# 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 | | 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 `.rig.json` exists. ## 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 `.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. ## Checking a source model before importing ```bash python tools/verify_character.py ``` 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.