momo's idle plays with her arms overhead and her waist pinched, and every assertion in the suite passes on her. The first suspicion was the retarget's rest-relative delta: it applies "what the clip does to the LIBRARY's rest" to THIS rig's rest, which quietly assumes the two rests are alike. rest_pose_check.gd tests that, and disproves it — miku's arms rest 41° off the library's and taila's 32°, and both animate correctly. The delta retarget handles a rest-pose difference, which is what it is for. Recorded in the reference so nobody spends that hour again. Writing the tool reproduced this project's own recurring mistake in miniature. Measuring "the direction from a bone to its first child" reported kiyoko's and aria's legs 71° off the library — 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°. What momo actually has: `Root_001` through `Root_007` are in her driven_bones, and they are her HAIR roots — Hair_A is dominated by Root_001_001, Root_007 and Root_005. The animation is keying bones the spring solver is supposed to own, which is non-negotiable #2 broken by the role resolver rather than by a clip. The surface table corroborates it: her hair surfaces report 1.8% and 9.4% chain share, because most of their vertices belong to bones in no chain at all. Not fixed here. `Root_00N` matches no COSMETIC stem, and adding "root" to the stems would cost a rig whose actual root is called `Root` its hips. The structural fix is that a bone whose geometry is dominated by a mesh classified `hair` is a hair bone whatever it is called — which the surface table makes answerable at build time, and did not when momo was imported. It needs a Blender re-run and re-verification of all six characters. Co-Authored-By: Claude Opus 5 <[email protected]>
14 KiB
name, description
| name | description |
|---|---|
| character-pipeline | Import, rig, stylize and animate an anime-styled character into Papaya-Shooter as a selectable skin — keeping the model's own skeleton, artist weights and separate body/cloth/hair meshes, with cloth and hair driven by the spring solver. Use when adding a new playable character, re-importing an existing one, debugging skinning/cloth/hair/animation problems on a character, or changing the cel-shaded look. Triggers on "add a character", "import a skin", "new playable model", "skirt clipping", "hair flailing", "T-posing", "character looks squashed". |
Character pipeline
Turns a source model into a playable, cel-shaded, cloth-simulated character skin.
The whole design follows one principle, which is also what the Hoyoverse-class anime pipelines (Genshin / Star Rail / Zenless Zone Zero) are built on:
The character is not one object. It is a body, a set of garments, and hair — authored separately, rigged separately, and moved by different systems. The body is skinned and animated. The garments and hair are bone chains that the animation never touches; physics moves them. Keeping those separate is what makes the result read as an anime character instead of a mannequin in a painted-on costume.
Everything below exists to protect that separation.
The one rule
If a model arrives with a skeleton, that skeleton ships. Its bones, its artist-painted weights, its per-part meshes and its skirt/hair chains all survive. Only the ANIMATION is moved onto it.
The old route (strip_rig.py → autorig.py → merge_animations.py) solved a
bone-naming problem by destroying the asset — 18 meshes became 1, 21 skirt
bones and ~50 hair bones became 0, and 16% of vertices ended up pulled by both
legs. tools/rig_map.py solves naming properly now. Never reach for
strip_rig.py or --rebind unless the model genuinely has no skeleton at all.
Doing it
# From an already-rigged local model (the normal case)
python tools/pipeline.py --input assets/characters/incoming/<name>.glb --name <name> --rigged
# From a Sketchfab UID (needs SKETCHFAB_API_TOKEN)
python tools/pipeline.py --uid <uid> --name <name>
# From an unrigged mesh — auto-rigs, and accepts the quality loss
python tools/pipeline.py --input <mesh.glb> --name <name>
# Rigged (or auto-rigged) but with NO skirt/hair bones — grow them, or the
# costume is welded solid and the spring solver has nothing to simulate
python tools/pipeline.py --input <model.glb> --name <name> --rigged --grow-cloth
Then, once, so Godot sees the new files:
godot --headless --path . --import
The result is assets/characters/skins/<name>.glb + <name>.rig.json, and a
registry entry in skins.json that SkinManager picks up with no code change.
Blender is required (BLENDER_PATH, or auto-found under
C:\Program Files\Blender Foundation). Godot lives at
C:\Program Files\Godot\Godot_v4.7-stable_win64_console.exe.
The stages, and what each one protects
| Stage | Where | Protects |
|---|---|---|
| Fix unlit/emissive materials | tools/gltf_fix.py |
Textures surviving import at all |
| Resolve bone ROLES, not names | tools/rig_map.py |
The model's own skeleton |
| Rebuild parenting | retarget.py::rebuild_hierarchy |
Limbs/cloth following the hips |
| Grow cloth chains (opt-in) | tools/cloth_bones.py |
A costume that has no bones being able to move at all |
| Subdivide cloth panels | retarget.py::subdivide_cloth_panels |
A skirt being able to bend at all |
| Retarget clips as rest-relative deltas | retarget.py::retarget_clip |
Limbs not being twisted by foreign bone roll |
| Leave cosmetic bones unkeyed | export_optimize_animation_keep_anim_armature=False |
Physics owning the cloth |
| Classify every SURFACE | tools/surface_map.py |
The runtime never re-guessing what a surface is |
| Write the rig sidecar | retarget.py::describe_rig |
The runtime never re-guessing anatomy |
| Cel look, per surface class | LevelMaterials.apply_character_look |
Hair not reading as a solid dark cap |
| Cloth + hair | characters/spring_bones.gd |
Clothes reading as clothes |
| Per-character judgement calls | characters/tuning_store.gd |
Art direction not becoming another constant |
The surface table
The sidecar carries a surfaces list saying what each mesh surface IS — body,
cloth, hair, accessory, or linework (the model's own ink shell, which is
not a surface of the character at all). It is keyed on the MATERIAL name, because
every character in this game arrives with its meshes called Object_7 through
Object_32 while material names survive the glTF round trip intact.
SkinSurfaces reads it and apply_character_look acts on it: hair takes a much
thinner outline than the body, cloth a heavier one and a crisper terminator,
accessories the heaviest. SkinnedPlayerModel.surfaces_of(cls) answers the
question for anything else that needs it.
Backfill a character that predates it, without re-importing:
blender --background --python tools/surface_map.py -- \
assets/characters/skins/<name>.glb
New imports get it from describe_rig, built from the same chains the solver
uses, so the surface table and the cloth solver can never disagree about which
bones are a skirt.
Per-character judgement
Anything derivable from the skeleton is derived. What is left is genuinely an artist's call, and it lives in layered JSON rather than in a constant:
| File | Scope | Class |
|---|---|---|
assets/characters/weapon_holds.json |
character + weapon | WeaponHoldTuning |
assets/characters/rig_anchors.json |
character | RigAnchors |
Both layer defaults → skins.<skin>._all → skins.<skin>.<subject> through
TuningStore. An absent file means "use what the code derives", so nothing here
is required for the game to run. Adding a knob is adding a row to a KNOBS spec
table — the lab builds its whole UI from those.
RigAnchors is where "the grip sits here in the palm" lives. A hand bone's
origin is the WRIST; how far down the palm a grip belongs depends on the
character's hand and cannot be derived. It defaults to identity, and identity is
exactly the derived mount. Do not put a fixed rotation on the weapon mount
instead — a bone attachment is expressed in the BONE's axes, no two rigs agree on
those, and that constant is why the hand mount points were once wrong on every
character.
The rig lab
godot --path . res://debug/rig_lab.tscn
Pick a character, a weapon, a pose or a single clip. Drag sliders for the HOLD
(character + weapon) and the ANCHORS (character), and save. Click a surface class
to isolate it — that is how the classifier gets checked: click hair and
anything else still standing was misclassified.
Read before you touch anything
Load the reference that matches what you are doing. They are short and each one is a list of things that cost a debugging cycle to learn.
references/failure-modes.md— read this first. Seven characters shipped "All checks passed" and four were visibly broken. What each failure was, why the suite missed it, and the rule that generalises it to any model.references/separation.md— body vs. garments vs. hair: what must stay separate, how cloth chains are detected and classed, why cloth is never skinned to a leg, and the ZZZ-convention mapping.references/growing-cloth-bones.md— what to do when the source has no skirt or hair bones: how the chains are fitted to the geometry and re-weighted.references/rigging.md— role resolution, hierarchy rebuild, cloth panel subdivision, twist bones, joint helpers, the retarget maths.references/cloth-and-hair.md— the position-based spring solver, its colliders, per-class tuning, collision hulls, LOD and cost.references/stylization.md— cel shading, outlines, the imported line-work trap, eyes, materials.references/verification.md— every measuring tool, what each one actually measures, and the pose-reading trap that invalidated all of them once. Read this before trusting any measurement.
Non-negotiables
- Never join meshes. Per-part meshes are how body, cloth and hair stay separable — for materials, for the outline pass, and for the cloth solver's hull extraction.
- Never key cosmetic bones. If a clip has tracks on skirt/hair bones, the AnimationPlayer overwrites the solver every frame and the cloth goes rigid.
- Never skin cloth to a leg. A vertex weighted 0.9 to a thigh cannot be
moved by its own cloth bone, so the solver loses the authority to push it out
of that thigh — and the leg still overtakes it. There was a
bind_cloth_to_legs(); it is deleted, and the note above its grave inretarget.pysays why. - Never run
SkinLegRepairon authored weights. It snaps weights and deletes triangles. It exists only to undo auto-rigging. It is gated onweights_authored, which is MEASURED, not assumed. - Measure from inside the modifier pass. See
references/verification.md. - Never assume an axis. Up, forward and scale are all measurable from the
skeleton. Assuming +Z is up scaled three characters 7x and left them on their
backs — and the height check passed on every one of them, because the number
being normalised always comes out right whether or not it was the right
number. See
references/failure-modes.md. - Never look a bone up by name.
tools/rig_map.pyresolves roles and writes them to the sidecar so nothing downstream has to guess. Any hardcoded spelling —_find_bone(["RightHand", ...]), athigh/shinsubstring test — is a rig this project has not met yet. Four characters could not hold a gun because of exactly one such lookup.
After importing
godot --headless --path . -s res://debug/spawn_smoke_test.gd # 29 checks
godot --headless --path . -s res://debug/surface_class_check.gd # every surface classified
godot --headless --path . -s res://debug/character_picker_check.gd # the escape-menu roster
godot --headless --path . -s res://debug/rig_anchor_check.gd # anchors move the weapon
godot --headless --path . -s res://debug/cloth_clip_check.gd # leg-through-cloth
godot --headless --path . -s res://debug/cloth_settle_check.gd # idle stability
godot --headless --path . -s res://debug/cloth_perf_check.gd # ms per character
godot --headless --path . -s res://debug/travel_dir_check.gd # legs face travel
And LOOK at it, which is where four of the last five real defects were found:
godot --path . -s res://debug/roster_capture.gd -- <dir> # every character, one shot each
godot --path . -s res://debug/ui_capture.gd -- <dir> # every menu screen
godot --path . res://debug/rig_lab.tscn -- shot <png> <skin>
surface_class_check fails on any surface that falls through to the heuristic
rather than resolving from the table. That is deliberate: a model whose names
stopped matching still RENDERS, because the fallback catches it — it just
quietly loses its per-class art direction, which is exactly the kind of
regression nothing else would report.
What "good" looks like on Taila, for calibration:
| Measure | Good | Bad |
|---|---|---|
| Idle skirt movement | < 0.1 deg/frame | 0.5+, or never decaying |
| Leg inside cloth, idle/walk | < 25 mm | 100 mm |
| Leg inside cloth, run/slide/dash | ~95 mm (current, unsolved) | — |
| Solver cost | ~2.6 ms/character | 10 ms |
| Stride vs. travel direction | < 10° (except a capped sidestep) | 90° |
| Bind-pose AABB | tall on the hips→head axis, others < 2.5 m | tallest axis is depth |
Characters currently shipping
The six in skins.json, with what surface_class_check reports:
| Skin | Source | Cloth chains | Surfaces |
|---|---|---|---|
| taila | rigged, Sketchfab CC-BY | 35 | 18 — body 6, cloth 7, hair 1, linework 4 |
| kiyoko | VRoid, CC-BY | 20 | 13 — body 8, cloth 3, hair 2 |
| aria | VRoid, CC-BY | 15 | 15 — body 9, cloth 4, hair 2 |
| momo | VRoid, CC-BY | 9 | 5 — body 2, cloth 1, hair 2 |
| miku | unrigged source, auto-rigged | 0 | 4 — body 3, hair 1 (one mesh, four surfaces) |
| mannequin | Quaternius CC0, from the animation library | 0 | 2 — body 2 |
Known-unsolved
-
Peak cloth clipping in a run, slide and dash sits at ~95 mm of thigh inside the skirt. Idle, walk and fall are clean. The solver sees the contact and pushes on it every iteration; the remaining gap is a standing fight between the collision and the garment's own shape constraints.
-
No foot IK. Feet do not plant on ground height, so stairs and uneven ground read as sliding.
-
No strafe or backpedal clips. Direction is conveyed by yawing the hips (
SkinnedPlayerModel._update_travel), which is capped, so a pure sidestep still runs its legs ~40° off the direction of travel. -
momo's idle pose is wrong — arms overhead and a pinched waist. Every assertion passes on her: she loads, animates, classifies and mounts a weapon. It shows up only in
roster_capture.Diagnosed, not fixed. Her
driven_bonescontainsRoot_001throughRoot_007— and those are her HAIR roots. The Godot surface dump showsHair_Adominated byRoot_001_001:3203,Root_007:3203,Root_005:2642. So the animation is keying bones that physics is supposed to own, which is non-negotiable #2 being violated by the role resolver rather than by a clip. The corroboration is in the surface table: her hair surfaces report only 1.8% and 9.4% chain share, because most of their vertices belong toRoot_00N, which is in no chain at all.Root_00Nmatches no COSMETIC stem, sois_cosmeticdoes not catch it and nothing keeps it out of the driven set. Fixing it by adding "root" to the stems would be wrong — a rig whose actual root is calledRootwould lose its hips. The fix is structural: a bone whose geometry is dominated by a mesh classifiedhairis a hair bone, whatever it is called. The surface table now makes that answerable at build time, which it was not when this rig was imported. Not attempted here — it needs a Blender re-run and re-verification of all six characters.Her
headrole is also wrong (Unused_Noname_010, when a realHeadbone exists and is in her spine chain), and her spine chain runs two junk bones PAST the head. Probably the same import; worth fixing in the same pass. -
A stray
Icosphereships inside every skin GLB — 42 vertices, no parent, no vertex groups. It rides in from the animation library. Harmless, and now skipped by construction rather than by name insurface_map, but the export should not be producing it.