228 lines
12 KiB
Markdown
228 lines
12 KiB
Markdown
# Character Pipeline: source model → rigged → animated → in-game
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One command turns a model into a playable character skin:
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```bash
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python tools/pipeline.py --uid <sketchfab-uid> --name space_marine
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```
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That downloads the model, moves the shared animation library onto it, writes
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`assets/characters/skins/space_marine.glb` plus a `.rig.json` sidecar, verifies
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the result, and registers it in `skins.json`. Restart the game — the skin is in
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the main menu dropdown, fully animated in first AND third person, synced in
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multiplayer.
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## The one rule: keep the model's own rig
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**If a model arrives with a skeleton, that skeleton is what ships.** Its bones,
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its artist-painted weights, its separate per-part meshes, and its dedicated
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skirt/hair bone chains all survive; only the ANIMATION is moved onto it.
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This is the whole point, and the pipeline used to do the opposite. The old route
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(`strip_rig.py` → `autorig.py` → `merge_animations.py`) discarded any foreign
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skeleton, joined every mesh into one, and rebound the result by weighting each
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vertex to its nearest four bone segments. It did that to work around a *naming*
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problem — the retarget matched bones by exact name — and the cost was the entire
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asset. Measured on the shipped `taila.glb` against the source it was built from:
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| | source model | old pipeline output |
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|---|---|---|
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| vertices pulled by BOTH legs | 17 (0.1%) | **2817 (16%)**, worst a dead 50/50 |
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| vertices at the full 4 influences | 26% | **86%** |
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| meshes (body / cloth / hair separable) | 18 | **1** |
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| skirt bone chains | 21 bones | **0** |
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| hair bone chains | ~50 bones | **0** |
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| limb twist bones | 8 | **0** |
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A vertex pulled equally by both legs sits between them and stays there while
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they separate, stretching every triangle around it — that is the squashing and
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the "elongated boot". `characters/skin_leg_repair.gd` exists solely to undo this
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at load time, by snapping weights and deleting triangles on a mesh it has to
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rebuild every spawn.
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The naming problem is now solved properly, in `tools/rig_map.py`, so nothing has
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to be thrown away.
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## The pipeline, step by step
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| Step | Tool | What it does |
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|---|---|---|
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| 1. Find | `python tools/sketchfab_import.py search "anime robot" --rigged` | Search downloadable models (license shown per result) |
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| 2. Download | `python tools/sketchfab_import.py download <uid>` | GLB + license JSON into `assets/characters/incoming/` |
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| 3. Retarget | `blender --background --python tools/retarget.py -- in.glb assets/characters/animations out.glb` | Keeps the rig; moves the clip library onto it |
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| 3b. *(unrigged only)* | `blender --background --python tools/autorig.py -- in.glb rigged.glb` | Fits the library skeleton and solves weights — lossy, see below |
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| 4. Verify | `blender --background --python tools/verify_character.py -- out.glb` | Gates the build on the defects listed below |
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| 5. Register | (automatic in `pipeline.py`) | Copies to `skins/`, adds an entry to `skins.json` |
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`pipeline.py` chains all of it and picks the path automatically — it reads the
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glTF container to see whether a `skins` array is present. Useful flags:
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- `--input file.glb` instead of `--uid` for local files.
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- `--rigged` — force the keep-the-rig path (needed for FBX, which cannot be probed).
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- `--rebind` — force the lossy path. Last resort.
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- `--height 1.6` — target character height in metres.
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### How the retarget works
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`tools/rig_map.py` resolves both skeletons to ROLES and pairs them up, so bone
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names never have to match. It works structurally wherever a name would lie:
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- **Hips** is found as the base of the longest non-limb, non-cosmetic chain —
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not by looking for "hips". Rigify calls it `DEF-spine`.
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- **The head** is wherever that chain ends. A stock Rigify rig has no bone with
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"head" in its name at all; the head is `DEF-spine.006`.
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- **Chains of different lengths** are matched by normalised position, so a
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6-bone spine is driven by a 5-bone one.
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`tools/retarget.py` then bakes each clip as a rest-relative delta —
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`R_world = src_pose · src_rest⁻¹`, applied as `R_world · tgt_rest` — rather than
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copying absolute world orientation, which would force the library's bone roll
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onto a mesh bound with a different one and twist every limb by a constant offset.
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It also **rebuilds parenting**. A Rigify DEF-rig exports its chain roots
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parented straight to the armature root (Rigify drives them by constraint, not
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hierarchy), so on import the thighs, skirt and hair all hang off the root and
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would float in place while the body moves. Orphans are re-attached by anatomy
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where it is known and by rest geometry otherwise. **Cloth may only ever attach
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to the trunk, never to a limb** — anchor a skirt panel to the nearest bone and
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16 of Taila's 21 land on a thigh, where the panel rides one leg like a trouser
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leg.
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### What is deliberately NOT driven
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Skirt, hair, twist and face bones get **no animation tracks at all**. They rest
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relative to their parents and belong to the runtime instead. That split — clips
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animate the body, physics animates the cloth — is what makes clothes read as
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clothes, and it is why the exported clips only carry the ~53 bones they need
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(`taila.glb` went from 3.5 MB to 2.9 MB even after regaining its textures).
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## Secondary motion (`characters/spring_bones.gd`)
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Skin weights can only ever make a garment a rigid shell of whatever it is
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weighted to: weight a skirt to the thighs and it becomes trousers, weight it to
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the hips and it becomes a bell that never moves. Neither is cloth. A skirt is
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cloth because it LAGS. That is inertia, and it has to be integrated, not skinned.
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Each cloth bone is a damped spring holding its tip toward where rigidly
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following its parent would have put it, then pinned to the bone's length and
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pushed out of the leg capsules so a skirt swings AROUND a thigh rather than
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through it. Bone tip directions and capsule radii are **measured from the
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model's own geometry at build time** and stored in the sidecar — a glTF skeleton
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carries no bone tails, and Taila's skirt bones have no children either, so
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nothing in the skeleton says which way a panel hangs or how thick a thigh is.
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Tuning per class (hair stiffer and lighter, skirt slacker and heavier) lives in
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`SpringBones.TUNING`.
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### `<model>.rig.json`
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Written next to every built GLB, so the runtime never re-guesses anatomy:
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- `roles` — resolved bone per role. `ShooterPoseModifier` reads this; without it
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its hips/neck/head lookups silently missed on any rig that names them
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differently, and every lean and aim-pitch did nothing.
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- `chains` — cloth/hair chains, with a measured tip vector per bone.
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- `colliders` — leg capsules with measured radii.
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- `twist` — limb twist bones.
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- `weights_authored` — **measured**, not inferred from which branch ran. This is
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what decides whether `SkinLegRepair` runs at load time. A model that arrives
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unrigged still gets a sidecar, and its solved weights still need the repair.
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Raw `.glb` **and `.json`** must be in the export include filter, or the sidecar
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is missing from a build and every character loses its cloth.
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## When a model has no skeleton
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Then there is no authored weighting to keep and `autorig.py` fits the library
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skeleton with nearest-bone weights. This is genuinely lossy and the verifier
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reports it as warnings rather than failures, because no better result is
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available:
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```
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[WARN] cross-leg blending is limited to draping cloth — 590 verts (21.2%)
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[WARN] influences look authored, not solved — 78% of verts carry 4 influences
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[WARN] model keeps its per-part meshes — 1 meshes
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```
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`miku` is such a model. `SkinLegRepair` stays on for it at load time.
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Prefer, in order: a model that ships rigged → **Mixamo web** (upload FBX/OBJ,
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place 7 markers, download rigged "without animations") → **Reallusion AccuRig**
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→ UniRig / Tripo / Meshy. All of them produce a rig this pipeline will keep.
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## Materials
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Anime models are very often exported "unlit": `KHR_materials_unlit`, a **black**
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`baseColorFactor`, and the real texture wired to `emissiveTexture`. Renderers
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honouring the unlit extension use base colour and ignore emission — so Blender
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reads black, never references the images, and imports with `bpy.data.images`
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*empty*. The character comes out a silhouette, and there is no node graph left
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to patch afterwards.
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`tools/gltf_fix.py` rewrites the container **before** import: emissive becomes
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base colour, the unlit flag is dropped. The game shades characters with its own
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toon material off ALBEDO anyway.
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## Swapping the animation library
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`assets/characters/animations/_library.glb` is the CC0 Quaternius Universal
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Animation Library. Clips map through `LIBRARY_CLIP_MAP` in `tools/retarget.py`
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(18 mapped: Idle, Walk, Run, Sprint, Jump, Fall, Land, CrouchIdle, CrouchWalk,
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Dash, Death, Hit, Dance, Grapple, PistolIdle/Shoot/Reload, Throw).
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Characters no longer have to be rigged to the library's skeleton, so **replacing
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`_library.glb` does not require re-rigging anything** — just rebuild the skins.
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Missing clips are fine: the game falls back along sensible chains
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(`Slide → CrouchIdle → Idle`, `WallRun → Run` — see `CLIP_FALLBACKS` in
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`characters/skinned_player_model.gd`).
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## Measuring, not eyeballing
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- `blender --background --python tools/verify_character.py -- <glb>` — the build
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gate. Every check corresponds to a defect this project actually shipped.
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- `godot --headless --path . -s res://debug/limb_deform_check.gd -- <glb>` —
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skins the mesh itself and reports lengthwise stretch and cross-section loss
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against the skeleton's REST pose, so an unposed model reads exactly 1.00 and a
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wrong metric is visible immediately. Read its header before trusting a number
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you add: three earlier versions of this measurement were themselves wrong and
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nearly caused bad "fixes".
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- `godot --path . --windowed --resolution 1280x720 -s res://debug/anim_capture.gd -- <out_dir> <skin_id>`
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— renders every movement state front and side.
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Current Taila, worst over a run/walk/jump/fall/slide/dash sweep: knee
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cross-section 0.85–0.86, everything else 0.89–1.00, worst stretch 1.16.
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## How it works in-game
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- **`SkinManager`** (autoload) reads `skins.json` at boot; the selection persists
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per user and syncs via `synced_skin_id`.
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- **`SkinnedPlayerModel`** loads the GLB, reads the sidecar, installs
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`ShooterPoseModifier` (lean / ADS / slide / wall-run / weapon hold) then
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`SpringBones` — in that order, so the springs react to the FINAL body pose.
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- **`SkinJointHelper`** runs for every model regardless of rig. It is not a
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weight repair: linear-blend skinning collapses any joint by cos(θ/2) however
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good the weights are. It subdivides the knee through helper bones. It resolves
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the joint's parent from the SKELETON — hardcoding `DEF-thigh.L` meant it
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silently did nothing on a rig with twist bones, and the knee measured 0.76
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instead of 0.85.
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- **First person (owner):** the model renders shadows-only (the camera sits
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inside the head). Press **V** to swap to the over-the-shoulder camera.
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- **Licensing:** every Sketchfab download writes `<name>.license.json`. CC-BY
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models require crediting the author — surface these in a credits screen.
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## Troubleshooting
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- *Character is a black silhouette* — unlit materials; see **Materials**. Check
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the built GLB actually has images.
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- *Model T-poses* — the GLB has no animations, or the retarget produced a frozen
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rest pose. `verify_character.py` catches both.
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- *Skirt rides one leg* — a cloth bone got parented to a limb. Cloth must anchor
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to the trunk only.
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- *Cloth is rigid* — the sidecar is missing (check the export filter) or the
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clips are keying cloth bones (`verify_character.py` checks this).
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- *Cloth flies off the model* — a spring instability. `SpringBones` substeps and
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clamps for exactly this; do not remove those guards.
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- *Limbs squash at a stride* — measure with `limb_deform_check.gd` before
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changing anything. Renders are repeatedly misleading; a slim anime leg at full
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stride genuinely looks stretched.
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