Files
Papay-Shooter/.claude/skills/character-pipeline/references/stylization.md
T
Nicholas ButzkeandClaude Opus 5 daf9627ece docs(skill): compact the character pipeline into a reusable skill
Everything about getting an anime-styled character into the game — import,
stylization, the body/garment/hair separation, rigging, retargeting, cloth
and hair physics, and how to measure any of it — collected into
.claude/skills/character-pipeline/.

Organised around the principle the Hoyoverse-class pipelines are built on
and that every failure in this project traced back to: a character is not
one object. It is a body, a set of garments and hair, authored and rigged
separately and moved by different systems. The body is skinned and
animated; the garments and hair are bone chains the animation never
touches and physics moves. The skill's non-negotiables are the four ways
that separation has been destroyed here before — joining meshes, keying
cosmetic bones, skinning cloth to a leg, and running the auto-rig repair
on authored weights.

references/verification.md leads with the trap that invalidated every
cloth measurement ever taken in this repo: Godot restores bone poses after
the modifier pass, so a tool that reads them afterwards measures the
animation and never sees what any modifier did.

Also records what is known-unsolved, with numbers: peak cloth clipping in
a run/slide/dash, no foot IK, no strafe clips.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-26 12:46:50 -04:00

72 lines
3.4 KiB
Markdown

# 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 treats **any untextured surface on a character**
as the model's own line-work and handles it flat and unshaded:
- **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, or with black eyes
that should have irises, this function and its name-matching are where to look —
the naming conventions vary by source and this is the one place they are read.
## 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`.