls back to user:// for an
|
||||
## exported build, where res:// is read-only.
|
||||
const USER_PATH := "user://weapon_holds.json"
|
||||
|
||||
# ── The pose axis ────────────────────────────────────────────────────────────
|
||||
#
|
||||
# Half of these knobs mean something different at low ready than they do down
|
||||
# the sights, and half do not. Where a hand sits ON the weapon is a fact about
|
||||
# the gun and the character's hands; how the weapon is carried is a fact about
|
||||
# what they are doing with it.
|
||||
#
|
||||
# The runtime blends between exactly TWO holds, on `ads` — there is no third.
|
||||
# "Running" and "Crouched" in the lab are locomotion states that still use the
|
||||
# low-ready hold, because that is all `_apply_rifle_hold` can express. Offering
|
||||
# four independent pose tunings would be inventing a capability the code does
|
||||
# not have, and the fourth would silently do nothing.
|
||||
#
|
||||
# So: two poses, and a knob names the ones it exists for.
|
||||
const POSE_HIP := "hip"
|
||||
const POSE_ADS := "ads"
|
||||
const POSE_NAMES := {POSE_HIP: "low ready", POSE_ADS: "aiming"}
|
||||
|
||||
|
||||
## Which pose a given `ads` blend is being tuned as.
|
||||
static func pose_for_ads(ads: float) -> String:
|
||||
return POSE_ADS if ads > 0.5 else POSE_HIP
|
||||
|
||||
|
||||
## key -> [label, minimum, maximum, is_vector, default]
|
||||
##
|
||||
## The lab builds its whole UI from this, so adding a knob here is all it takes
|
||||
## to expose one. Ranges are what a plausible answer lives inside, not what the
|
||||
## value can technically be.
|
||||
##
|
||||
## The DEFAULT must match what the code does when nothing is tuned, or the lab
|
||||
## lies: a slider parked at 0 next to a code default of 1.0 means the first touch
|
||||
## of that slider silently switches the behaviour off. Zero means "let the code
|
||||
## decide" only where it is called out below.
|
||||
##
|
||||
## These are the pose-INDEPENDENT ones. They describe the weapon and the hands
|
||||
## on it, which do not change when the character shoulders the gun.
|
||||
const SHARED_KNOBS := [
|
||||
["weapon_scale", "Weapon size (0 = fit to arm)", 0.0, 1.4, false, 0.0],
|
||||
["gun_stock", "TRIGGER hand along the weapon, from the butt (0 = auto)",
|
||||
0.0, 0.45, false, 0.0],
|
||||
["gun_fore", "SUPPORT hand along the weapon, from the grip (0 = auto)",
|
||||
0.0, 0.50, false, 0.0],
|
||||
# The two hand anchors, off the barrel line.
|
||||
#
|
||||
# `gun_stock` and `gun_fore` above are DISTANCES ALONG the barrel, and for a
|
||||
# long time that was the only freedom either anchor had: the trigger hand
|
||||
# could slide up and down the gun's own axis and nowhere else, and so could
|
||||
# the support hand. That is fine for where along a handguard to hold, and
|
||||
# useless for a handguard that sits below the bore, an angled foregrip, or a
|
||||
# pistol whose grip is nowhere near its barrel line.
|
||||
#
|
||||
# These are in the GUN's frame — x across, y up, z along the barrel — so they
|
||||
# stay meaningful as the weapon pitches between low ready and ADS. Zero is
|
||||
# exactly the old behaviour. Their z overlaps `gun_stock`/`gun_fore`, which
|
||||
# is redundant but harmless, and keeping the along-axis distances separate is
|
||||
# what lets the reach solver slide the support hand back down the handguard
|
||||
# without also undoing a deliberate sideways nudge.
|
||||
["grip_shift", "TRIGGER hand, off the barrel line", -0.15, 0.15, true,
|
||||
Vector3.ZERO],
|
||||
["fore_shift", "SUPPORT hand, off the barrel line", -0.15, 0.15, true,
|
||||
Vector3.ZERO],
|
||||
["curl_wrap", "Finger wrap", 0.0, 2.0, false, 1.0],
|
||||
["curl_trigger", "Trigger finger", 0.0, 2.0, false, 1.0],
|
||||
["curl_thumb", "Thumb", 0.0, 2.0, false, 1.0],
|
||||
]
|
||||
|
||||
## stem -> [label, minimum, maximum, is_vector, {pose: default}]
|
||||
##
|
||||
## Stored and read as `<stem>_<pose>`, which is the convention `pocket_hip` and
|
||||
## `pocket_ads` already used — generalised so every knob that ought to differ
|
||||
## between the two holds can.
|
||||
##
|
||||
## A pose ABSENT from the defaults dictionary means the knob does not exist
|
||||
## there, and the lab will not show it. `pitch` is the case that forces this:
|
||||
## down the sights the muzzle follows the camera, so there is nothing to tune,
|
||||
## and a "muzzle pitch, aiming" slider would be a control that does nothing.
|
||||
const POSE_KNOBS := [
|
||||
["pocket", "Stock pocket", -0.30, 0.30, true, {
|
||||
POSE_HIP: Vector3(0.03, -0.07, 0.06),
|
||||
POSE_ADS: Vector3(0.05, 0.01, 0.07)}],
|
||||
["pitch", "Muzzle pitch", -0.6, 0.6, false, {POSE_HIP: 0.16}],
|
||||
# Full wrist orientation, not just a roll.
|
||||
#
|
||||
# These were one scalar each, a twist about the barrel, because that is the
|
||||
# only axis a hand wrapping a cylinder is free in ONCE the arc onto the
|
||||
# barrel has been solved. That is true of the support hand and it was never
|
||||
# true of the trigger hand, and even for the support hand it left no way to
|
||||
# cock a wrist forward or break it inward — which is most of what separates a
|
||||
# convincing rifle hold from a mannequin's.
|
||||
#
|
||||
# Pitch, yaw and roll, applied in the GUN's frame (about across, up, and the
|
||||
# barrel) so the axes mean the same thing at any weapon pitch. Zero is
|
||||
# exactly the old behaviour, since the roll term was zero by default too.
|
||||
["wrist_r", "TRIGGER wrist — pitch / yaw / roll", -1.6, 1.6, true, {
|
||||
POSE_HIP: Vector3.ZERO, POSE_ADS: Vector3.ZERO}],
|
||||
["wrist_l", "SUPPORT wrist — pitch / yaw / roll", -1.6, 1.6, true, {
|
||||
POSE_HIP: Vector3.ZERO, POSE_ADS: Vector3.ZERO}],
|
||||
# Zero means "use the code's own default" for these two — see _tv in
|
||||
# ShooterPoseModifier, which treats a zero-length vector as unset.
|
||||
["pole_r", "Firing elbow (0 = auto)", -1.5, 1.5, true, {
|
||||
POSE_HIP: Vector3.ZERO, POSE_ADS: Vector3.ZERO}],
|
||||
["pole_l", "Support elbow (0 = auto)", -1.5, 1.5, true, {
|
||||
POSE_HIP: Vector3.ZERO, POSE_ADS: Vector3.ZERO}],
|
||||
]
|
||||
|
||||
|
||||
## The spec table for one pose: the shared knobs, plus that pose's own, with
|
||||
## their keys already suffixed.
|
||||
##
|
||||
## This is what the lab builds its sliders from, so a knob that does not apply
|
||||
## to the pose being adjusted is not merely disabled — it is not there.
|
||||
static func knobs_for(pose: String) -> Array:
|
||||
var out: Array = SHARED_KNOBS.duplicate()
|
||||
for spec in POSE_KNOBS:
|
||||
var defaults: Dictionary = spec[5]
|
||||
if not defaults.has(pose):
|
||||
continue
|
||||
out.append(["%s_%s" % [spec[0], pose],
|
||||
"%s, %s" % [spec[1], POSE_NAMES[pose]],
|
||||
spec[2], spec[3], spec[4], defaults[pose]])
|
||||
return out
|
||||
|
||||
|
||||
## Every knob across every pose. For anything that has to reason about the whole
|
||||
## table rather than about one screen of it — resetting, saving, and the checks.
|
||||
static func all_knobs() -> Array:
|
||||
var out: Array = SHARED_KNOBS.duplicate()
|
||||
for spec in POSE_KNOBS:
|
||||
var defaults: Dictionary = spec[5]
|
||||
for pose in defaults:
|
||||
out.append(["%s_%s" % [spec[0], pose],
|
||||
"%s, %s" % [spec[1], POSE_NAMES[pose]],
|
||||
spec[2], spec[3], spec[4], defaults[pose]])
|
||||
return out
|
||||
|
||||
|
||||
## The built-in value for a knob, for a lab that has nothing saved yet.
|
||||
##
|
||||
## Across ALL poses, not just the one on screen: a reset or a save has to know
|
||||
## what `pocket_ads` defaults to even while low ready is being adjusted.
|
||||
static func default_for(key: String):
|
||||
return TuningStore.default_for(all_knobs(), key)
|
||||
|
||||
|
||||
## The layering, the JSON round trip and the res://-then-user:// write all live
|
||||
## in TuningStore now, because they are not specific to weapons — rig anchors
|
||||
## want exactly the same behaviour, and having two copies of it would mean two
|
||||
## places for "an exported build's tuning pass is silently discarded" to come
|
||||
## back. The on-disk format is unchanged.
|
||||
static func load_all() -> Dictionary:
|
||||
return TuningStore.read(PATH, USER_PATH)
|
||||
|
||||
|
||||
## The resolved knob table for one character holding one weapon.
|
||||
static func resolve(all: Dictionary, skin_id: String, weapon_id: String) -> Dictionary:
|
||||
return TuningStore.resolve(all, skin_id, weapon_id)
|
||||
|
||||
|
||||
## Store one character+weapon's knobs and write the file. Returns where it went.
|
||||
static func save(all: Dictionary, skin_id: String, weapon_id: String,
|
||||
knobs: Dictionary) -> String:
|
||||
return TuningStore.write(all, skin_id, weapon_id, knobs, PATH, USER_PATH)
|
||||
@@ -0,0 +1 @@
|
||||
uid://cxbghp14y3i7v
|
||||
@@ -0,0 +1,165 @@
|
||||
extends SceneTree
|
||||
|
||||
## Does dragging an anchor marker in the rig lab move that anchor where the
|
||||
## mouse went?
|
||||
##
|
||||
## The maths behind a viewport drag has four frames in it — screen, world,
|
||||
## skeleton, gun — and every one is a chance to transpose an inverse or lose a
|
||||
## handedness. All of those mistakes still MOVE the marker, so "the number
|
||||
## changed" proves nothing. What is asserted here is that the number changed by
|
||||
## the RIGHT AMOUNT, in the frame that knob is written in, derived independently
|
||||
## from the camera.
|
||||
##
|
||||
## Deliberately NOT asserted: that the marker lands exactly under the mouse. It
|
||||
## does not, and the reason is a real property of the hold rather than a bug in
|
||||
## the drag — see THE FEEDBACK below. The screen-space check kept here is a
|
||||
## direction-and-order-of-magnitude one, which is the band the transform
|
||||
## mistakes above actually live in: a swapped axis or a lost handedness sends
|
||||
## the marker the wrong way entirely.
|
||||
##
|
||||
## THE FEEDBACK. Every anchor hangs off the shoulder — `stock_pos = shoulder +
|
||||
## pocket`, and the grip and fore anchors are measured out from there. The
|
||||
## shoulder is driven by the arm, and the arm is chasing the anchor. So moving
|
||||
## an anchor moves the shoulder, which moves the anchor again. Measured from a
|
||||
## clean slate it settles at 0.77x-1.13x of the drag depending on which anchor,
|
||||
## which is small enough to be invisible interactively — you stop dragging when
|
||||
## it looks right.
|
||||
##
|
||||
## It is worth the paragraph because of how it first showed up. Without the
|
||||
## `_reset` between cases below, each drag started on top of the last one still
|
||||
## working its way through the arm, and the ratio read 1.5x-1.8x; waiting LONGER
|
||||
## for the pose to settle made it worse rather than better, which is the
|
||||
## opposite of how a settling error behaves and is what gave the compounding
|
||||
## away.
|
||||
##
|
||||
## godot --path . -s res://debug/anchor_drag_check.gd
|
||||
|
||||
const LAB := "res://debug/rig_lab.tscn"
|
||||
const DRAG := Vector2(60, 0)
|
||||
## Metres. What the knob is checked to — this part is exact maths, so it can be.
|
||||
const KNOB_TOLERANCE := 0.0005
|
||||
## The screen-space check is direction and order of magnitude only. See above.
|
||||
const MIN_TRAVEL := 0.5
|
||||
const MAX_TRAVEL := 2.2
|
||||
|
||||
var _fails := 0
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
await process_frame
|
||||
var lab: Node = load(LAB).instantiate()
|
||||
root.add_child(lab)
|
||||
# The pose layer chases its targets exponentially at a rate times DELTA, and
|
||||
# a headless run is uncapped, so each frame advances the blend by almost
|
||||
# nothing and the hold takes hundreds of frames to stop moving on its own.
|
||||
for _i in 300:
|
||||
await process_frame
|
||||
|
||||
if lab._model == null or not lab._model.loaded or lab._model._pose_mod == null:
|
||||
_expect(false, "the lab built a character with a pose layer")
|
||||
_done()
|
||||
return
|
||||
_expect(true, "the lab built a character with a pose layer")
|
||||
|
||||
# Frame the hands, so a pixel is a small distance in the world — a drag
|
||||
# measured at arm's length is mostly noise.
|
||||
lab._pivot = lab._model.skeleton.global_transform * lab._model._pose_mod.dbg_grip
|
||||
lab._dist = 0.6
|
||||
lab._update_camera()
|
||||
for _i in 20:
|
||||
await process_frame
|
||||
|
||||
for case in [[0, "trigger hand", "grip_shift"], [1, "support hand", "fore_shift"],
|
||||
[2, "buttstock", "pocket_hip"]]:
|
||||
await _drag_case(lab, case[0], case[1], case[2])
|
||||
_done()
|
||||
|
||||
|
||||
func _drag_case(lab: Node, marker: int, label: String, key: String) -> void:
|
||||
# From a clean slate each time, or the second case measures the first's
|
||||
# shift still working its way through the arm.
|
||||
lab._reset("hold")
|
||||
for _i in 120:
|
||||
await process_frame
|
||||
|
||||
var m: Node3D = lab._markers[marker]
|
||||
if not m.visible:
|
||||
_expect(false, "the %s marker is visible" % label)
|
||||
return
|
||||
var before: Vector2 = lab._cam.unproject_position(m.global_position)
|
||||
_expect(lab._marker_under(before) == marker,
|
||||
"the %s marker is grabbable where it is drawn" % label)
|
||||
|
||||
# What the drag SHOULD write, worked out from the camera here rather than
|
||||
# from the lab's own code, so the two have to agree independently.
|
||||
var want: Vector3 = _expected(lab, marker, m.global_position, before, before + DRAG)
|
||||
var was: Vector3 = _knob(lab, key)
|
||||
|
||||
lab._begin_drag(marker, before)
|
||||
# In steps, as a real drag arrives — a single jump would hide an error that
|
||||
# accumulates per motion event.
|
||||
for step in 6:
|
||||
lab._drag_to(before + DRAG * (float(step + 1) / 6.0))
|
||||
await process_frame
|
||||
lab._drag_marker = -1
|
||||
|
||||
var wrote: Vector3 = _knob(lab, key) - was
|
||||
var err: float = (wrote - want).length()
|
||||
_expect(err <= KNOB_TOLERANCE,
|
||||
"the %s drag wrote %s into '%s' (wanted %s, off by %.2f mm)"
|
||||
% [label, _mm(wrote), key, _mm(want), err * 1000.0])
|
||||
|
||||
# ...and the marker really did go that way on screen.
|
||||
for _i in 150:
|
||||
await process_frame
|
||||
var now: Vector2 = lab._cam.unproject_position(m.global_position)
|
||||
var moved: Vector2 = now - before
|
||||
var along: float = moved.dot(DRAG.normalized()) / DRAG.length()
|
||||
_expect(along >= MIN_TRAVEL and along <= MAX_TRAVEL,
|
||||
"the %s marker followed the drag (%.2fx of it; the shoulder feedback puts this over 1)"
|
||||
% [label, along])
|
||||
|
||||
|
||||
## The knob delta a drag from `a` to `b` ought to produce, in that knob's frame.
|
||||
func _expected(lab: Node, marker: int, at: Vector3, a: Vector2, b: Vector2) -> Vector3:
|
||||
var world := _plane(lab._cam, at, b) - _plane(lab._cam, at, a)
|
||||
var v: Vector3 = lab._model.skeleton.global_transform.basis.inverse() * world
|
||||
if lab.MARKER_KNOB[marker][1] == "gun":
|
||||
v = lab._model._pose_mod.dbg_gun_basis.inverse() * v
|
||||
return v
|
||||
|
||||
|
||||
func _plane(cam: Camera3D, at: Vector3, mouse: Vector2) -> Vector3:
|
||||
var origin := cam.project_ray_origin(mouse)
|
||||
var dir := cam.project_ray_normal(mouse)
|
||||
var n := -cam.global_transform.basis.z
|
||||
return origin + dir * (((at - origin).dot(n)) / dir.dot(n))
|
||||
|
||||
|
||||
## An absent knob reads as its DEFAULT, not as zero.
|
||||
##
|
||||
## Those are the same thing for `grip_shift` and `fore_shift` and not for
|
||||
## `pocket_hip`, whose default is (30, -70, 60) mm. Reading it as zero made a
|
||||
## perfectly correct 60 px drag look like a 97 mm error — the difference was
|
||||
## exactly the default. The lab has a note about this trap in `_reset`; it is
|
||||
## just as easy to walk into from a test.
|
||||
func _knob(lab: Node, key: String) -> Vector3:
|
||||
var v = lab._knobs["hold"].get(key, WeaponHoldTuning.default_for(key))
|
||||
return v if v is Vector3 else Vector3.ZERO
|
||||
|
||||
|
||||
func _mm(v: Vector3) -> String:
|
||||
return "(%.0f, %.0f, %.0f) mm" % [v.x * 1000.0, v.y * 1000.0, v.z * 1000.0]
|
||||
|
||||
|
||||
func _expect(ok: bool, what: String) -> void:
|
||||
if ok:
|
||||
print(" OK: %s" % what)
|
||||
else:
|
||||
print(" FAIL: %s" % what)
|
||||
_fails += 1
|
||||
|
||||
|
||||
func _done() -> void:
|
||||
print("\n=== ANCHOR DRAG ===\nFailures: %d" % _fails)
|
||||
quit(1 if _fails > 0 else 0)
|
||||
@@ -0,0 +1 @@
|
||||
uid://bw4ojr7c451pq
|
||||
@@ -0,0 +1,140 @@
|
||||
extends SceneTree
|
||||
|
||||
## Do the hand anchors move where they are told, in the frame they are told in?
|
||||
##
|
||||
## `grip_shift` and `fore_shift` exist because the two hand anchors could only
|
||||
## ever slide along the barrel: `gun_stock` and `gun_fore` are distances along
|
||||
## the weapon's own axis, so the trigger and support hands travelled up and down
|
||||
## the gun and nowhere else. What could move freely was the GUN, under anchors
|
||||
## that stayed put.
|
||||
##
|
||||
## Two things have to hold, and only the first is obvious:
|
||||
##
|
||||
## 1. the anchor moves by the amount asked for;
|
||||
## 2. it moves in the GUN's frame, not the skeleton's. A sideways nudge has to
|
||||
## stay sideways relative to the weapon whether the muzzle is pitched down
|
||||
## at low ready or level at ADS — otherwise the same number means two
|
||||
## different places in the two poses, and a skeleton-space implementation
|
||||
## passes check 1 happily.
|
||||
##
|
||||
## MEASURED IN THE GUN'S FRAME, and it has to be. The hold BREATHES — there is a
|
||||
## `sin(_time * 2.2) * 0.012` on the muzzle pitch — so no anchor is ever at the
|
||||
## same world position twice, and the first version of this check compared
|
||||
## absolute positions and reported a 3.5 mm error that was just 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.
|
||||
##
|
||||
## godot --headless --path . -s res://debug/anchor_shift_check.gd
|
||||
|
||||
## All three axes, deliberately asymmetric, so an axis swap or a sign flip
|
||||
## cannot pass.
|
||||
const SHIFT := Vector3(0.05, -0.03, 0.02)
|
||||
const TOLERANCE := 0.0015
|
||||
## Long enough for the ADS blend and the hold's take-up to settle. The gun-frame
|
||||
## measurement is invariant to both, but a half-blended pose is a bad place to
|
||||
## be reading anything.
|
||||
const SETTLE := 40
|
||||
|
||||
var _fails := 0
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
await process_frame
|
||||
await process_frame
|
||||
var weapon := _first_weapon()
|
||||
var data = JSON.parse_string(FileAccess.get_file_as_string(
|
||||
"res://assets/characters/skins/skins.json"))
|
||||
for entry in data["skins"]:
|
||||
await _check(entry["id"], entry.get("model", ""), weapon)
|
||||
print("\n=== ANCHOR SHIFTS ===\nFailures: %d" % _fails)
|
||||
quit(1 if _fails > 0 else 0)
|
||||
|
||||
|
||||
func _first_weapon() -> String:
|
||||
var db = root.get_node("LoadoutManager").weapon_db
|
||||
var ids: Array = db.keys()
|
||||
ids.sort()
|
||||
for id in ids:
|
||||
var s: String = db[id].get("script", "")
|
||||
if s != "" and ResourceLoader.exists(s):
|
||||
return s
|
||||
return ""
|
||||
|
||||
|
||||
## The two anchors in the gun's own across/up/along frame:
|
||||
## grip, relative to the buttstock == (0, 0, gun_stock) + grip_shift
|
||||
## fore, relative to the grip == (0, 0, fore_dist) + fore_shift
|
||||
func _local(pm) -> Array:
|
||||
var inv: Basis = pm.dbg_gun_basis.inverse()
|
||||
var grip: Vector3 = pm.dbg_grip
|
||||
var fore: Vector3 = pm.dbg_fore
|
||||
var stock: Vector3 = pm.dbg_stock
|
||||
return [inv * (grip - stock), inv * (fore - grip)]
|
||||
|
||||
|
||||
func _check(id: String, path: String, weapon: String) -> void:
|
||||
if path == "" or not ResourceLoader.exists(path):
|
||||
return
|
||||
var model := SkinnedPlayerModel.new()
|
||||
model.model_path = path
|
||||
model.skin_id = id
|
||||
root.add_child(model)
|
||||
for _i in 4:
|
||||
await process_frame
|
||||
model.set_weapon(weapon)
|
||||
for _i in 6:
|
||||
await process_frame
|
||||
|
||||
# Both poses, because the gun's pitch differs between them and that is the
|
||||
# whole point of expressing the shift in the gun's frame.
|
||||
for pose in [["low ready", 0.0], ["ADS", 1.0]]:
|
||||
var pm = model._pose_mod
|
||||
if pm == null:
|
||||
_expect(false, "'%s' has a pose layer" % id)
|
||||
break
|
||||
model.set_hold_tuning({})
|
||||
model.update_state("ground", 0.0, false)
|
||||
model.set_locomotion(0.0, 0.0, pose[1])
|
||||
for _i in SETTLE:
|
||||
await process_frame
|
||||
var base: Array = _local(pm)
|
||||
|
||||
# Each anchor on its own. `fore` hangs off `grip`, so shifting the grip
|
||||
# legitimately carries the support hand with it — moving where the
|
||||
# trigger hand holds a rifle moves the whole rifle, handguard included.
|
||||
# Testing them together would just measure that, and the first version
|
||||
# of this check did, and reported the sum as a 2x error.
|
||||
for which in [["grip_shift", 0, "trigger"], ["fore_shift", 1, "support"]]:
|
||||
model.set_hold_tuning({which[0]: SHIFT})
|
||||
for _i in 6:
|
||||
await process_frame
|
||||
var now: Array = _local(pm)
|
||||
var moved: Vector3 = now[which[1]] - base[which[1]]
|
||||
# x and y are across the barrel — the freedom that did not exist
|
||||
# before. z is along it, and for the support hand the reach solver
|
||||
# owns that, so it is not ours to predict.
|
||||
var across := Vector2(moved.x, moved.y)
|
||||
var want := Vector2(SHIFT.x, SHIFT.y)
|
||||
_expect(across.distance_to(want) <= TOLERANCE,
|
||||
"'%s' %s: %s anchor moved %.0f, %.0f mm across the barrel (wanted %.0f, %.0f)"
|
||||
% [id, pose[0], which[2], across.x * 1000.0, across.y * 1000.0,
|
||||
want.x * 1000.0, want.y * 1000.0])
|
||||
|
||||
model.set_hold_tuning({})
|
||||
for _i in 6:
|
||||
await process_frame
|
||||
var back: Array = _local(pm)
|
||||
var residue: Vector3 = back[which[1]] - base[which[1]]
|
||||
_expect(Vector2(residue.x, residue.y).length() <= TOLERANCE,
|
||||
"'%s' %s: clearing %s restores the derived anchor"
|
||||
% [id, pose[0], which[0]])
|
||||
model.queue_free()
|
||||
|
||||
|
||||
func _expect(ok: bool, what: String) -> void:
|
||||
if ok:
|
||||
print(" OK: %s" % what)
|
||||
else:
|
||||
print(" FAIL: %s" % what)
|
||||
_fails += 1
|
||||
@@ -0,0 +1 @@
|
||||
uid://d3m2g70t1tkho
|
||||
@@ -0,0 +1,90 @@
|
||||
extends SceneTree
|
||||
|
||||
## Dev tool: a skin's RAW import beside the same model with the game's character
|
||||
## treatment, under identical lighting — the reference shot for tuning
|
||||
## LevelMaterials.apply_character_look() against the model's source render.
|
||||
## godot --path . --windowed --resolution 1280x720 \
|
||||
## -s res://debug/character_look_capture.gd -- <out_dir> [res-path-to-glb]
|
||||
## Saves look_head.png and look_body.png (left = raw import, right = ours).
|
||||
|
||||
const DEFAULT_GLB := "res://assets/characters/skins/taila.glb"
|
||||
|
||||
var _frames := 0
|
||||
var _out_dir := "."
|
||||
var _glb_path := DEFAULT_GLB
|
||||
var _cam: Camera3D = null
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
var args := OS.get_cmdline_user_args()
|
||||
if args.size() > 0:
|
||||
_out_dir = args[0]
|
||||
if args.size() > 1:
|
||||
_glb_path = args[1]
|
||||
|
||||
var scene := Node3D.new()
|
||||
root.add_child(scene)
|
||||
current_scene = scene
|
||||
|
||||
# Neutral studio light, matched to the game's tonemap so colours compare.
|
||||
var env := WorldEnvironment.new()
|
||||
var e := Environment.new()
|
||||
e.background_mode = Environment.BG_COLOR
|
||||
e.background_color = Color(0.30, 0.32, 0.38)
|
||||
e.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
|
||||
e.ambient_light_color = Color(0.85, 0.87, 0.95)
|
||||
e.ambient_light_energy = 1.1
|
||||
e.tonemap_mode = Environment.TONE_MAPPER_FILMIC
|
||||
e.tonemap_white = 2.4
|
||||
env.environment = e
|
||||
scene.add_child(env)
|
||||
|
||||
var sun := DirectionalLight3D.new()
|
||||
sun.rotation_degrees = Vector3(-38, 28, 0)
|
||||
sun.light_energy = 2.0
|
||||
scene.add_child(sun)
|
||||
|
||||
var raw := GLBLoader.load(_glb_path)
|
||||
if not raw:
|
||||
printerr("character_look_capture: could not load ", _glb_path)
|
||||
quit(1)
|
||||
return
|
||||
raw.position = Vector3(-0.45, 0, 0)
|
||||
scene.add_child(raw)
|
||||
|
||||
var ours := GLBLoader.load(_glb_path)
|
||||
ours.position = Vector3(0.45, 0, 0)
|
||||
scene.add_child(ours)
|
||||
LevelMaterials.apply_toon_recursive(ours)
|
||||
LevelMaterials.apply_character_look(ours)
|
||||
|
||||
_cam = Camera3D.new()
|
||||
scene.add_child(_cam)
|
||||
|
||||
|
||||
func _process(_delta: float) -> bool:
|
||||
_frames += 1
|
||||
if _frames < 30:
|
||||
return false
|
||||
if _frames == 30:
|
||||
_look(Vector3(0, 1.42, 1.05), Vector3(0, 1.38, 0))
|
||||
return false
|
||||
if _frames == 32:
|
||||
_snap("look_head")
|
||||
_look(Vector3(0, 1.15, 2.2), Vector3(0, 0.95, 0))
|
||||
return false
|
||||
if _frames == 34:
|
||||
_snap("look_body")
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
func _look(pos: Vector3, at: Vector3) -> void:
|
||||
_cam.global_position = pos
|
||||
_cam.look_at(at, Vector3.UP)
|
||||
|
||||
|
||||
func _snap(tag: String) -> void:
|
||||
var img := root.get_viewport().get_texture().get_image()
|
||||
img.save_png(_out_dir + "/" + tag + ".png")
|
||||
print("character_look_capture: saved ", tag)
|
||||
@@ -0,0 +1 @@
|
||||
uid://dacludfhqj3fb
|
||||
@@ -0,0 +1,123 @@
|
||||
extends SceneTree
|
||||
|
||||
## Does the escape menu's character picker actually work?
|
||||
##
|
||||
## It is built entirely in code, in an autoload, over a paused tree — three
|
||||
## things that each hide their own class of mistake and none of which a compile
|
||||
## check catches. So: open it, walk every entry, and assert that each one
|
||||
## selects, describes itself, and builds a real model with a real skeleton.
|
||||
##
|
||||
## godot --headless --path . -s res://debug/character_picker_check.gd
|
||||
|
||||
var _fails: int = 0
|
||||
|
||||
func _init() -> void:
|
||||
root.call_deferred("add_child", Node.new()) # let autoloads finish _ready
|
||||
await process_frame
|
||||
await process_frame
|
||||
|
||||
var menu = root.get_node_or_null("PauseMenu")
|
||||
_check(menu != null, "PauseMenu autoload exists")
|
||||
if menu == null:
|
||||
_done()
|
||||
return
|
||||
|
||||
_check(menu.character_btn != null, "Character button exists on the pause menu")
|
||||
_check(menu.character_list != null, "Character list exists")
|
||||
_check(menu.character_editor != null, "Character screen exists")
|
||||
|
||||
menu._show_character()
|
||||
await process_frame
|
||||
_check(menu.character_editor.visible, "Character screen shows")
|
||||
_check(not menu.main_vbox.visible, "Main pause list hides behind it")
|
||||
|
||||
# Autoload singletons are not resolvable as identifiers from a `-s` SceneTree
|
||||
# script — it is compiled before they register — so reach it by path.
|
||||
var skin_mgr = root.get_node("SkinManager")
|
||||
|
||||
var count: int = menu.character_list.item_count
|
||||
_check(count > 0, "Roster is not empty (%d entries)" % count)
|
||||
|
||||
var seen_glb := 0
|
||||
for i in count:
|
||||
var id: String = menu.character_list.get_item_metadata(i)
|
||||
menu._on_character_selected(i)
|
||||
await process_frame
|
||||
await process_frame
|
||||
_check(menu.character_desc.text != "", "'%s' has a description line" % id)
|
||||
|
||||
var skin = skin_mgr.get_skin(id)
|
||||
var expects_model: bool = skin.model_path != "" \
|
||||
and ResourceLoader.exists(skin.model_path)
|
||||
if not expects_model:
|
||||
# A colour-tint skin has no GLB. The preview must be EMPTY, not the
|
||||
# previously selected character left standing there.
|
||||
_check(menu._preview_model == null,
|
||||
"'%s' is a colour skin and clears the preview" % id)
|
||||
continue
|
||||
seen_glb += 1
|
||||
var model = menu._preview_model
|
||||
_check(model != null, "'%s' builds a preview model" % id)
|
||||
if model == null:
|
||||
continue
|
||||
_check(model.loaded, "'%s' preview finished loading" % id)
|
||||
_check(model.skeleton != null, "'%s' preview has a skeleton" % id)
|
||||
_check(model.animation_player != null, "'%s' preview has animations" % id)
|
||||
_check(model.surface_table() != null and not model.surface_table().is_empty(),
|
||||
"'%s' preview knows its surface classes" % id)
|
||||
var body: Array = model.surfaces_of(SkinSurfaces.BODY)
|
||||
_check(not body.is_empty(), "'%s' preview reports body surfaces" % id)
|
||||
# A preview that is not ANIMATING is a preview of the bind pose, which
|
||||
# is the one pose the character will never be in during play. The clip
|
||||
# NAME is not evidence of that — it is a variable this class sets on
|
||||
# itself, and it reads "Idle" just as happily when the animation tree
|
||||
# is not ticking at all. So watch the skeleton move.
|
||||
_check(model.current_clip_debug() == "Idle",
|
||||
"'%s' preview selected Idle (got '%s')"
|
||||
% [id, model.current_clip_debug()])
|
||||
_check(await _pose_moves(model),
|
||||
"'%s' preview skeleton is actually animating" % id)
|
||||
|
||||
_check(seen_glb >= 6, "every shipping GLB skin previewed (%d)" % seen_glb)
|
||||
|
||||
# Back out, and make sure the turntable stops costing frames.
|
||||
menu._show_main_menu()
|
||||
await process_frame
|
||||
_check(not menu.character_editor.visible, "Back returns to the pause list")
|
||||
_check(menu.main_vbox.visible, "Pause list is showing again")
|
||||
|
||||
_done()
|
||||
|
||||
|
||||
## Does the skeleton's pose change over a handful of frames?
|
||||
##
|
||||
## Sampled from INSIDE the modifier pass would be better, but the question here
|
||||
## is only "is anything driving this at all", and for that the animated pose is
|
||||
## the right thing to read: if the AnimationTree is not ticking, every bone
|
||||
## holds still and this returns false.
|
||||
func _pose_moves(model) -> bool:
|
||||
var skel: Skeleton3D = model.skeleton
|
||||
if skel == null or skel.get_bone_count() == 0:
|
||||
return false
|
||||
var before: Array = []
|
||||
for b in skel.get_bone_count():
|
||||
before.append(skel.get_bone_pose_rotation(b))
|
||||
for _i in 12:
|
||||
await process_frame
|
||||
for b in skel.get_bone_count():
|
||||
if not skel.get_bone_pose_rotation(b).is_equal_approx(before[b]):
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
func _check(ok: bool, what: String) -> void:
|
||||
if ok:
|
||||
print(" OK: %s" % what)
|
||||
else:
|
||||
print(" FAIL: %s" % what)
|
||||
_fails += 1
|
||||
|
||||
|
||||
func _done() -> void:
|
||||
print("\n=== CHARACTER PICKER ===\nFailures: %d" % _fails)
|
||||
quit(1 if _fails > 0 else 0)
|
||||
@@ -0,0 +1 @@
|
||||
uid://br28g1yiljtpp
|
||||
@@ -0,0 +1,110 @@
|
||||
extends SceneTree
|
||||
|
||||
## Dev tool: how much room does the collision solver actually HAVE?
|
||||
##
|
||||
## godot --headless --path . -s res://debug/cloth_allow_check.gd -- [skin_glb]
|
||||
##
|
||||
## SpringBones caps each cloth point's collider radius to just inside where that
|
||||
## point rests, so the authored rest pose is a valid state and the idle does not
|
||||
## buzz (see SpringBones._rest_clearances). That cap is also the ceiling on what
|
||||
## the collision can ever do: a hull point resting 60 mm from a thigh's axis gets
|
||||
## an allowance of 54 mm, so a 110 mm thigh can put 56 mm of itself inside that
|
||||
## piece of cloth before a single constraint fires.
|
||||
##
|
||||
## This prints, per cloth bone, the gap between the limb's REAL radius and the
|
||||
## allowance the solver is given — which is the clipping the solver is blind to
|
||||
## by construction, before any tuning is considered.
|
||||
|
||||
func _initialize() -> void:
|
||||
var args := OS.get_cmdline_user_args()
|
||||
var path: String = args[0] if args.size() > 0 \
|
||||
else "res://assets/characters/skins/taila.glb"
|
||||
var scene := GLBLoader.load(path)
|
||||
if scene == null:
|
||||
print("could not load ", path)
|
||||
quit()
|
||||
return
|
||||
root.add_child(scene)
|
||||
var skel: Skeleton3D = _find(scene, "Skeleton3D") as Skeleton3D
|
||||
var side := path.get_basename() + ".rig.json"
|
||||
var info = JSON.parse_string(FileAccess.get_file_as_string(side))
|
||||
if skel == null or typeof(info) != TYPE_DICTIONARY:
|
||||
print("no skeleton or sidecar")
|
||||
quit()
|
||||
return
|
||||
|
||||
var cols: Array = []
|
||||
for c in info.get("colliders", []):
|
||||
var a := skel.find_bone(String(c.get("bone", "")))
|
||||
var b := skel.find_bone(String(c.get("child", "")))
|
||||
if a < 0 or b < 0:
|
||||
continue
|
||||
var tail := float(c.get("radius_tail", c.get("radius", 0.1)))
|
||||
cols.append({
|
||||
"name": String(c.get("bone", "")),
|
||||
"a": a, "b": b, "from": float(c.get("from", 0.0)),
|
||||
"lid": bool(c.get("lid", false)),
|
||||
"rh": float(c.get("radius_head", tail)), "rt": tail,
|
||||
})
|
||||
|
||||
print("\n=== how much of each limb the solver is blind to, per cloth bone ===")
|
||||
print(" BLIND = limb radius here - the allowance the rest-clearance cap gives\n")
|
||||
var rows: Array = []
|
||||
for ch in info.get("chains", []):
|
||||
if String(ch.get("class", "")) not in SpringBones.DRAPE_CLASSES:
|
||||
continue
|
||||
var names: Array = ch.get("bones", [])
|
||||
var tips: Array = ch.get("tips", [])
|
||||
var hulls: Array = ch.get("hulls", [])
|
||||
for i in names.size():
|
||||
var bi := skel.find_bone(String(names[i]))
|
||||
if bi < 0 or i >= tips.size():
|
||||
continue
|
||||
var t: Array = tips[i]
|
||||
if t.size() != 3:
|
||||
continue
|
||||
var rest := skel.get_bone_global_rest(bi)
|
||||
var hull := PackedVector3Array()
|
||||
if i < hulls.size():
|
||||
for h in hulls[i]:
|
||||
if h.size() == 3:
|
||||
hull.append(Vector3(h[0], h[1], h[2]))
|
||||
var pts := SpringBones._sample_points(rest, rest.origin,
|
||||
rest * Vector3(t[0], t[1], t[2]), hull)
|
||||
var worst := 0.0
|
||||
var who := ""
|
||||
for col in cols:
|
||||
if col["lid"]:
|
||||
continue
|
||||
var a: Vector3 = skel.get_bone_global_rest(col["a"]).origin
|
||||
var b: Vector3 = skel.get_bone_global_rest(col["b"]).origin
|
||||
a = a.lerp(b, float(col["from"]))
|
||||
var ab := b - a
|
||||
var d2 := ab.length_squared()
|
||||
for p: Vector3 in pts:
|
||||
var u: float = 0.0 if d2 < 1e-9 \
|
||||
else clampf((p - a).dot(ab) / d2, 0.0, 1.0)
|
||||
var d: float = p.distance_to(a + ab * u)
|
||||
var r: float = lerpf(float(col["rh"]), float(col["rt"]), u)
|
||||
# Exactly SpringBones._rest_clearances.
|
||||
var allow: float = maxf(r, d * 0.9) if d >= r else d * 0.9
|
||||
if r - allow > worst:
|
||||
worst = r - allow
|
||||
who = String(col["name"])
|
||||
if worst > 0.001:
|
||||
rows.append([worst, skel.get_bone_name(bi), who])
|
||||
rows.sort_custom(func(x, y): return x[0] > y[0])
|
||||
for r in rows.slice(0, 24):
|
||||
print(" %-26s BLIND %5.1f mm against %s" % [r[1], r[0] * 1000.0, r[2]])
|
||||
print(" ... %d cloth bones have a blind band at all\n" % rows.size())
|
||||
quit()
|
||||
|
||||
|
||||
func _find(node: Node, cls: String) -> Node:
|
||||
if node.is_class(cls):
|
||||
return node
|
||||
for c in node.get_children():
|
||||
var f := _find(c, cls)
|
||||
if f:
|
||||
return f
|
||||
return null
|
||||
@@ -0,0 +1 @@
|
||||
uid://dck4ag2tssaea
|
||||
@@ -0,0 +1,381 @@
|
||||
extends SceneTree
|
||||
|
||||
## Dev tool: does the LEG actually poke through the CLOTH?
|
||||
##
|
||||
## godot --headless --path . -s res://debug/cloth_clip_check.gd -- [skin_glb]
|
||||
##
|
||||
## Skins every cloth vertex itself over a sweep of movement states and measures
|
||||
## how far each one ends up INSIDE the leg capsules from <model>.rig.json.
|
||||
##
|
||||
## This exists because debug/cloth_settle_check.gd measures the wrong thing for
|
||||
## this question. That one reports how far a cloth BONE penetrates, which came
|
||||
## back at about a millimetre while the thigh was still visibly through the
|
||||
## skirt in almost every animation — because a skirt panel is a wide sheet and
|
||||
## its bone is a single stick from the waist. Keeping the stick out of the leg
|
||||
## says nothing about the hundreds of vertices hanging off it.
|
||||
##
|
||||
## Reports per surface, worst over the sweep:
|
||||
## DEPTH how far the deepest vertex sits inside a capsule (metres)
|
||||
## COUNT how many vertices are inside at that worst moment
|
||||
##
|
||||
## THE POSE IS READ FROM INSIDE THE MODIFIER PASS, from an observer
|
||||
## SkeletonModifier3D added after SpringBones. It has to be. Godot restores every
|
||||
## bone's local pose once the modifier pass is over, so a reader that calls
|
||||
## force_update_all_bone_transforms() afterwards recomputes the global poses from
|
||||
## the ANIMATION ALONE and never sees a single thing the cloth solver did. This
|
||||
## tool did exactly that, and reported the same ~95 mm whether the collision was
|
||||
## fully enabled or commented out — which is how the mistake was found.
|
||||
|
||||
## state, speed
|
||||
## Idle FIRST and again LAST. A number taken from the state that happens to
|
||||
## follow a dash is measuring the garment settling, not the garment at rest, and
|
||||
## the two want opposite fixes — the sweep used to end on idle and reported the
|
||||
## recovery as an idle failure.
|
||||
const SWEEP := [["ground", 0.0], ["ground", 3.0], ["ground", 9.0], ["air", 6.0],
|
||||
["air", -8.0], ["slide", 10.0], ["dash", 14.0], ["ground", 0.0]]
|
||||
const FRAMES_PER_STATE := 60
|
||||
|
||||
var _frames := 0
|
||||
var _model: SkinnedPlayerModel = null
|
||||
var _caps: Array = [] # [bone_a, bone_b, r_head, r_tail]
|
||||
var _worst := {}
|
||||
var _worst_n := {}
|
||||
var _cloth_bones := {} # skin bind index sets are per surface; see below
|
||||
var _driver := {} # mesh -> bone dominating its deepest vertex
|
||||
var _rest := {} # "mesh/surface" -> per-vertex rest clearance
|
||||
var _key := ""
|
||||
var _spring = null
|
||||
## Full weight list of each surface's deepest vertex. A cloth solver can only
|
||||
## move a vertex the CLOTH drives — one that is half-weighted to a thigh follows
|
||||
## that thigh however well the garment is simulated, so "how much of this vertex
|
||||
## does the skirt actually own" has to be part of the report.
|
||||
var _mix := {}
|
||||
## Worst phase of the sweep per surface, so a failure points at a movement state.
|
||||
var _phase_of := {}
|
||||
var _phase := 0
|
||||
## bone name -> deepest contact the SOLVER reported on it over the sweep.
|
||||
var _saw := {}
|
||||
var _probe: PoseProbe = null
|
||||
## bone name -> overlap still left once the relaxation had converged.
|
||||
var _res := {}
|
||||
var _per_phase := {}
|
||||
var _per_phase_n := {}
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
var args := OS.get_cmdline_user_args()
|
||||
var path: String = args[0] if args.size() > 0 \
|
||||
else "res://assets/characters/skins/taila.glb"
|
||||
var scene := Node3D.new()
|
||||
root.add_child(scene)
|
||||
current_scene = scene
|
||||
_model = SkinnedPlayerModel.new()
|
||||
_model.model_path = path
|
||||
scene.add_child(_model)
|
||||
|
||||
|
||||
func _load_caps(skel: Skeleton3D, path: String) -> void:
|
||||
var side := path.get_basename() + ".rig.json"
|
||||
if not FileAccess.file_exists(side):
|
||||
print("no sidecar — nothing to check against")
|
||||
return
|
||||
var info = JSON.parse_string(FileAccess.get_file_as_string(side))
|
||||
if typeof(info) != TYPE_DICTIONARY:
|
||||
return
|
||||
for c in info.get("colliders", []):
|
||||
var a := skel.find_bone(String(c.get("bone", "")))
|
||||
var b := skel.find_bone(String(c.get("child", "")))
|
||||
if a < 0 or b < 0:
|
||||
continue
|
||||
var tail := float(c.get("radius_tail", c.get("radius", 0.1)))
|
||||
_caps.append([a, b, float(c.get("radius_head", tail)), tail,
|
||||
float(c.get("from", 0.0))])
|
||||
for c in info.get("chains", []):
|
||||
for n in c.get("bones", []):
|
||||
var i := skel.find_bone(String(n))
|
||||
if i >= 0:
|
||||
_cloth_bones[i] = true
|
||||
print("checking %d cloth bones against %d leg capsules" % [
|
||||
_cloth_bones.size(), _caps.size()])
|
||||
|
||||
|
||||
func _process(_delta: float) -> bool:
|
||||
_frames += 1
|
||||
if _frames < 8:
|
||||
return false
|
||||
var skel: Skeleton3D = _model.skeleton
|
||||
if skel == null:
|
||||
return true
|
||||
if _caps.is_empty() and _cloth_bones.is_empty():
|
||||
_load_caps(skel, _model.model_path)
|
||||
if _caps.is_empty():
|
||||
return true
|
||||
if _spring == null:
|
||||
# Headless runs uncapped, so the engine delta is sub-millisecond and the
|
||||
# solver integrates almost nothing. Pin it to a real frame so the sweep
|
||||
# measures cloth in motion rather than cloth held at its rest pose.
|
||||
_spring = skel.get_node_or_null("SpringBones")
|
||||
if _spring:
|
||||
_spring.fixed_delta = 1.0 / 60.0
|
||||
_probe = PoseProbe.new()
|
||||
_probe.name = "ClipProbe"
|
||||
skel.add_child(_probe) # AFTER SpringBones, so it sees the final pose
|
||||
return false
|
||||
if _rest.is_empty():
|
||||
# Baseline first: a skirt legitimately drapes INSIDE the thigh capsule,
|
||||
# so absolute depth says nothing. What matters is the leg getting closer
|
||||
# to a piece of cloth than the artist modelled it.
|
||||
_capture_rest(skel)
|
||||
return false
|
||||
var phase: int = clampi((_frames - 8) / FRAMES_PER_STATE, 0, SWEEP.size() - 1)
|
||||
_phase = phase
|
||||
_model.update_state(SWEEP[phase][0], SWEEP[phase][1], false)
|
||||
_model.set_locomotion(0.0, 1.0, 0.0)
|
||||
_measure(skel)
|
||||
# What the SOLVER thinks is happening, alongside what the mesh is doing. If
|
||||
# a bone's vertices are deep inside a leg while its own contact report is
|
||||
# near zero, the solver is not blind by tuning — it is not looking at the
|
||||
# geometry that is clipping.
|
||||
if _spring:
|
||||
var rep: Dictionary = _spring.debug_hit_report()
|
||||
for b in rep:
|
||||
_saw[skel.get_bone_name(b)] = maxf(_saw.get(skel.get_bone_name(b), 0.0),
|
||||
float(rep[b]))
|
||||
var res: Dictionary = _spring.debug_residual_report()
|
||||
for b in res:
|
||||
_res[skel.get_bone_name(b)] = maxf(_res.get(skel.get_bone_name(b), 0.0),
|
||||
float(res[b]))
|
||||
if _frames > 8 + FRAMES_PER_STATE * SWEEP.size():
|
||||
_report()
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
## Clearance of every cloth vertex to the legs in the REST pose.
|
||||
func _capture_rest(skel: Skeleton3D) -> void:
|
||||
var segs: Array = []
|
||||
for c in _caps:
|
||||
# The `from` offset MATTERS. SpringBones starts a limb capsule 10% down
|
||||
# the bone because the top of a thigh is hip, buried inside the body the
|
||||
# skirt hangs from — see tools/retarget.py::_leg_colliders. Measuring
|
||||
# against the full bone tests a band the solver is deliberately not
|
||||
# defending and reports it as clipping that no tuning can ever fix.
|
||||
var ra: Vector3 = skel.get_bone_global_rest(c[0]).origin
|
||||
var rb: Vector3 = skel.get_bone_global_rest(c[1]).origin
|
||||
segs.append([ra.lerp(rb, c[4]), rb, c[2], c[3]])
|
||||
for mi in _model.find_children("*", "MeshInstance3D", true, false):
|
||||
if mi.mesh == null or mi.skin == null:
|
||||
continue
|
||||
var skin: Skin = mi.skin
|
||||
var bone_of := {}
|
||||
for b in skin.get_bind_count():
|
||||
var bi := skin.get_bind_bone(b)
|
||||
if bi < 0:
|
||||
bi = skel.find_bone(skin.get_bind_name(b))
|
||||
bone_of[b] = bi
|
||||
for s in range(mi.mesh.get_surface_count()):
|
||||
var arrays: Array = mi.mesh.surface_get_arrays(s)
|
||||
var verts: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
|
||||
var bones: PackedInt32Array = arrays[Mesh.ARRAY_BONES]
|
||||
var weights: PackedFloat32Array = arrays[Mesh.ARRAY_WEIGHTS]
|
||||
if bones.is_empty() or verts.is_empty():
|
||||
continue
|
||||
var per: int = bones.size() / verts.size()
|
||||
var out := PackedFloat32Array()
|
||||
out.resize(verts.size())
|
||||
for v in verts.size():
|
||||
var q := Vector3.ZERO
|
||||
for k in per:
|
||||
var w: float = weights[v * per + k]
|
||||
if w <= 0.0:
|
||||
continue
|
||||
var bi: int = bone_of[bones[v * per + k]]
|
||||
if bi < 0:
|
||||
continue
|
||||
q += (skel.get_bone_global_rest(bi) * skin.get_bind_pose(bones[v * per + k]) * verts[v]) * w
|
||||
out[v] = _clearance(q, segs)
|
||||
_rest["%s/%d" % [mi.name, s]] = out
|
||||
|
||||
|
||||
## Which capsule the last _clearance() call picked. Reported for the deepest
|
||||
## vertex, because "inside a leg" and "inside the waist lid" are different
|
||||
## failures with different fixes and the bare number cannot tell them apart.
|
||||
var _which := -1
|
||||
|
||||
## Distance from the nearest capsule SURFACE (negative = inside).
|
||||
func _clearance(p: Vector3, segs: Array) -> float:
|
||||
var best := INF
|
||||
var idx := 0
|
||||
for s in segs:
|
||||
var a: Vector3 = s[0]
|
||||
var ab: Vector3 = s[1] - a
|
||||
var d2: float = ab.length_squared()
|
||||
var t: float = 0.0 if d2 < 0.000001 else clampf((p - a).dot(ab) / d2, 0.0, 1.0)
|
||||
var r: float = lerpf(s[2], s[3], t)
|
||||
var d := p.distance_to(a + ab * t) - r
|
||||
if d < best:
|
||||
best = d
|
||||
_which = idx
|
||||
idx += 1
|
||||
return best
|
||||
|
||||
|
||||
## Snapshot of every bone's global pose, taken INSIDE the modifier pass. See the
|
||||
## header: read any later and the cloth solver's work is already gone.
|
||||
class PoseProbe extends SkeletonModifier3D:
|
||||
var pose: Array = []
|
||||
|
||||
func _process_modification() -> void:
|
||||
var skel := get_skeleton()
|
||||
if skel == null:
|
||||
return
|
||||
pose.resize(skel.get_bone_count())
|
||||
for i in skel.get_bone_count():
|
||||
pose[i] = skel.get_bone_global_pose(i)
|
||||
|
||||
|
||||
func _measure(skel: Skeleton3D) -> void:
|
||||
if _probe == null or _probe.pose.size() != skel.get_bone_count():
|
||||
return
|
||||
var segs: Array = []
|
||||
for c in _caps:
|
||||
var pa: Vector3 = (_probe.pose[c[0]] as Transform3D).origin
|
||||
var pb: Vector3 = (_probe.pose[c[1]] as Transform3D).origin
|
||||
segs.append([pa.lerp(pb, c[4]), pb, c[2], c[3]])
|
||||
|
||||
for mi in _model.find_children("*", "MeshInstance3D", true, false):
|
||||
if mi.mesh == null or mi.skin == null:
|
||||
continue
|
||||
var skin: Skin = mi.skin
|
||||
var bone_of := {}
|
||||
for b in skin.get_bind_count():
|
||||
var bi := skin.get_bind_bone(b)
|
||||
if bi < 0:
|
||||
bi = skel.find_bone(skin.get_bind_name(b))
|
||||
bone_of[b] = bi
|
||||
for s in range(mi.mesh.get_surface_count()):
|
||||
var arrays: Array = mi.mesh.surface_get_arrays(s)
|
||||
var verts: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
|
||||
var bones: PackedInt32Array = arrays[Mesh.ARRAY_BONES]
|
||||
var weights: PackedFloat32Array = arrays[Mesh.ARRAY_WEIGHTS]
|
||||
if bones.is_empty() or verts.is_empty():
|
||||
continue
|
||||
var per: int = bones.size() / verts.size()
|
||||
var deepest := 0.0
|
||||
var count := 0
|
||||
var deep_v := -1
|
||||
var deep_cap := -1
|
||||
for v in verts.size():
|
||||
# Only vertices the CLOTH actually drives — the body's own legs
|
||||
# are inside these capsules by definition.
|
||||
var is_cloth := false
|
||||
var q := Vector3.ZERO
|
||||
for k in per:
|
||||
var w: float = weights[v * per + k]
|
||||
if w <= 0.0:
|
||||
continue
|
||||
var bind: int = bones[v * per + k]
|
||||
var bi: int = bone_of[bind]
|
||||
if bi < 0:
|
||||
continue
|
||||
if _cloth_bones.has(bi) and w > 0.5:
|
||||
is_cloth = true
|
||||
q += ((_probe.pose[bi] as Transform3D) * skin.get_bind_pose(bind) * verts[v]) * w
|
||||
if not is_cloth:
|
||||
continue
|
||||
var rest_arr: PackedFloat32Array = _rest.get("%s/%d" % [mi.name, s], PackedFloat32Array())
|
||||
if v >= rest_arr.size():
|
||||
continue
|
||||
# How far INSIDE a leg this piece of cloth now is, over and above
|
||||
# however far inside the artist modelled it.
|
||||
#
|
||||
# Not "how much closer the leg got": 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. Only cloth that
|
||||
# is actually within the capsule can be showing a leg through it.
|
||||
var inside := -_clearance(q, segs)
|
||||
var hit := _which
|
||||
if inside <= 0.0:
|
||||
continue
|
||||
var d := inside - maxf(-rest_arr[v], 0.0)
|
||||
if d > 0.0:
|
||||
count += 1
|
||||
if d > deepest:
|
||||
deepest = d
|
||||
deep_v = v
|
||||
deep_cap = hit
|
||||
if deepest <= 0.0:
|
||||
continue
|
||||
# Per state as well as overall: one worst number over a whole sweep
|
||||
# hides which movement actually breaks, and it moves to a different
|
||||
# state after every change, which reads as "no progress" when a real
|
||||
# failure has in fact been fixed and a smaller one exposed.
|
||||
var pk := "%d" % _phase
|
||||
if deepest > _per_phase.get(pk, 0.0):
|
||||
_per_phase[pk] = deepest
|
||||
_per_phase_n[pk] = count
|
||||
var key: String = "%s/%s" % [mi.name, mi.mesh.surface_get_name(s)]
|
||||
if deepest > _worst.get(key, 0.0):
|
||||
_worst[key] = deepest
|
||||
_worst_n[key] = count
|
||||
_phase_of[key] = "%s@%.0f in %s" % [SWEEP[_phase][0],
|
||||
SWEEP[_phase][1],
|
||||
skel.get_bone_name(_caps[deep_cap][0]) if deep_cap >= 0 else "?"]
|
||||
# EVERY bone driving the deepest vertex, not just the strongest.
|
||||
# A solver can only move what the cloth owns: a vertex half
|
||||
# weighted to a thigh follows that thigh however well the garment
|
||||
# is simulated, and no amount of solver work will change it.
|
||||
var mix: Array = []
|
||||
var best := 0.0
|
||||
var bn := -1
|
||||
for k in per:
|
||||
var w: float = weights[deep_v * per + k]
|
||||
if w <= 0.001:
|
||||
continue
|
||||
var bi: int = bone_of[bones[deep_v * per + k]]
|
||||
mix.append("%s=%.2f" % [
|
||||
skel.get_bone_name(bi) if bi >= 0 else "?", w])
|
||||
if w > best:
|
||||
best = w
|
||||
bn = bi
|
||||
_mix[key] = " ".join(mix)
|
||||
_driver[mi.name] = "%s w=%.2f" % [
|
||||
skel.get_bone_name(bn) if bn >= 0 else "?", best]
|
||||
|
||||
# _model.set_locomotion is enough to keep the pose layer fed.
|
||||
|
||||
|
||||
## How far inside the nearest leg capsule this point is (0 if clear).
|
||||
func _penetration(p: Vector3, segs: Array) -> float:
|
||||
var worst := 0.0
|
||||
for s in segs:
|
||||
var a: Vector3 = s[0]
|
||||
var ab: Vector3 = s[1] - a
|
||||
var d2: float = ab.length_squared()
|
||||
var t: float = 0.0 if d2 < 0.000001 else clampf((p - a).dot(ab) / d2, 0.0, 1.0)
|
||||
var r: float = lerpf(s[2], s[3], t)
|
||||
worst = maxf(worst, r - p.distance_to(a + ab * t))
|
||||
return worst
|
||||
|
||||
|
||||
func _report() -> void:
|
||||
print("\n=== worst LEG-INSIDE-CLOTH penetration over the sweep ===")
|
||||
if _worst.is_empty():
|
||||
print(" none — no cloth vertex entered a leg capsule\n")
|
||||
return
|
||||
var keys := _worst.keys()
|
||||
keys.sort_custom(func(a, b): return _worst[a] > _worst[b])
|
||||
for k in keys:
|
||||
print(" %-30s %6.1f mm %4d verts worst in %-10s" % [
|
||||
k, _worst[k] * 1000.0, _worst_n[k], _phase_of.get(k, "?")])
|
||||
print(" deepest vertex weights: %s" % _mix.get(k, "?"))
|
||||
var owner: String = _mix.get(k, "=").get_slice("=", 0)
|
||||
print(" on %s: contact seen %.1f mm, left after solving %.1f mm" % [
|
||||
owner, _saw.get(owner, 0.0) * 1000.0, _res.get(owner, 0.0) * 1000.0])
|
||||
print(" per movement state, worst cloth vertex inside a capsule:")
|
||||
for i in SWEEP.size():
|
||||
print(" %-12s %6.1f mm %4d verts" % [
|
||||
"%s@%.0f" % [SWEEP[i][0], SWEEP[i][1]],
|
||||
_per_phase.get("%d" % i, 0.0) * 1000.0, _per_phase_n.get("%d" % i, 0)])
|
||||
print("")
|
||||
@@ -0,0 +1 @@
|
||||
uid://c4x5gy6vjcvb0
|
||||
@@ -0,0 +1,61 @@
|
||||
extends SceneTree
|
||||
|
||||
## Dev tool: what does the cloth solver cost per character, per frame?
|
||||
##
|
||||
## godot --headless --path . -s res://debug/cloth_perf_check.gd -- [skin_glb]
|
||||
##
|
||||
## The solver runs a Gauss-Seidel relaxation over every cloth joint and tests
|
||||
## every collision hull point against every capsule on every pass, so its cost is
|
||||
## the product of four numbers that are all easy to raise by accident. This is
|
||||
## the budget check: a character is one of several on screen and the whole frame
|
||||
## is 16 ms.
|
||||
|
||||
const FRAMES := 240
|
||||
|
||||
var _frames := 0
|
||||
var _model: SkinnedPlayerModel = null
|
||||
var _spring = null
|
||||
var _usec := 0
|
||||
var _samples := 0
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
var args := OS.get_cmdline_user_args()
|
||||
var path: String = args[0] if args.size() > 0 \
|
||||
else "res://assets/characters/skins/taila.glb"
|
||||
var scene := Node3D.new()
|
||||
root.add_child(scene)
|
||||
current_scene = scene
|
||||
_model = SkinnedPlayerModel.new()
|
||||
_model.model_path = path
|
||||
scene.add_child(_model)
|
||||
|
||||
|
||||
func _process(_delta: float) -> bool:
|
||||
_frames += 1
|
||||
if _frames < 8 or not _model.loaded:
|
||||
return false
|
||||
var skel: Skeleton3D = _model.skeleton
|
||||
if skel == null:
|
||||
return true
|
||||
if _spring == null:
|
||||
_spring = skel.get_node_or_null("SpringBones")
|
||||
if _spring == null:
|
||||
print("no SpringBones on this model")
|
||||
return true
|
||||
_spring.fixed_delta = 1.0 / 60.0
|
||||
return false
|
||||
# A run cycle, which is where the colliders are busiest.
|
||||
_model.update_state("ground", 9.0, false)
|
||||
_model.set_locomotion(0.0, 1.0, 0.0)
|
||||
var t0 := Time.get_ticks_usec()
|
||||
_spring._process_modification()
|
||||
_usec += Time.get_ticks_usec() - t0
|
||||
_samples += 1
|
||||
if _frames > FRAMES:
|
||||
print("\n=== cloth solver cost ===")
|
||||
print(" %.3f ms per character per frame (%d samples, running)" % [
|
||||
float(_usec) / float(_samples) / 1000.0, _samples])
|
||||
print(" budget: a 60 fps frame is 16.7 ms and holds several characters\n")
|
||||
return true
|
||||
return false
|
||||
@@ -0,0 +1 @@
|
||||
uid://d3td7sln77h1i
|
||||
@@ -0,0 +1,167 @@
|
||||
extends SceneTree
|
||||
|
||||
## Dev tool: is the cloth MOVING SANELY, or spasming?
|
||||
##
|
||||
## godot --headless --path . -s res://debug/cloth_settle_check.gd -- [speed] [nospring] [glb]
|
||||
##
|
||||
## Reports how far each cloth bone ROTATES per frame, in degrees, read from the
|
||||
## bone's LOCAL pose — which is exactly what SpringBones writes, and is immune to
|
||||
## the head bobbing or the character travelling.
|
||||
##
|
||||
## speed 0 everything should fall towards 0.
|
||||
## speed 9 a few degrees per frame is cloth. Tens of degrees per frame, at
|
||||
## frame rate, is the "blur spazzing about".
|
||||
##
|
||||
## WARNING: the deg/frame column is LOCAL bone rotation, and for a chain that
|
||||
## is not the same as visible motion. Correcting a panel root shows up as an
|
||||
## equal and opposite delta on each of its segments, so a hem that has not
|
||||
## moved on screen at all can report 12-18 deg/frame. Measured against
|
||||
## debug/idle_jitter_check.gd, which counts changed PIXELS between
|
||||
## consecutive idle frames: with collision on 24866 px/frame, with collision
|
||||
## off 38594 — the collision was the thing this tool accused, and it is
|
||||
## actually damping the idle rather than driving it. Use the pixel check
|
||||
## before believing a settling number here.
|
||||
##
|
||||
## HOW IT MEASURES, AND WHY THAT MATTERS. Sampling is done by an observer
|
||||
## SkeletonModifier3D appended AFTER SpringBones, so it sees precisely the pose
|
||||
## the renderer will use. Two earlier versions of this tool were wrong and both
|
||||
## sent the investigation the wrong way:
|
||||
##
|
||||
## * Reading `get_bone_pose_rotation()` from `_process` reported an identical
|
||||
## 0.06 deg in EVERY configuration. `_process` runs BEFORE the modifiers, and
|
||||
## cloth bones carry no animation tracks, so it read the rest pose every time.
|
||||
## * Calling `force_update_all_bone_transforms()` RE-RUNS the modification
|
||||
## stack, stepping the solver a second time per frame. A blend applied to the
|
||||
## final pose write — which cannot fail to reduce motion — moved the reading
|
||||
## from 32.02 to 32.00 mm/frame. Six real changes in a row read as no-ops.
|
||||
##
|
||||
## If a change to the solver does not move these numbers, suspect this file
|
||||
## before concluding the change did nothing.
|
||||
|
||||
const WINDOW := 30
|
||||
|
||||
var _frames := 0
|
||||
var _model: SkinnedPlayerModel = null
|
||||
var _spring: SpringBones = null
|
||||
var _obs: Observer = null
|
||||
var _speed := 0.0
|
||||
|
||||
|
||||
class Observer extends SkeletonModifier3D:
|
||||
var bones: PackedInt32Array = PackedInt32Array()
|
||||
var names: Array = []
|
||||
var prev: Array = []
|
||||
var worst := 0.0
|
||||
var worst_name := ""
|
||||
var sum := 0.0
|
||||
var n := 0
|
||||
# Per class, because "the cloth moves" can hide "the hair is frozen".
|
||||
var hair_sum := 0.0
|
||||
var hair_n := 0
|
||||
var hair_worst := 0.0
|
||||
var skirt_sum := 0.0
|
||||
var skirt_n := 0
|
||||
var started := false
|
||||
|
||||
func _process_modification() -> void:
|
||||
var skel := get_skeleton()
|
||||
if skel == null or bones.is_empty():
|
||||
return
|
||||
for i in bones.size():
|
||||
var q := skel.get_bone_pose_rotation(bones[i])
|
||||
if started:
|
||||
var d: float = absf(q.angle_to(prev[i]))
|
||||
if d > worst:
|
||||
worst = d
|
||||
worst_name = names[i]
|
||||
sum += d
|
||||
n += 1
|
||||
if names[i].findn("hair") != -1:
|
||||
hair_sum += d
|
||||
hair_n += 1
|
||||
hair_worst = maxf(hair_worst, d)
|
||||
elif names[i].findn("skirt") != -1:
|
||||
skirt_sum += d
|
||||
skirt_n += 1
|
||||
prev[i] = q
|
||||
started = true
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
var path := "res://assets/characters/skins/taila.glb"
|
||||
for a in OS.get_cmdline_user_args():
|
||||
if a.begins_with("res://"):
|
||||
path = a
|
||||
elif a != "nospring":
|
||||
_speed = a.to_float()
|
||||
var scene := Node3D.new()
|
||||
root.add_child(scene)
|
||||
current_scene = scene
|
||||
_model = SkinnedPlayerModel.new()
|
||||
_model.model_path = path
|
||||
scene.add_child(_model)
|
||||
|
||||
|
||||
func _setup(skel: Skeleton3D) -> bool:
|
||||
_spring = skel.get_node_or_null("SpringBones") as SpringBones
|
||||
if _spring == null:
|
||||
print("SpringBones not installed")
|
||||
return false
|
||||
_spring.fixed_delta = 1.0 / 60.0
|
||||
if OS.get_cmdline_user_args().has("nospring"):
|
||||
_spring.active = false
|
||||
print("springs DISABLED (animation-only baseline)")
|
||||
var info = JSON.parse_string(
|
||||
FileAccess.get_file_as_string(_model.model_path.get_basename() + ".rig.json"))
|
||||
if typeof(info) != TYPE_DICTIONARY:
|
||||
return false
|
||||
_obs = Observer.new()
|
||||
_obs.name = "ClothObserver"
|
||||
for c in info.get("chains", []):
|
||||
for nm in c.get("bones", []):
|
||||
var i := skel.find_bone(String(nm))
|
||||
if i >= 0:
|
||||
_obs.bones.append(i)
|
||||
_obs.names.append(String(nm))
|
||||
_obs.prev.append(Quaternion.IDENTITY)
|
||||
# AFTER SpringBones in the tree, so it observes the final pose.
|
||||
skel.add_child(_obs)
|
||||
print("tracking %d cloth bones at %.1f m/s" % [_obs.bones.size(), _speed])
|
||||
return _obs.bones.size() > 0
|
||||
|
||||
|
||||
func _process(_delta: float) -> bool:
|
||||
_frames += 1
|
||||
if _frames < 6:
|
||||
return false
|
||||
var skel: Skeleton3D = _model.skeleton
|
||||
if skel == null:
|
||||
print("no skeleton")
|
||||
return true
|
||||
if _obs == null and not _setup(skel):
|
||||
return true
|
||||
|
||||
_model.update_state("ground", _speed, false)
|
||||
_model.set_locomotion(0.0, 1.0 if _speed > 0.1 else 0.0, 0.0)
|
||||
_model.position += Vector3(0, 0, -_speed) / 60.0
|
||||
|
||||
if _frames % WINDOW == 0 and _frames > 20:
|
||||
print("t=%4d worst %6.2f deg/frame (%-18s) mean %5.3f contacts/frame %.1f" % [
|
||||
_frames, rad_to_deg(_obs.worst), _obs.worst_name,
|
||||
rad_to_deg(_obs.sum / maxf(_obs.n, 1)),
|
||||
_spring.debug_collisions_per_frame()])
|
||||
print(" hair mean %5.3f deg/frame (worst %5.2f) skirt mean %5.3f" % [
|
||||
rad_to_deg(_obs.hair_sum / maxf(_obs.hair_n, 1)),
|
||||
rad_to_deg(_obs.hair_worst),
|
||||
rad_to_deg(_obs.skirt_sum / maxf(_obs.skirt_n, 1))])
|
||||
_obs.hair_sum = 0.0
|
||||
_obs.hair_n = 0
|
||||
_obs.hair_worst = 0.0
|
||||
_obs.skirt_sum = 0.0
|
||||
_obs.skirt_n = 0
|
||||
_obs.worst = 0.0
|
||||
_obs.sum = 0.0
|
||||
_obs.n = 0
|
||||
if _frames > WINDOW * 8:
|
||||
return true
|
||||
return false
|
||||