Files
Papay-Shooter/.claude/skills/character-pipeline/references/verification.md
T
Nicholas ButzkeandClaude Opus 5 2b3e29dd30 fix(pipeline): check that a character is CORRECT, not merely well-formed
Seven characters shipped "All checks passed" and four were visibly broken
in game — lying on their backs at seven times scale, facing backwards, or
holding a gun that floated near their chest. Nothing in the suite was
wrong; it just never asked the questions that mattered. That distinction
is the whole lesson, and it is now written down in the skill as
references/failure-modes.md, generalised per failure.

Two root causes are measured and certain:

- flatten_and_scale() normalises the bounding box along Blender Z because
  Z is up. For a model that arrives lying along Y that measures the
  character's THICKNESS, so it scales by ~7 and leaves them on their back.
  One assumption, both symptoms. The trap is that the normalised number
  always comes out right — the exporter maps Blender Z to glTF Y, so "is
  the height 1.75" passes on a character who is 7.5 m tall lying down.
  All three casualties are VRM files that went through a Blender
  round-trip and came back with a baked axis rotation.

- SkinnedPlayerModel.set_weapon() finds the hand with three hardcoded
  spellings, which match none of the four non-Rigify rigs — their hands
  resolve perfectly in the sidecar as "Right wrist" and "J_Bip_R_Hand".
  When it misses, the weapon is parented to the model root at a fixed
  chest offset, so it is not attached to the character at all. Same class
  of bug as the leg check that name-matched thigh/shin. rig_map.py exists
  so nothing downstream has to guess a bone name; only some consumers read
  the roles it publishes.

Three new hard checks, none needing more than the vertices and the
sidecar:

  character stands up in world space   — against WORLD up, not against the
      model's own proportions. "Is the spine the longest axis?" catches
      nothing: a model rotated as a whole is internally consistent and
      passes it comfortably.
  character is a plausible size / height
  every role the runtime needs is resolved

They separate the four good characters from the three broken ones on the
first run. Also fixed the posture measurement to read vertices rather than
object.bound_box, which is cached and still stale right after an import —
it reported a 1.75 m character as 1.18 m tall.

Recorded but not yet fixed: kiyoko faces backwards (facing is inferred by
two independent mechanisms and verified by neither), miku's grown hair
chains stretch under animation (generated chains are never validated
against the geometry they drive), and the mannequin's rifle hold does not
convince despite resolving correctly.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-26 16:02:06 -04:00

4.9 KiB
Raw Blame History

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 1735 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
anim_capture.gd / orbit_capture.gd renders, for looking

Run them:

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

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.