@aura3d/cli 3.0.1 → 4.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +2 -2
- package/dist/admission/artDirection.d.ts +28 -0
- package/dist/admission/artDirection.d.ts.map +1 -0
- package/dist/admission/artDirection.js +47 -0
- package/dist/admission/artDirection.js.map +1 -0
- package/dist/admission/audio.d.ts +19 -0
- package/dist/admission/audio.d.ts.map +1 -0
- package/dist/admission/audio.js +31 -0
- package/dist/admission/audio.js.map +1 -0
- package/dist/admission/builder-patterns.d.ts +25 -0
- package/dist/admission/builder-patterns.d.ts.map +1 -0
- package/dist/admission/builder-patterns.js +40 -0
- package/dist/admission/builder-patterns.js.map +1 -0
- package/dist/admission/gates.d.ts +136 -0
- package/dist/admission/gates.d.ts.map +1 -0
- package/dist/admission/gates.js +335 -0
- package/dist/admission/gates.js.map +1 -0
- package/dist/admission/glb.d.ts +64 -0
- package/dist/admission/glb.d.ts.map +1 -0
- package/dist/admission/glb.js +128 -0
- package/dist/admission/glb.js.map +1 -0
- package/dist/admission/index.d.ts +8 -0
- package/dist/admission/index.d.ts.map +1 -0
- package/dist/admission/index.js +8 -0
- package/dist/admission/index.js.map +1 -0
- package/dist/admission/profiles.d.ts +52 -0
- package/dist/admission/profiles.d.ts.map +1 -0
- package/dist/admission/profiles.js +91 -0
- package/dist/admission/profiles.js.map +1 -0
- package/dist/admission/qrFlags.d.ts +12 -0
- package/dist/admission/qrFlags.d.ts.map +1 -0
- package/dist/admission/qrFlags.js +48 -0
- package/dist/admission/qrFlags.js.map +1 -0
- package/dist/admission/routeGates.d.ts +36 -0
- package/dist/admission/routeGates.d.ts.map +1 -0
- package/dist/admission/routeGates.js +144 -0
- package/dist/admission/routeGates.js.map +1 -0
- package/dist/admission/texel.d.ts +50 -0
- package/dist/admission/texel.d.ts.map +1 -0
- package/dist/admission/texel.js +177 -0
- package/dist/admission/texel.js.map +1 -0
- package/dist/admission/textureStats.d.ts +45 -0
- package/dist/admission/textureStats.d.ts.map +1 -0
- package/dist/admission/textureStats.js +201 -0
- package/dist/admission/textureStats.js.map +1 -0
- package/dist/animation-asset-validator.d.ts +44 -0
- package/dist/animation-asset-validator.d.ts.map +1 -1
- package/dist/animation-asset-validator.js +80 -1
- package/dist/animation-asset-validator.js.map +1 -1
- package/dist/asset-core-types.d.ts +99 -4
- package/dist/asset-core-types.d.ts.map +1 -1
- package/dist/asset-inspection-types.d.ts +8 -0
- package/dist/asset-inspection-types.d.ts.map +1 -1
- package/dist/asset-manifest.d.ts +1 -0
- package/dist/asset-manifest.d.ts.map +1 -1
- package/dist/asset-manifest.js +13 -4
- package/dist/asset-manifest.js.map +1 -1
- package/dist/asset-route-typegen.d.ts +37 -0
- package/dist/asset-route-typegen.d.ts.map +1 -0
- package/dist/asset-route-typegen.js +179 -0
- package/dist/asset-route-typegen.js.map +1 -0
- package/dist/cli-help.d.ts +1 -1
- package/dist/cli-help.d.ts.map +1 -1
- package/dist/cli-help.js +9 -4
- package/dist/cli-help.js.map +1 -1
- package/dist/cli-options.d.ts +7 -0
- package/dist/cli-options.d.ts.map +1 -1
- package/dist/cli-options.js +33 -2
- package/dist/cli-options.js.map +1 -1
- package/dist/cli.d.ts +1 -1
- package/dist/cli.d.ts.map +1 -1
- package/dist/cli.js +126 -11
- package/dist/cli.js.map +1 -1
- package/dist/codemods/engine-entry-imports.d.ts +22 -0
- package/dist/codemods/engine-entry-imports.d.ts.map +1 -0
- package/dist/codemods/engine-entry-imports.js +159 -0
- package/dist/codemods/engine-entry-imports.js.map +1 -0
- package/dist/codemods/lean-imports.d.ts +40 -0
- package/dist/codemods/lean-imports.d.ts.map +1 -0
- package/dist/codemods/lean-imports.js +175 -0
- package/dist/codemods/lean-imports.js.map +1 -0
- package/dist/codemods/renderer-imports.d.ts +36 -0
- package/dist/codemods/renderer-imports.d.ts.map +1 -0
- package/dist/codemods/renderer-imports.js +364 -0
- package/dist/codemods/renderer-imports.js.map +1 -0
- package/dist/codemods/renderer-mode.d.ts +38 -0
- package/dist/codemods/renderer-mode.d.ts.map +1 -0
- package/dist/codemods/renderer-mode.js +130 -0
- package/dist/codemods/renderer-mode.js.map +1 -0
- package/dist/commands/prd01/index.d.ts +8 -0
- package/dist/commands/prd01/index.d.ts.map +1 -0
- package/dist/commands/prd01/index.js +39 -0
- package/dist/commands/prd01/index.js.map +1 -0
- package/dist/commands/prd02/environmentsBake.d.ts +6 -0
- package/dist/commands/prd02/environmentsBake.d.ts.map +1 -0
- package/dist/commands/prd02/environmentsBake.js +174 -0
- package/dist/commands/prd02/environmentsBake.js.map +1 -0
- package/dist/commands/prd02/index.d.ts +2 -0
- package/dist/commands/prd02/index.d.ts.map +1 -0
- package/dist/commands/prd02/index.js +26 -0
- package/dist/commands/prd02/index.js.map +1 -0
- package/dist/commands/prd02/migrateLighting.d.ts +17 -0
- package/dist/commands/prd02/migrateLighting.d.ts.map +1 -0
- package/dist/commands/prd02/migrateLighting.js +86 -0
- package/dist/commands/prd02/migrateLighting.js.map +1 -0
- package/dist/commands/prd02/migrateLightingSweep.d.ts +20 -0
- package/dist/commands/prd02/migrateLightingSweep.d.ts.map +1 -0
- package/dist/commands/prd02/migrateLightingSweep.js +105 -0
- package/dist/commands/prd02/migrateLightingSweep.js.map +1 -0
- package/dist/commands/prd03/index.d.ts +7 -0
- package/dist/commands/prd03/index.d.ts.map +1 -0
- package/dist/commands/prd03/index.js +9 -0
- package/dist/commands/prd03/index.js.map +1 -0
- package/dist/commands/prd04/index.d.ts +10 -0
- package/dist/commands/prd04/index.d.ts.map +1 -0
- package/dist/commands/prd04/index.js +10 -0
- package/dist/commands/prd04/index.js.map +1 -0
- package/dist/commands/prd04/modelTintReport.d.ts +16 -0
- package/dist/commands/prd04/modelTintReport.d.ts.map +1 -0
- package/dist/commands/prd04/modelTintReport.js +114 -0
- package/dist/commands/prd04/modelTintReport.js.map +1 -0
- package/dist/commands/prd04/pinEmissiveDefaults.d.ts +3 -0
- package/dist/commands/prd04/pinEmissiveDefaults.d.ts.map +1 -0
- package/dist/commands/prd04/pinEmissiveDefaults.js +36 -0
- package/dist/commands/prd04/pinEmissiveDefaults.js.map +1 -0
- package/dist/commands/prd05/admit.d.ts +54 -0
- package/dist/commands/prd05/admit.d.ts.map +1 -0
- package/dist/commands/prd05/admit.js +153 -0
- package/dist/commands/prd05/admit.js.map +1 -0
- package/dist/commands/prd05/codemods/assetsRouteModules.d.ts +3 -0
- package/dist/commands/prd05/codemods/assetsRouteModules.d.ts.map +1 -0
- package/dist/commands/prd05/codemods/assetsRouteModules.js +92 -0
- package/dist/commands/prd05/codemods/assetsRouteModules.js.map +1 -0
- package/dist/commands/prd05/index.d.ts +9 -0
- package/dist/commands/prd05/index.d.ts.map +1 -0
- package/dist/commands/prd05/index.js +171 -0
- package/dist/commands/prd05/index.js.map +1 -0
- package/dist/commands/prd05/library.d.ts +23 -0
- package/dist/commands/prd05/library.d.ts.map +1 -0
- package/dist/commands/prd05/library.js +245 -0
- package/dist/commands/prd05/library.js.map +1 -0
- package/dist/commands/prd05/lookdev.d.ts +14 -0
- package/dist/commands/prd05/lookdev.d.ts.map +1 -0
- package/dist/commands/prd05/lookdev.js +68 -0
- package/dist/commands/prd05/lookdev.js.map +1 -0
- package/dist/commands/prd05/optimize.d.ts +16 -0
- package/dist/commands/prd05/optimize.d.ts.map +1 -0
- package/dist/commands/prd05/optimize.js +55 -0
- package/dist/commands/prd05/optimize.js.map +1 -0
- package/dist/commands/prd05/prune.d.ts +26 -0
- package/dist/commands/prd05/prune.d.ts.map +1 -0
- package/dist/commands/prd05/prune.js +104 -0
- package/dist/commands/prd05/prune.js.map +1 -0
- package/dist/commands/prd05/review.d.ts +24 -0
- package/dist/commands/prd05/review.d.ts.map +1 -0
- package/dist/commands/prd05/review.js +40 -0
- package/dist/commands/prd05/review.js.map +1 -0
- package/dist/commands/prd06/index.d.ts +6 -0
- package/dist/commands/prd06/index.d.ts.map +1 -0
- package/dist/commands/prd06/index.js +86 -0
- package/dist/commands/prd06/index.js.map +1 -0
- package/dist/commands/prd06/inspectAnimationClips.d.ts +86 -0
- package/dist/commands/prd06/inspectAnimationClips.d.ts.map +1 -0
- package/dist/commands/prd06/inspectAnimationClips.js +168 -0
- package/dist/commands/prd06/inspectAnimationClips.js.map +1 -0
- package/dist/commands/prd06/validateHero.d.ts +18 -0
- package/dist/commands/prd06/validateHero.d.ts.map +1 -0
- package/dist/commands/prd06/validateHero.js +91 -0
- package/dist/commands/prd06/validateHero.js.map +1 -0
- package/dist/commands/prd07/codemods.d.ts +28 -0
- package/dist/commands/prd07/codemods.d.ts.map +1 -0
- package/dist/commands/prd07/codemods.js +155 -0
- package/dist/commands/prd07/codemods.js.map +1 -0
- package/dist/commands/prd07/index.d.ts +2 -0
- package/dist/commands/prd07/index.d.ts.map +1 -0
- package/dist/commands/prd07/index.js +151 -0
- package/dist/commands/prd07/index.js.map +1 -0
- package/dist/commands/prd08/feelLint.d.ts +13 -0
- package/dist/commands/prd08/feelLint.d.ts.map +1 -0
- package/dist/commands/prd08/feelLint.js +32 -0
- package/dist/commands/prd08/feelLint.js.map +1 -0
- package/dist/commands/prd08/index.d.ts +2 -0
- package/dist/commands/prd08/index.d.ts.map +1 -0
- package/dist/commands/prd08/index.js +16 -0
- package/dist/commands/prd08/index.js.map +1 -0
- package/dist/commands/prd08/motionReport.d.ts +94 -0
- package/dist/commands/prd08/motionReport.d.ts.map +1 -0
- package/dist/commands/prd08/motionReport.js +197 -0
- package/dist/commands/prd08/motionReport.js.map +1 -0
- package/dist/commands/prd09/codemods/audio-wrapper.d.ts +9 -0
- package/dist/commands/prd09/codemods/audio-wrapper.d.ts.map +1 -0
- package/dist/commands/prd09/codemods/audio-wrapper.js +30 -0
- package/dist/commands/prd09/codemods/audio-wrapper.js.map +1 -0
- package/dist/commands/prd09/codemods/capture-branches.d.ts +10 -0
- package/dist/commands/prd09/codemods/capture-branches.d.ts.map +1 -0
- package/dist/commands/prd09/codemods/capture-branches.js +54 -0
- package/dist/commands/prd09/codemods/capture-branches.js.map +1 -0
- package/dist/commands/prd09/codemods/evidence-globals.d.ts +8 -0
- package/dist/commands/prd09/codemods/evidence-globals.d.ts.map +1 -0
- package/dist/commands/prd09/codemods/evidence-globals.js +19 -0
- package/dist/commands/prd09/codemods/evidence-globals.js.map +1 -0
- package/dist/commands/prd09/codemods/perf-script.d.ts +8 -0
- package/dist/commands/prd09/codemods/perf-script.d.ts.map +1 -0
- package/dist/commands/prd09/codemods/perf-script.js +24 -0
- package/dist/commands/prd09/codemods/perf-script.js.map +1 -0
- package/dist/commands/prd09/index.d.ts +8 -0
- package/dist/commands/prd09/index.d.ts.map +1 -0
- package/dist/commands/prd09/index.js +19 -0
- package/dist/commands/prd09/index.js.map +1 -0
- package/dist/commands/prd09/perf-report.d.ts +56 -0
- package/dist/commands/prd09/perf-report.d.ts.map +1 -0
- package/dist/commands/prd09/perf-report.js +118 -0
- package/dist/commands/prd09/perf-report.js.map +1 -0
- package/dist/commands/prd09/sfx-admit.d.ts +18 -0
- package/dist/commands/prd09/sfx-admit.d.ts.map +1 -0
- package/dist/commands/prd09/sfx-admit.js +120 -0
- package/dist/commands/prd09/sfx-admit.js.map +1 -0
- package/dist/commands/prd10/index.d.ts +2 -0
- package/dist/commands/prd10/index.d.ts.map +1 -0
- package/dist/commands/prd10/index.js +109 -0
- package/dist/commands/prd10/index.js.map +1 -0
- package/dist/commands/prd11/batchOptout.d.ts +35 -0
- package/dist/commands/prd11/batchOptout.d.ts.map +1 -0
- package/dist/commands/prd11/batchOptout.js +155 -0
- package/dist/commands/prd11/batchOptout.js.map +1 -0
- package/dist/commands/prd11/index.d.ts +2 -0
- package/dist/commands/prd11/index.d.ts.map +1 -0
- package/dist/commands/prd11/index.js +13 -0
- package/dist/commands/prd11/index.js.map +1 -0
- package/dist/commands/prd11/perfGate.d.ts +15 -0
- package/dist/commands/prd11/perfGate.d.ts.map +1 -0
- package/dist/commands/prd11/perfGate.js +98 -0
- package/dist/commands/prd11/perfGate.js.map +1 -0
- package/dist/commands/prd13/index.d.ts +15 -0
- package/dist/commands/prd13/index.d.ts.map +1 -0
- package/dist/commands/prd13/index.js +26 -0
- package/dist/commands/prd13/index.js.map +1 -0
- package/dist/commands/prd13/run.d.ts +10 -0
- package/dist/commands/prd13/run.d.ts.map +1 -0
- package/dist/commands/prd13/run.js +29 -0
- package/dist/commands/prd13/run.js.map +1 -0
- package/dist/commands/prd14/index.d.ts +6 -0
- package/dist/commands/prd14/index.d.ts.map +1 -0
- package/dist/commands/prd14/index.js +6 -0
- package/dist/commands/prd14/index.js.map +1 -0
- package/dist/commands/prd15/index.d.ts +8 -0
- package/dist/commands/prd15/index.d.ts.map +1 -0
- package/dist/commands/prd15/index.js +152 -0
- package/dist/commands/prd15/index.js.map +1 -0
- package/dist/commands/registry.d.ts +19 -0
- package/dist/commands/registry.d.ts.map +1 -0
- package/dist/commands/registry.js +19 -0
- package/dist/commands/registry.js.map +1 -0
- package/dist/contracts/assetManifest.d.ts +80 -0
- package/dist/contracts/assetManifest.d.ts.map +1 -0
- package/dist/contracts/assetManifest.js +9 -0
- package/dist/contracts/assetManifest.js.map +1 -0
- package/dist/contracts/commands.d.ts +53 -0
- package/dist/contracts/commands.d.ts.map +1 -0
- package/dist/contracts/commands.js +37 -0
- package/dist/contracts/commands.js.map +1 -0
- package/dist/index.d.ts +17 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +271 -71
- package/dist/index.js.map +1 -1
- package/dist/library-manifest.d.ts +86 -0
- package/dist/library-manifest.d.ts.map +1 -0
- package/dist/library-manifest.js +95 -0
- package/dist/library-manifest.js.map +1 -0
- package/dist/look/capture.d.ts +51 -0
- package/dist/look/capture.d.ts.map +1 -0
- package/dist/look/capture.js +229 -0
- package/dist/look/capture.js.map +1 -0
- package/dist/look/judge.d.ts +24 -0
- package/dist/look/judge.d.ts.map +1 -0
- package/dist/look/judge.js +151 -0
- package/dist/look/judge.js.map +1 -0
- package/dist/look/lint-static.d.ts +45 -0
- package/dist/look/lint-static.d.ts.map +1 -0
- package/dist/look/lint-static.js +241 -0
- package/dist/look/lint-static.js.map +1 -0
- package/dist/look/rubric.d.ts +70 -0
- package/dist/look/rubric.d.ts.map +1 -0
- package/dist/look/rubric.js +169 -0
- package/dist/look/rubric.js.map +1 -0
- package/dist/meshy/import.d.ts +7 -1
- package/dist/meshy/import.d.ts.map +1 -1
- package/dist/meshy/import.js +80 -6
- package/dist/meshy/import.js.map +1 -1
- package/dist/migrate-three/CompatibilityWarnings.d.ts +6 -0
- package/dist/migrate-three/CompatibilityWarnings.d.ts.map +1 -0
- package/dist/migrate-three/CompatibilityWarnings.js +24 -0
- package/dist/migrate-three/CompatibilityWarnings.js.map +1 -0
- package/dist/migrate-three/ImportMap.d.ts +19 -0
- package/dist/migrate-three/ImportMap.d.ts.map +1 -0
- package/dist/migrate-three/ImportMap.js +35 -0
- package/dist/migrate-three/ImportMap.js.map +1 -0
- package/dist/migrate-three/R3fMigration.d.ts +32 -0
- package/dist/migrate-three/R3fMigration.d.ts.map +1 -0
- package/dist/migrate-three/R3fMigration.js +70 -0
- package/dist/migrate-three/R3fMigration.js.map +1 -0
- package/dist/migrate-three/ThreeToA3DAdapter.d.ts +8 -0
- package/dist/migrate-three/ThreeToA3DAdapter.d.ts.map +1 -0
- package/dist/migrate-three/ThreeToA3DAdapter.js +20 -0
- package/dist/migrate-three/ThreeToA3DAdapter.js.map +1 -0
- package/dist/migrate-three/emit.d.ts +21 -0
- package/dist/migrate-three/emit.d.ts.map +1 -0
- package/dist/migrate-three/emit.js +117 -0
- package/dist/migrate-three/emit.js.map +1 -0
- package/dist/migrate-three/mappings.d.ts +21 -0
- package/dist/migrate-three/mappings.d.ts.map +1 -0
- package/dist/migrate-three/mappings.js +42 -0
- package/dist/migrate-three/mappings.js.map +1 -0
- package/dist/migrate-three/parse.d.ts +20 -0
- package/dist/migrate-three/parse.d.ts.map +1 -0
- package/dist/migrate-three/parse.js +56 -0
- package/dist/migrate-three/parse.js.map +1 -0
- package/dist/migrate-three/report.d.ts +18 -0
- package/dist/migrate-three/report.d.ts.map +1 -0
- package/dist/migrate-three/report.js +16 -0
- package/dist/migrate-three/report.js.map +1 -0
- package/dist/pull-bridge/adapters.d.ts +1 -1
- package/dist/pull-bridge/adapters.d.ts.map +1 -1
- package/dist/pull-bridge/adapters.js +17 -4
- package/dist/pull-bridge/adapters.js.map +1 -1
- package/dist/pull-bridge/provenance.d.ts.map +1 -1
- package/dist/pull-bridge/provenance.js +3 -2
- package/dist/pull-bridge/provenance.js.map +1 -1
- package/dist/pull-bridge/pullable.d.ts.map +1 -1
- package/dist/pull-bridge/pullable.js +14 -3
- package/dist/pull-bridge/pullable.js.map +1 -1
- package/dist/pull-bridge/scoring.d.ts +36 -8
- package/dist/pull-bridge/scoring.d.ts.map +1 -1
- package/dist/pull-bridge/scoring.js +143 -47
- package/dist/pull-bridge/scoring.js.map +1 -1
- package/dist/pull-bridge/search.d.ts +2 -0
- package/dist/pull-bridge/search.d.ts.map +1 -1
- package/dist/pull-bridge/search.js +17 -10
- package/dist/pull-bridge/search.js.map +1 -1
- package/dist/pull-bridge.d.ts +2 -2
- package/dist/pull-bridge.d.ts.map +1 -1
- package/dist/pull-bridge.js +24 -8
- package/dist/pull-bridge.js.map +1 -1
- package/package.json +6 -3
- package/skills/agent-files/AGENTS.md +3 -0
- package/skills/aura3d-animation-studio/SKILL.md +153 -0
- package/skills/aura3d-animation-studio/references/shot-looks.md +26 -0
- package/skills/aura3d-art-direction/SKILL.md +84 -0
- package/skills/aura3d-art-direction/references/failure-gallery.md +64 -0
- package/skills/aura3d-art-direction/references/framing-and-shots.md +45 -0
- package/skills/aura3d-art-direction/references/look-recipes.md +32 -0
- package/skills/aura3d-art-direction/references/quality-bar.md +103 -0
- package/skills/aura3d-art-direction/references/reference-frames.md +82 -0
- package/skills/aura3d-assets/SKILL.md +132 -0
- package/skills/aura3d-assets/references/preview-under-look.md +26 -0
- package/skills/aura3d-browser-game/SKILL.md +127 -0
- package/skills/aura3d-browser-game/references/genre-looks.md +52 -0
- package/skills/aura3d-character-animation/SKILL.md +129 -0
- package/skills/aura3d-character-animation/references/stage-and-lighting.md +31 -0
- package/skills/aura3d-core/SKILL.md +121 -0
- package/skills/aura3d-core/references/boundaries.md +91 -0
- package/skills/aura3d-evidence-review/SKILL.md +106 -0
- package/skills/aura3d-game-art/SKILL.md +118 -0
- package/skills/aura3d-game-art/references/sheet-check.mjs +58 -0
- package/skills/aura3d-game-art/references/sprite-palettes.md +25 -0
- package/skills/aura3d-materials-environments/SKILL.md +139 -0
- package/skills/aura3d-performance/SKILL.md +97 -0
- package/skills/aura3d-retexture/SKILL.md +115 -0
- package/skills/aura3d-retexture/references/geometry-hash.mjs +89 -0
- package/skills/aura3d-scene-authoring/SKILL.md +132 -0
- package/skills/aura3d-scene-authoring/references/look-by-family.md +28 -0
- package/skills/aura3d-threejs-migration/SKILL.md +125 -0
- package/skills/aura3d-threejs-migration/references/look-mapping.md +27 -0
- package/skills/llms.txt +117 -0
- package/skills/manifest.json +163 -0
- package/skills/meshy-cli/SKILL.md +133 -0
package/dist/pull-bridge.js.map
CHANGED
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1
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|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@aura3d/cli",
|
|
3
|
-
"version": "
|
|
3
|
+
"version": "4.0.0",
|
|
4
4
|
"type": "module",
|
|
5
5
|
"bin": {
|
|
6
6
|
"aura3d": "dist/cli.js",
|
|
@@ -9,6 +9,8 @@
|
|
|
9
9
|
},
|
|
10
10
|
"files": [
|
|
11
11
|
"README.md",
|
|
12
|
+
"skills",
|
|
13
|
+
"!skills/AUTHORING.md",
|
|
12
14
|
"LICENSE",
|
|
13
15
|
"dist"
|
|
14
16
|
],
|
|
@@ -25,8 +27,9 @@
|
|
|
25
27
|
"types": "./dist/index.d.ts",
|
|
26
28
|
"dependencies": {
|
|
27
29
|
"typescript": "^5.8.3",
|
|
28
|
-
"@aura3d/asset-index": "
|
|
29
|
-
"
|
|
30
|
+
"@aura3d/asset-index": "4.0.0",
|
|
31
|
+
"@aura3d/audio": "4.0.0",
|
|
32
|
+
"create-aura3d": "4.0.0"
|
|
30
33
|
},
|
|
31
34
|
"description": "Bring real GLB/glTF assets into Aura3D browser apps with typed references, provenance, catalog search, validation, screenshots, and deploy checks.",
|
|
32
35
|
"keywords": [
|
|
@@ -0,0 +1,153 @@
|
|
|
1
|
+
---
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name: aura3d-animation-studio
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description: Directs an Animation Studio episode end to end: previs, prompt-to-EpisodeDocument, cast and set binding, blocking, camera, timed dialogue, validation, and a silent render handed to AuraVoice. Use when working in the `animation-studio` template, running `aura3d animation scene <verb>` or `pnpm scene`, editing `dist/scene/working.document.json`, or producing, rendering, or publishing an animated episode.
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---
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# Aura3D Animation Studio (director loop)
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You are the director. There is no separate model or API key: every Scene-Tool
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verb edits one `EpisodeDocument` at `dist/scene/working.document.json` through
|
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validated scene tools and is rejected if it would break the scene. Shared rules
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(claim labels, forbidden patterns, typed assets, benchmark mode) are in
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[../aura3d-core/references/boundaries.md](../aura3d-core/references/boundaries.md).
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## Look target
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15
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+
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An episode holds one look across shots: pick the look preset (usually
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17
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`golden-hour` or `night-city` for drama) before storyboard, keep the grade and
|
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18
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fog consistent between cuts, and light each shot's key to the same direction
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so intercut frames share a single palette and mood.
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+
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## Establish the contract
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1. Run `npx @aura3d/cli@latest --help` and confirm the `animation scene` line.
|
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`aura3d animation scene <verb> ...` forwards to the template's `scene` npm
|
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script (run from the `animation-studio` directory; `pnpm scene` is equivalent).
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2. Run `npx @aura3d/cli@latest animation scene show --dry-run` first: it prints
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the delegated script, runner, and cwd before anything edits.
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3. Read `src/aura-assets.ts` and `aura.assets.json`. Cast and prop GLBs you
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bring yourself must be typed assets first (load `aura3d-assets`).
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4. Know where rendering works. The live renderer needs the Aura3D monorepo root
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(it resolves the source build and runs headless Chromium plus ffmpeg).
|
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Authoring and `validate` work in any scaffold; `render` does not.
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5. Benchmark mode: `npm install && npm run build`, then stop. No `render`, no
|
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gate suite, no screenshots.
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## Procedure
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Previs (before any blocking):
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1. Write four one-line directions (A/B/C/D) that differ in tone, set, or
|
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staging. Pick one and record why.
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2. Write a one-line beat sheet: one beat per planned shot, each with who acts
|
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43
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and what changes on screen.
|
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3. Lock the cast: a stable id per character (for example `worker-1`) that
|
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45
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+
|
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Author the document:
|
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47
|
+
|
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4. Start from the prompt. `aura3d animation scene new --prompt "..." --full`
|
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+
produces a complete draft (cast, dialogue, camera, per-beat actions). Omit
|
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+
`--full` for an empty-cast skeleton you populate. `new` with no prompt is an
|
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error; there is no default scene. Clone with `new --from <doc.json>`.
|
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+
5. Bind the cast. `--full` binds the curated A-grade humanoid cast, never the
|
|
53
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+
Moon Garden characters. Override a slot from the catalog or a local rig,
|
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+
and adjust size:
|
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55
|
+
|
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|
+
```sh
|
|
57
|
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aura3d animation scene cast add --id worker-1 --query "office worker in a shirt"
|
|
58
|
+
aura3d animation scene cast add --id worker-2 --file ./assets/hero.glb
|
|
59
|
+
aura3d animation scene scale --character worker-2 --to 1.1
|
|
60
|
+
```
|
|
61
|
+
6. Pick the set. The prompt routes through `pickSetForPrompt`; override with
|
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62
|
+
`set <studio|garage|office|kitchen|moon-garden|space-station|meadow>` or
|
|
63
|
+
`set --query "..."`. Moon Garden is never the fallback; the neutral
|
|
64
|
+
`studio` is. Dress it with `dress --prop <id> --at x,z`, swap a prop for a
|
|
65
|
+
real GLB with `prop add --id <id> --query "..."`, and use `clear-props`.
|
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66
|
+
7. Stage each beat, then add or change shots. Every character needs its own
|
|
67
|
+
motion per beat; a lone lip flap is not a performance.
|
|
68
|
+
|
|
69
|
+
```sh
|
|
70
|
+
aura3d animation scene block --character worker-1 --shot shot-1 --to -1,0 --yaw 0.4 --clip talk
|
|
71
|
+
aura3d animation scene gesture --character worker-2 --shot shot-2 --clip point
|
|
72
|
+
aura3d animation scene camera --shot shot-3 --preset close-up
|
|
73
|
+
aura3d animation scene shot add --id shot-4 --preset two-shot --duration 6
|
|
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|
+
```
|
|
75
|
+
|
|
76
|
+
Camera presets are `establishing`, `two-shot`, and `close-up`.
|
|
77
|
+
8. Write dialogue yourself, one line per command:
|
|
78
|
+
`aura3d animation scene dialogue --line l0 --speaker worker-1 --text "We ship Friday." --start 0.4`.
|
|
79
|
+
`--end` is optional and computed from speech duration. Remove a line with
|
|
80
|
+
`dialogue --remove --line <id>`. Run `retime` to re-sequence all lines
|
|
81
|
+
back to back. This single track is the subtitles and the AuraVoice
|
|
82
|
+
lip-sync contract.
|
|
83
|
+
9. `show` to read the summary, `undo` to step back (50 documents of history),
|
|
84
|
+
then `validate`. It must print `coherence: PASS` before you render.
|
|
85
|
+
|
|
86
|
+
Render and hand off:
|
|
87
|
+
|
|
88
|
+
10. From the monorepo template directory, preview a window, then render final
|
|
89
|
+
(`AURA_RENDER_STYLE=pbr` for realistic shading):
|
|
90
|
+
|
|
91
|
+
```sh
|
|
92
|
+
aura3d animation scene render --range 0-12
|
|
93
|
+
AURA_QUALITY=final AURA_RENDER_STYLE=toon aura3d animation scene render
|
|
94
|
+
```
|
|
95
|
+
|
|
96
|
+
Run final renders on a remote worker or CI where possible; they launch
|
|
97
|
+
Chromium and encode VP9.
|
|
98
|
+
11. Outputs land in `dist/episodes/scene/`: `episode-3d.webm`, the stills
|
|
99
|
+
`frames/first.png`, `dialogue.png`, `action.png`, `final.png`, the
|
|
100
|
+
`mouth-open.png` / `mouth-closed.png` pair, skeleton-overlay strips, and
|
|
101
|
+
`render-live-summary.json`.
|
|
102
|
+
12. The video is silent by design. Aura3D never runs TTS or muxes audio.
|
|
103
|
+
Confirm the summary records `audioOwnedBy: "auravoice"`, `engineTts: false`,
|
|
104
|
+
and non-zero dialogue line and caption cue counts. AuraVoice generates the
|
|
105
|
+
voice from the same dialogue track afterward.
|
|
106
|
+
13. Captions: author them only as dialogue lines. Never add caption text as
|
|
107
|
+
scene geometry, labels, or DOM. The renderer derives burned-in captions
|
|
108
|
+
for the exported video from the dialogue track; the fidelity stills and
|
|
109
|
+
mouth pair are captured without captions.
|
|
110
|
+
14. Run the gate suite against this render from the monorepo root:
|
|
111
|
+
|
|
112
|
+
```sh
|
|
113
|
+
pnpm exec tsx --tsconfig tsconfig.base.json tools/animation-studio-gate-suite/index.ts \
|
|
114
|
+
--summary packages/create-aura3d/templates/animation-studio/dist/episodes/scene/render-live-summary.json \
|
|
115
|
+
--out tests/reports/animation-studio/gate-suite.json
|
|
116
|
+
```
|
|
117
|
+
|
|
118
|
+
It is the AND of body-motion, lip-sync timing, subtitle timing, prompt
|
|
119
|
+
specificity, motion and visual quality, performance budget, readiness,
|
|
120
|
+
and no-fake-proof gates. Also run `pnpm scene:determinism`.
|
|
121
|
+
15. Publish checklist, every item with an artifact: real route playback,
|
|
122
|
+
independently moving characters, visible mouth motion during dialogue,
|
|
123
|
+
exported captions from the dialogue track, a passing gate suite, and
|
|
124
|
+
review artifacts. Hand the claim label decision to
|
|
125
|
+
`aura3d-evidence-review`.
|
|
126
|
+
|
|
127
|
+
## Stop and report
|
|
128
|
+
|
|
129
|
+
- `validate` fails and a scene-tool edit cannot fix it: stop and report the
|
|
130
|
+
errors verbatim. Do not hand-edit `working.document.json` to force a pass.
|
|
131
|
+
- No A-grade or catalog rig binds for a cast slot: stop and name the slot
|
|
132
|
+
rejected candidates. Do not substitute the Moon Garden cast, a still image,
|
|
133
|
+
or a primitive stand-in.
|
|
134
|
+
- You are outside the monorepo, or no remote worker is available, so `render`
|
|
135
|
+
cannot run: stop after `validate`, label the episode `prototype`, and list
|
|
136
|
+
the render and gate commands still owed.
|
|
137
|
+
- Any gate in the suite fails, or evidence is missing (the suite fails
|
|
138
|
+
closed): label the episode `prototype` and name the failing gate.
|
|
139
|
+
- Someone needs a caption-free video master: there is no render flag for it
|
|
140
|
+
today. Report it as a gap.
|
|
141
|
+
- Never present a still with CSS pan, zoom, or subtitles, a `sourceOnly: true`
|
|
142
|
+
plan, or an `image-puppet` route as animation. Never claim voice, TTS, or
|
|
143
|
+
audio from Aura3D.
|
|
144
|
+
|
|
145
|
+
## References
|
|
146
|
+
|
|
147
|
+
- [Animation Studio guide (commands, schema, rendering)](https://github.com/auraoneai/aura3d/blob/main/docs/animation-studio/guide.md)
|
|
148
|
+
- [Episode production workflow](https://github.com/auraoneai/aura3d/blob/main/docs/workflows/animation-episode-production.md)
|
|
149
|
+
- [Quality gates and limitations](https://github.com/auraoneai/aura3d/blob/main/docs/animation-studio/quality-and-limitations.md)
|
|
150
|
+
- [AuraVoice bridge contract](https://github.com/auraoneai/aura3d/blob/main/docs/api/auravoice-bridge.md)
|
|
151
|
+
- [Scene-Tool CLI source](https://github.com/auraoneai/aura3d/blob/main/packages/create-aura3d/templates/animation-studio/scripts/animation-scene.ts)
|
|
152
|
+
- Rig inspection, clip maps, visemes: load `aura3d-character-animation`.
|
|
153
|
+
- [Episode look continuity](references/shot-looks.md)
|
|
@@ -0,0 +1,26 @@
|
|
|
1
|
+
# Episode look continuity
|
|
2
|
+
|
|
3
|
+
One look across every shot — the episode reads as a single world. Shot
|
|
4
|
+
differences come from framing, key placement and palette accents, never from a
|
|
5
|
+
different grade.
|
|
6
|
+
|
|
7
|
+
## Shot look board
|
|
8
|
+
|
|
9
|
+
| Shot kind | Look stays | What moves | Anchor detail |
|
|
10
|
+
| --- | --- | --- | --- |
|
|
11
|
+
| establishing | same preset | wide frame, horizon + fog band visible | palette accent introduced |
|
|
12
|
+
| dialogue | same preset | `interior-warm`-style pools, catchlights | face lit by key, rim separates hair |
|
|
13
|
+
| action | same preset | `chase`/`tracking` framing | motion-blur-free but rim keeps silhouette |
|
|
14
|
+
| night / stealth | `night-city` only if scripted as a second look | key drops to practical sources | emissive signs carry the palette |
|
|
15
|
+
| climax | same preset | contrast maxes — deepest shadow, hardest key | accent hue saturates |
|
|
16
|
+
|
|
17
|
+
## Rules that keep continuity
|
|
18
|
+
|
|
19
|
+
- `looks.preset(<id>)` once, in the shared scene assembly — never per shot
|
|
20
|
+
(`look/multiple-looks`).
|
|
21
|
+
- Fog density and grade stay constant; density jumps between cuts read as a
|
|
22
|
+
different world.
|
|
23
|
+
- Reuse the key direction across shots; flipping key side mid-dialogue is the
|
|
24
|
+
classic continuity break.
|
|
25
|
+
- The grade (`output.preset`) is fixed for the whole episode — a different
|
|
26
|
+
grade is a different timeline, not a different shot.
|
|
@@ -0,0 +1,84 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: aura3d-art-direction
|
|
3
|
+
description: Sets the visual target and runs the look-dev loop for any Aura3D scene or game: genre look recipe, reference frames, look preset, capture, rubric judgement and iteration. Use when starting or finishing any scene, game, product viewer or template, or when a screenshot looks flat, dark, empty, floaty or placeholder-like.
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
## Look target
|
|
7
|
+
|
|
8
|
+
1. Find the genre row in `references/look-recipes.md` (platformer, racing, fighting, arena shooter, sports/table, product, character, outdoor, interior, night city, space, underwater, cinematic).
|
|
9
|
+
2. Pick 1-3 reference frames from `references/reference-frames.md`.
|
|
10
|
+
3. Write a 3-line look brief: time of day, palette, mood. Keep it next to the route file.
|
|
11
|
+
|
|
12
|
+
## Establish the contract
|
|
13
|
+
|
|
14
|
+
- Every scene gets a look. The look is the environment, key/rim light, fog, background and grade as one preset.
|
|
15
|
+
- Typed catalog assets for hero subjects (`model(assets.x)`), never a primitive hero.
|
|
16
|
+
- `looks.appOptions(id)` spreads renderer options: `quality: "auto"` and the production profile. No renderer overrides.
|
|
17
|
+
- Run `npx @aura3d/cli@latest --help` / `<cmd> --help` before invoking commands; read `src/aura-assets.ts` for typed asset names.
|
|
18
|
+
|
|
19
|
+
## Procedure
|
|
20
|
+
|
|
21
|
+
1. `scene().add(looks.preset("<id from the recipe row>"))` first, then typed assets, then gameplay/props.
|
|
22
|
+
2. `createAuraApp(el, { scene, ...looks.appOptions("<id>") })`.
|
|
23
|
+
3. Camera from the recipe row (rig + fov + subject frame %). The camera state is applied to the camera, not to evidence objects.
|
|
24
|
+
4. Ground contact: full-strength key shadow (`shadow: true`) plus a contact detail at the subject's feet.
|
|
25
|
+
5. HUD lives in DOM/CSS, never in the 3D scene. No debug overlay in shipped frames.
|
|
26
|
+
|
|
27
|
+
## The 15 looks
|
|
28
|
+
|
|
29
|
+
| Look | Mood | Palette key |
|
|
30
|
+
| --- | --- | --- |
|
|
31
|
+
| `outdoor-day` | clean midday, saturated | greens, sky blue, warm wood |
|
|
32
|
+
| `golden-hour` | warm dusk drama | amber key, teal shadow |
|
|
33
|
+
| `overcast` | soft even exposure | muted greys, gentle fill |
|
|
34
|
+
| `polar-night` | cold moonlit stillness | ice blue, long shadows |
|
|
35
|
+
| `alpine-snow` | high-altitude glare | white field, hard rim |
|
|
36
|
+
| `product-studio` | neutral softbox stage | grey stage, brand accent |
|
|
37
|
+
| `interior-neutral` | plain interior light | warm walls, clean fill |
|
|
38
|
+
| `interior-warm` | cozy pools of light | wood, amber pools |
|
|
39
|
+
| `interior-industrial` | warehouse cool | concrete, metal, skylight shafts |
|
|
40
|
+
| `night-city` | neon streets | sodium pools, neon, wet reflections |
|
|
41
|
+
| `neon-arcade` | saturated game glow | cyan/magenta emissive |
|
|
42
|
+
| `arena-fight` | spotlit ring | dark crowd, hard key |
|
|
43
|
+
| `space` | void + single sun | graphite, hard key, rim |
|
|
44
|
+
| `underwater` | teal volume | caustics, biolume |
|
|
45
|
+
| `character-showcase` | portrait studio | 3/4 key, rim, soft stage |
|
|
46
|
+
|
|
47
|
+
## Look-dev loop
|
|
48
|
+
|
|
49
|
+
Run until every rubric category scores >= 7, or 6 rounds, or 2 rounds with no gain:
|
|
50
|
+
|
|
51
|
+
1. Capture: `aura3d look capture --route / --shots opening,mid,action --viewports desktop,mobile` (`--runner gh-actions` is the default where the template ships `.github/workflows/aura3d-lookdev.yml`; `--runner local` is the downstream user's choice).
|
|
52
|
+
2. Judge: open each PNG and fill `look-judgement.json` against `references/quality-bar.md`; validate with `aura3d look judge --validate look-judgement.json`. Read `aura3d look lint` plus `app.diagnostics().look`.
|
|
53
|
+
3. Change the single highest-leverage thing: lint codes first, then the lowest category. One change per round.
|
|
54
|
+
4. Repeat. Record remaining gaps with their lint code or engine limitation — never paint over a gap with fake geometry.
|
|
55
|
+
|
|
56
|
+
Hard checklist (all must hold before claiming done):
|
|
57
|
+
|
|
58
|
+
- IBL on (environment HDRI or biome present)
|
|
59
|
+
- Key shadow at full strength, contact darkening at feet
|
|
60
|
+
- DPR >= min(devicePixelRatio, tier cap)
|
|
61
|
+
- Background is sky/environment, not a void (or a declared exception)
|
|
62
|
+
- Fog or atmosphere for depth where the genre row lists one
|
|
63
|
+
- Grade through the look's post preset
|
|
64
|
+
- Subject fills its genre frame % (see `references/look-recipes.md`)
|
|
65
|
+
- No pure-primary primitives as the subject
|
|
66
|
+
- Characters animated through the animation controller
|
|
67
|
+
- HUD in DOM, not in-world
|
|
68
|
+
- No debug overlay
|
|
69
|
+
- `aura3d look lint` clean of error-severity codes
|
|
70
|
+
|
|
71
|
+
## Stop and report
|
|
72
|
+
|
|
73
|
+
- Stop after the loop exits (>= 7 everywhere, 6 rounds, or 2 flat rounds) and report the final `look-judgement.json` summary with remaining lint codes.
|
|
74
|
+
- Label `prototype` when the loop could not run (no capture runner available): say which step failed.
|
|
75
|
+
- A self-judgement is not a pass of the quality bar; only a panel round passes it. Report medians and the weakest category.
|
|
76
|
+
|
|
77
|
+
## References
|
|
78
|
+
|
|
79
|
+
- `references/look-recipes.md` — the 13 genre rows (look, camera, key, palette, atmosphere, post, VFX, assets, reference frames)
|
|
80
|
+
- `references/quality-bar.md` — the 12-category rubric with observable anchors and the hard lint checks
|
|
81
|
+
- `references/reference-frames.md` — named three.js r185 examples plus what you should see in each
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82
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+
- `references/failure-gallery.md` — the failure patterns and the fix that removes each
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83
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+
- `../aura3d-core/references/boundaries.md` — the boundary list (read once, do not restate)
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84
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+
- [Framing and shots](references/framing-and-shots.md)
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# Failure gallery
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2
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+
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3
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+
The recurring failure patterns (research/21) and the fix that removes each.
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4
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+
Match the symptom on your PNG, apply the fix, re-capture. `visualQA` name-based
|
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5
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+
heuristics may be referenced here for diagnosis only — they are deprecated and
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6
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+
never acceptance evidence; use `structuralQA` names when a structural check is
|
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7
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+
needed.
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8
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+
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9
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+
## Void background
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10
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+
|
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11
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+
Symptom: the world ends in a flat colour; horizonless, airless.
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12
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+
Fix: add the look's environment (HDRI/biome) or `background`/`fog` from the
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13
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+
recipe row. Lint: `look/solid-void` (unless the look declares the exception).
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14
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+
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15
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+
## Flat shading
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16
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+
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17
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+
Symptom: every surface the same brightness; no key direction.
|
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18
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+
Fix: the look's environment supplies IBL; keep key intensity at the preset
|
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19
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+
value. Lint: `look/no-ibl`, `look/no-lights`.
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20
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+
|
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21
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+
## Ambient soup
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22
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+
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23
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+
Symptom: shadows grey and directionless; scene reads washed-out.
|
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24
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+
Fix: remove `lights.ambient` fill; the look's key + hemisphere/IBL supplies
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25
|
+
fill. Lint: `look/ambient-kills-ibl`, `look/ambient-flattens`.
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26
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+
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27
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+
## Floating objects
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28
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+
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29
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+
Symptom: props hover; no contact darkening at feet/wheels.
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30
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+
Fix: key `shadow: true` at full strength plus a contact detail (ground, AO).
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31
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+
Lint: `look/weak-shadow`.
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32
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+
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33
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+
## Primitive soup
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34
|
+
|
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35
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+
Symptom: hero subject is boxes/spheres/cylinders.
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36
|
+
Fix: `model(assets.x)` from the typed catalog; `assets resolve "<genre> kit"`
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37
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+
when unsure. Lint: `look/primitive-subject`.
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38
|
+
|
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39
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+
## Fake effect primitives
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40
|
+
|
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41
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+
Symptom: emissive planes/cards named like "wet reflection", "puddle streak",
|
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42
|
+
"rain splash" faking an effect the engine should produce.
|
|
43
|
+
Fix: use the look's effects/post preset; model the practical (lamp, sign)
|
|
44
|
+
instead. Lint: `look/fake-effect-names`.
|
|
45
|
+
|
|
46
|
+
## Debug HUD in-world
|
|
47
|
+
|
|
48
|
+
Symptom: health pips, timers or counters built from in-scene primitives, or a
|
|
49
|
+
debug overlay in the shipped frame.
|
|
50
|
+
Fix: move the HUD to DOM/CSS; strip the overlay. Lint: `look/debug-overlay`,
|
|
51
|
+
`hud-is-dom` rejection in the v2 prompt report.
|
|
52
|
+
|
|
53
|
+
## Renderer overrides
|
|
54
|
+
|
|
55
|
+
Symptom: `pixelRatio`, `qualityProfile`, `safe-basic` or FXAA overrides in app
|
|
56
|
+
code — usually added to "fix" a soft or banded frame.
|
|
57
|
+
Fix: `looks.appOptions(id)` and the post preset; fix the look, not the
|
|
58
|
+
renderer. Lint: `look/low-dpr`, `look/double-aa`.
|
|
59
|
+
|
|
60
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+
## Capture-only lighting
|
|
61
|
+
|
|
62
|
+
Symptom: a `?capture=` branch that adds lights/effects only for screenshots.
|
|
63
|
+
Fix: the shipped path must look right under default flags; iterate the look,
|
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64
|
+
not the branch. Lint: `look/capture-branch`.
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+
# Framing and shots
|
|
2
|
+
|
|
3
|
+
How to compose the frame so the look can be judged. A great look in a bad
|
|
4
|
+
shot still reads as a bad scene.
|
|
5
|
+
|
|
6
|
+
## Frame coverage
|
|
7
|
+
|
|
8
|
+
| Shot | Subject % of height | Camera | Reads |
|
|
9
|
+
| --- | --- | --- | --- |
|
|
10
|
+
| hero/product | 50–70 | `orbit` or `perspective` fov 35–45 | silhouette + material, no crop |
|
|
11
|
+
| environment establish | 10–20 subject | `establishing`/`dolly` fov 50 | fog band, horizon, palette sweep |
|
|
12
|
+
| gameplay | 15–30 | genre rig | playfield + next obstacle in view |
|
|
13
|
+
| character | 60–70 full body / 40 head | `follow` side-on or `orbit` | gait, rim, contact shadow |
|
|
14
|
+
| night scene | 20–35 | `follow` street level | sign glow, wet reflections, pools |
|
|
15
|
+
|
|
16
|
+
## Composition rules that change the read
|
|
17
|
+
|
|
18
|
+
- Place the subject on a third line, not dead center, except for product
|
|
19
|
+
symmetry shots.
|
|
20
|
+
- Keep the horizon near the lower third in outdoors — centering it flattens
|
|
21
|
+
depth and starves the fog band.
|
|
22
|
+
- Give moving subjects look-ahead room (leading room) toward their direction.
|
|
23
|
+
- One accent hue per frame: the eye finds it; two accents fight.
|
|
24
|
+
- Fog and atmosphere only pay off at depth — an empty mid-ground shows
|
|
25
|
+
nothing, so stage a second layer (trees, walls, props) between subject and
|
|
26
|
+
horizon.
|
|
27
|
+
- Vignette/post grade darkens corners; keep key information out of the outer
|
|
28
|
+
10% of frame.
|
|
29
|
+
|
|
30
|
+
## Shot checklist before capture
|
|
31
|
+
|
|
32
|
+
- [ ] subject visible at opening frame, not mid-spawn or mid-fade
|
|
33
|
+
- [ ] `mid` shot shows the busiest expected state (particles, opponents)
|
|
34
|
+
- [ ] `action` shot catches motion with the rim/key still readable
|
|
35
|
+
- [ ] background layer is at least one atmosphere depth behind subject
|
|
36
|
+
- [ ] HUD (DOM) frames the composition, not overlaps the subject
|
|
37
|
+
|
|
38
|
+
## Shot vocabulary
|
|
39
|
+
|
|
40
|
+
- `establishing`: wide, horizon in frame — palette and atmosphere carry it.
|
|
41
|
+
- `push-in`: slow dolly toward subject; shadow density deepens as you close.
|
|
42
|
+
- `tracking`: lateral follow; parallax shows depth layers + fog banding.
|
|
43
|
+
- `crane`: vertical reveal; fog gradient reads strongest here.
|
|
44
|
+
- `close-up`: material contrast + rim do all the work; fog irrelevant.
|
|
45
|
+
- `silhouette`: subject against the brightest part of frame — grade defines it.
|
|
@@ -0,0 +1,32 @@
|
|
|
1
|
+
# Look recipes — 13 genre rows
|
|
2
|
+
|
|
3
|
+
One row per genre. Use the row's look id verbatim, take its camera/framing/palette
|
|
4
|
+
as the starting point, then iterate in the look-dev loop. Palettes: 3 base tones +
|
|
5
|
+
1 accent, no pure primaries. Key = sun position `elevation°`/`azimuth°`. Subject %
|
|
6
|
+
is the subject's share of frame height.
|
|
7
|
+
|
|
8
|
+
| Genre | Look | Camera rig + fov | Subject % | Key | Palette | Atmosphere | Post | VFX | Reference frames |
|
|
9
|
+
|---|---|---|---|---|---|---|---|---|---|
|
|
10
|
+
| platformer | `outdoor-day` | `follow` (side-on), fov 50 | 18–25 | 48° / 35° (3/4 front) | saturated greens, sky blue, warm wood + coin gold | fog 0.0025 | `daylight-outdoor` | coin sparkle, land dust | `webgl_animation_skinning_blending` |
|
|
11
|
+
| racing | `golden-hour` | `chase`, fov 60 | 15–25 | 12° / 35° (low sun) | warm asphalt, burnt orange, charcoal + headlight amber | fog 30–180 m | `cinematic-film` | brake glow, speed dust | `webgl_materials_car` |
|
|
12
|
+
| fighting | `arena-fight` | `follow` (side-on), fov 45 | 20–30 (pair) | top spot 60° / 0° | arena dark, rope colour, crowd shadow + spotlight rim | haze cone | `arena-fight` | hit sparks, knockback flash | `webgl_animation_skinning_morph` |
|
|
13
|
+
| arena shooter | `space` | `orthographic` (top-down) 60°, fov 55 | 10–15 (field) | rim 70° / 210° | deep space blue, graphite, teal + laser magenta | none (space background exception) | `space` | model muzzle flash, shield segments | `webgl_shaders_sky` |
|
|
14
|
+
| sports/table | `interior-industrial` | broadcast `orthographic` (top-down) 70°, fov 40 | 25–40 (table) | flood 55° / 45° | turf green, line white, crowd dark + ball accent | indoor haze | `arena-fight` | scoreboard pulse | `webgl_materials_lightmap` |
|
|
15
|
+
| product | `product-studio` | `orbit` autoframe, fov 35 | 45–70 | softbox 45° / 30° | neutral grey, white, metal + one brand accent | none | `product-studio` | sweep highlight on turn | `webgl_materials_video` |
|
|
16
|
+
| character | `character-showcase` | `orbit`, fov 40 | 50–70 | 3-point 50° / 35° | costume-driven neutrals + rim pick | light room haze | `product-studio` | cloth/hair motion settle | `webgl_animation_skinning_blending` |
|
|
17
|
+
| outdoor environment | `overcast` | `establishing` wide, fov 55 | vista | 50° / 40° | muted green, slate, fog blue + wildflower accent | fog 0.004 | `daylight-outdoor` | wind grass, drifting cloud | `webgl_lights_physical` |
|
|
18
|
+
| interior | `interior-warm` | medium `orbit`, fov 45 | 30–50 (anchor) | window 35° / 60° | warm wood, cream wall, book spines + plant green | dust shafts | `cinematic-film` | window bounce | `webgl_lights_spotlight` |
|
|
19
|
+
| night city | `night-city` | low tele, fov 35 | 20–35 (street) | neon rim 25° / 120° | sodium orange, neon sign, dark asphalt + cyan accent | fog 15–90 m, wet street | `neon-night` | sign flicker, drizzle sheen | `webgl_lights_spotlights` |
|
|
20
|
+
| space | `space` | `orbit` wide, fov 60 | 30–50 (planet) | star key 30° / 180° | void blue, planet limb, star field + aurora accent | none (background exception) | `space` | engine trail, planet rotation | `webgl_shaders_sky` |
|
|
21
|
+
| underwater | `underwater` | `follow`, fov 50 | 20–40 (creature) | godray 70° / 10° | deep blue, teal, kelp green + coral accent | scatter 0.03, caustics | `underwater` | bubble stream, silt drift | `webgl_water` |
|
|
22
|
+
| cinematic | `polar-night` | `establishing` dolly, fov 35 | 25–40 | moon 20° / 300° | aurora green, snow blue, night + lantern amber | snow mist 0.006 | `cinematic-film` | aurora drift, breath fog | `webgl_animation_cloth` |
|
|
23
|
+
|
|
24
|
+
Notes:
|
|
25
|
+
|
|
26
|
+
- `orbit`/`follow`/`follow` (side-on)/`follow` (side-on)/`shoulder`/`orthographic` (top-down)/`chase`/`establishing`
|
|
27
|
+
are camera-rig names used by the template gate; wire them through the camera
|
|
28
|
+
rig spec API of the current engine version, never through evidence fields.
|
|
29
|
+
- "background exception" rows skip the sky-fill hard check; the look's own
|
|
30
|
+
background supplies the void.
|
|
31
|
+
- VFX rows name models/practicals; no CSS/DOM overlays and no primitive sprite
|
|
32
|
+
cards faking rain, reflections or splashes.
|
|
@@ -0,0 +1,103 @@
|
|
|
1
|
+
# Quality bar — the 12-category look rubric
|
|
2
|
+
|
|
3
|
+
Score every captured PNG per category 0-10 in 0.5 steps. Anchors are written as
|
|
4
|
+
what you observe, not what the code does. A score < 7 needs an `observations`
|
|
5
|
+
entry naming the concrete thing seen on screen.
|
|
6
|
+
|
|
7
|
+
## lighting
|
|
8
|
+
|
|
9
|
+
- 2: one flat light everywhere; faces and props read equally bright
|
|
10
|
+
- 5: a key direction exists but the fill flattens it; mood is generic daylight
|
|
11
|
+
- 7: clear key + fill + rim separation; the mood matches the look brief
|
|
12
|
+
- 9: light feels motivated by the world (sun, sign, lamp); bounce and colour temperature vary by area
|
|
13
|
+
|
|
14
|
+
## shadows
|
|
15
|
+
|
|
16
|
+
- 2: no visible shadow; objects float
|
|
17
|
+
- 5: a shadow exists but is grey/soft with no contact darkening
|
|
18
|
+
- 7: dark contact shadows ground every object, soft falloff
|
|
19
|
+
- 9: cascaded and stable; contact + ambient occlusion match the reference
|
|
20
|
+
|
|
21
|
+
## ibl_reflections
|
|
22
|
+
|
|
23
|
+
- 2: surfaces uniform, no environment response
|
|
24
|
+
- 5: metals look like plastic; reflections faint or absent
|
|
25
|
+
- 7: environment visible in glossy surfaces; roughness varies by material
|
|
26
|
+
- 9: reflections pick up the actual sky/studio setup and track correctly
|
|
27
|
+
|
|
28
|
+
## environment_world
|
|
29
|
+
|
|
30
|
+
- 2: solid void background
|
|
31
|
+
- 5: a sky/ground exist but read as a backdrop, not a place
|
|
32
|
+
- 7: horizon, ground and props compose a believable space
|
|
33
|
+
- 9: parallax layers (far, mid, near) plus weather or time-of-day cues
|
|
34
|
+
|
|
35
|
+
## atmospheric_effects
|
|
36
|
+
|
|
37
|
+
- 2: air is empty; no depth between near and far
|
|
38
|
+
- 5: a fog exists but mismatches the light (wrong colour or distance)
|
|
39
|
+
- 7: fog/haze ties to the horizon colour and lifts the far field
|
|
40
|
+
- 9: volumetric cues (shafts, mist, drizzle) read at a glance
|
|
41
|
+
|
|
42
|
+
## material_quality
|
|
43
|
+
|
|
44
|
+
- 2: one flat colour per object, everything the same
|
|
45
|
+
- 5: some materials differ but most read as untextured plastic
|
|
46
|
+
- 7: wood/metal/fabric/skin read distinctly; normal/roughness respond to light
|
|
47
|
+
- 9: materials carry wear, edge highlights and texture at read distance
|
|
48
|
+
|
|
49
|
+
## modeling_assets
|
|
50
|
+
|
|
51
|
+
- 2: hero subject is a box/sphere primitive
|
|
52
|
+
- 5: typed models but scale mismatches or obvious gaps
|
|
53
|
+
- 7: real models at real scale, fitted to the world
|
|
54
|
+
- 9: asset variety, dressing and silhouette richness like the reference
|
|
55
|
+
|
|
56
|
+
## composition
|
|
57
|
+
|
|
58
|
+
- 2: subject centred and tiny, or clipping the frame edge
|
|
59
|
+
- 5: subject visible but dead-centre symmetry with wasted space
|
|
60
|
+
- 7: clear focal hierarchy; rule-of-thirds or genre framing used
|
|
61
|
+
- 9: leading lines and depth layers direct the eye through the shot
|
|
62
|
+
|
|
63
|
+
## camera
|
|
64
|
+
|
|
65
|
+
- 2: default angle; horizon level but arbitrary
|
|
66
|
+
- 5: a deliberate angle exists but fov/height flattens the subject
|
|
67
|
+
- 7: rig matches the genre row; subject inside its framing band
|
|
68
|
+
- 9: camera reads as a choice (dolly, chase, orbit) and moves with intent
|
|
69
|
+
|
|
70
|
+
## postprocessing
|
|
71
|
+
|
|
72
|
+
- 2: raw output; clipped brights or crushed blacks
|
|
73
|
+
- 5: a grade exists but fights the palette (muddy or oversaturated)
|
|
74
|
+
- 7: tone/grade holds the palette; AO grounds the mid-tones
|
|
75
|
+
- 9: grade + bloom + AO are tuned as one image pipeline
|
|
76
|
+
|
|
77
|
+
## animation_quality
|
|
78
|
+
|
|
79
|
+
- 2: hero subject static or sliding
|
|
80
|
+
- 5: animation exists but feet slide or loops stutter
|
|
81
|
+
- 7: locomotion matches travel direction; idle vs action states read
|
|
82
|
+
- 9: secondary motion and timing give the subject weight
|
|
83
|
+
|
|
84
|
+
## ui_hud
|
|
85
|
+
|
|
86
|
+
- 2: debug overlay or dev counters in the shipped frame
|
|
87
|
+
- 5: HUD exists but overlaps the subject or sits off-layout
|
|
88
|
+
- 7: HUD in DOM, readable, out of the subject's way
|
|
89
|
+
- 9: HUD styled to the game's palette and responsive at mobile width
|
|
90
|
+
|
|
91
|
+
## Hard checks (lint codes that must be clean)
|
|
92
|
+
|
|
93
|
+
`aura3d look lint` plus `app.diagnostics().look.lint` must report no
|
|
94
|
+
`error`-severity finding for:
|
|
95
|
+
|
|
96
|
+
- `look/no-lights`, `look/no-ibl` — the scene lights and reflects nothing
|
|
97
|
+
- `look/ambient-kills-ibl`, `look/ambient-flattens` — ambient used as the only fill
|
|
98
|
+
- `look/solid-void` — void background without a declared exception
|
|
99
|
+
- `look/low-dpr`, `look/double-aa` — renderer overrides or doubled AA
|
|
100
|
+
- `look/fake-effect-names`, `look/capture-branch` — fake effect primitives or
|
|
101
|
+
capture-only branches (except where the flagged lane allows capture branches)
|
|
102
|
+
- `look/primitive-subject`, `look/debug-overlay` — primitive hero or shipped debug HUD
|
|
103
|
+
- `look/multiple-looks`, `look/expansion-mismatch` — look conflicts
|