@bitmagic/cli 0.1.66-dev.2 → 0.1.66-dev.4
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/assets/character-rigging/SKILL.md +80 -0
- package/assets/character-rigging/references/articulation.md +55 -0
- package/assets/character-rigging/references/new-rig.md +51 -0
- package/assets/character-rigging/references/repairs.md +44 -0
- package/assets/character-rigging/references/verification.md +49 -0
- package/assets/character-rigging/scripts/rig_tool.py +197 -0
- package/dist/editor/asset-viewer.js +10 -5
- package/dist/editor/asset-viewer.js.map +1 -1
- package/dist/scaffold/character-rigging-skill-files.d.ts +2 -0
- package/dist/scaffold/character-rigging-skill-files.js +17 -0
- package/dist/scaffold/character-rigging-skill-files.js.map +1 -0
- package/dist/scaffold/project-files.js +1 -1
- package/dist/scaffold/project-files.js.map +1 -1
- package/dist/scaffold/project.js +2 -0
- package/dist/scaffold/project.js.map +1 -1
- package/dist/scaffold/skill-files.js +2 -1
- package/dist/scaffold/skill-files.js.map +1 -1
- package/package.json +4 -4
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---
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name: rigging-characters
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description: Rig an unrigged character or diagnose and repair a deforming character in local Blender, including skeletal fit, skin weights, hands and optional appendages. Use for GLB character animation problems, not level construction or paid mesh generation.
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---
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# Rigging and repairing characters
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Produce a reusable animated character whose exported file survives real motion. This is an
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agent-guided workflow, not a universal automatic rigger. It requires local Blender and an agent
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that can inspect rendered images. It uses no paid service, private asset catalog or hosted tool.
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With no visual inspection capability, produce a technical diagnostic and leave visual QA pending.
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## Start with a small, explicit workspace
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Read the project's AGENTS.md and identify the input GLB or blend file, desired animation clips,
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runtime skeleton constraints and output location. Infer these from the project before asking.
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Copy the source to a per-character work directory; never overwrite the only original. Record its
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SHA-256. Keep the repair profile, scripts, candidate, review images and verdict together there.
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Do not put per-character work inside this shipped skill: GDK upgrade refreshes its files.
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Find Blender with `blender --version`, BLENDER_BIN, or the installed application executable
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(macOS commonly `/Applications/Blender.app/Contents/MacOS/Blender`; Windows installations commonly
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live under Program Files/Blender Foundation). Quote paths. The helpers run in Blender's Python;
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they need no pip packages. Check operator availability in the installed version instead of
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assuming all exporters have identical flags. Do not install or switch an engine as a side effect.
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Run the bundled helper using its actual location in this skill:
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```sh
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blender --background --factory-startup --python-exit-code 1 --python /path/to/rigging-characters/scripts/rig_tool.py -- inspect --input /path/to/source.glb --output /path/to/work/inspect.json
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```
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The inspection reports Blender-space bounds, rest bones, actions, materials and skin-weight
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problems. Its `technical_only` result is not a visual approval. Render a baseline with the same
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helper's `render` command; use `--help` for view, frame and named-action options. Inspect front,
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side and back views with both mesh and skeleton visible in Blender when diagnosing placement.
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The helper's default front is Blender -Y; verify the imported character actually faces it.
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## Pick the smallest repair that addresses the observed defect
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- **No usable rig:** read [new rigs and animation compatibility](references/new-rig.md).
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- **Existing rig, bad motion:** read [diagnosis and targeted repairs](references/repairs.md).
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- **Hands, eyes, tails or wings:** use the relevant section of
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[secondary articulation](references/articulation.md), only if the task needs it.
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Separate source-anatomy errors from skeleton placement, rest-pose mismatch, weight leakage and
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animation/retargeting errors. A good T-pose alone proves none of these. Do not regenerate an
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expensive mesh to solve a joint or skinning defect. Do not replace a custom skeleton with a
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standard one merely to make a tool accept it. Preserve the game's bone-name and clip contract.
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Change one causal variable at a time. Keep bind data and mesh rest pose consistent when changing
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bones. For weight-only repairs, preserve positions, topology, UVs, materials and animations;
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normalize after editing, and measure displacement of regions that should stay still.
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## Review the exported result, then deliver
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Read [verification and runtime handoff](references/verification.md). Reimport the candidate GLB
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into a fresh Blender process and inspect it under the requested clips. Test both left and right
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strides, intermediate phases, idle, and an extreme required motion such as punching or kicking.
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Inspect hands close up during open/fist/grip, not only in a full-body render. Check the actual
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runtime as well when available: bind matrices, coordinate conversion and clip application can
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differ from the authoring scene. Keep numerical and visual verdicts distinct.
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Record accepted limitations explicitly. A failed repair remains a candidate; do not relabel a
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passing body stage as a fully approved character while eyes or fingers still fail. If meaningful
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iterations stop improving the result, explain the remaining defect and recommend reconstruction
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or rejection according to the user's tolerance. Do not silently remove defining anatomy.
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Report the source and final hashes, skeleton/animation compatibility, changed regions, verified
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motions and remaining limitations. Deliver the candidate GLB and reproducible repair files.
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Publishing or replacing a catalog entry is a separate action governed by the user's instructions.
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## Keep work bounded and context small
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Load only the relevant reference. Execute inspection/rendering/validation in scripts and read
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compact reports; do not repeatedly paste whole meshes, logs or full project histories. Save the
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current finding and next experiment per character so another agent can resume without the chat.
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Reuse unchanged hash-bound evidence; rerun affected checks and the final integration check after
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a change. Parallel workers need separate outputs and exclusive ownership of each character.
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Separate headless Blender processes can coexist; bound them by available memory and CPU.
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# Secondary articulation
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## Fingers
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Count the actual digits on each hand, including the thumb. Four-digit characters are valid;
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never add an invisible fifth finger just to match a human naming convention. Fit a chain inside
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each separated digit (usually up to three joints); use fewer for short or rigid digits. Parent
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chains to the hand, derive curl axes from the palm plane and each digit's rest direction, and
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calibrate left/right signs separately. The thumb needs opposition as well as curl.
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Assign weights by connected anatomy/geodesic neighborhood, not nearest bone alone: adjacent
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fingers are close in space. Keep palm influence at the knuckles and smooth between phalanges.
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Inspect both hands in open, half curl, fist and grip; test punch and walk with fists. Look for
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flipped triangles, stretched strips, palm collapse and thumb penetration. Limit range where
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appropriate and record it. Fused digits may support a grouped paddle, but label that capability
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honestly; independent fingers require geometry that can deform independently.
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## Tails and wings
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Keep the original appendage as a separate skinned mesh, partitioned at its anatomical root.
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Preserve source materials, UVs and rest alignment. Cap the body opening; when hidden there must
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not be a long stump, hole or stretched strip. Fit enough segments to represent the appendage's
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curvature and intended bend. Parent a tail root to pelvis/hips; wing roots commonly attach to
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chest/upper spine. A four-wing character needs four identifiable chains, not two accidental
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groups. Do not infer movement behavior from bone count; runtime decides cat-tail versus
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crocodile-tail motion. Keep main-body animation from accidentally animating added chains.
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Test visible/hidden, root alignment in walking, maximum intended bend/flap and folds. Partition
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fused geometry conservatively: if anatomy cannot be separated without damaging body silhouette,
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leave it unresolved and explain rather than claiming a finished optional attachment.
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## Eyes
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Preserve separate original-eye objects for a static alternative. Cut at the actual convex eye
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surface/socket boundary, using shape, depth, normals and painted features together. White-only
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selection misses pupils that meet the boundary; a bounding ellipse can cut eyelids and cheeks.
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Do not include the upper socket wall in the pupil surface. Avoid a visibly protruding spherical
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replacement when the original eye is shallow or oval.
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An oval fixed eye can move its iris/pupil in surface coordinates or a procedural material while
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keeping geometry stationary. Rotating a stretched sphere distorts the fit. Wet reflections need
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a suitable glossy/clearcoat material and actual lighting/environment in runtime, not a painted
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white dot. Preserve the original pupil style unless asked to change it. Blinking needs eyelid
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geometry/morphs or a carefully fitted mask; gaze support does not imply blink support.
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## Metadata handoff
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Inspect any existing asset metadata and preserve its schema. Do not invent a Bitmagic engine
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API or assume support merely because GLB extras can store data. For a new contract, provide a
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versioned sidecar manifest and optional mirrored GLB extras with exact object/bone names:
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body nodes, static/dynamic eye nodes, gaze mechanism, material parameters, blink availability,
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hand digit chains/curl axes/ranges, appendage nodes/chains/root parents and default visibility.
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State the coordinate space and angle units. Include a capability as false when unsupported.
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Runtime may need code to hide alternatives, drive eyes or animate added bones; a manifest alone
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does not implement those controls. Keep a usable neutral appearance without custom shaders.
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# New rigs and animation compatibility
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## Establish coordinates and anatomy first
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glTF uses Y-up; Blender imports into Z-up. Measure in one named space and transform explicitly.
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Report units and the asset's front direction. Do not infer hips from half of the total bounding
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height: hats, antennae, capes and tails distort it. Locate pelvis, leg sockets, knees, ankles,
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shoulder sockets, elbows and wrists from front AND side images. Put joints inside the limb volume.
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Use asymmetric coordinates if the source is asymmetric; do not mirror a bad fit blindly.
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Choose an existing compatible project rig/animation as the reference when available. There is
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no skeleton bundled here and no assumed private Mixamo file. Without a reference, construct a
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simple anatomical rig using Blender edit bones: root/hips, spine/chest, neck/head, bilateral
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upper/lower arms/hands and upper/lower legs/feet. Add toes or fingers only when needed. Record
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each bone's parent, head, tail and roll in a JSON profile, in armature-local Blender coordinates.
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Create bones with `armature.edit_bones.new`, assign head/tail, then parents in a second pass.
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Use connected bones only where heads really coincide with parent tails.
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For a fresh rig, identity object transforms in a common coordinate space simplify binding. If
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transforms are applied, apply them before binding and verify the visible shape is unchanged.
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Never blindly apply transforms to an already animated skeleton or copy its rest matrices into a
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different coordinate space. Preserve the input and build a new candidate.
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Automatic weights (`bpy.ops.object.parent_set(type='ARMATURE_AUTO')`, mesh selected and armature
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active in Object mode) are a starting point. They can fail or leak across touching garments,
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fingers and appendages. Check the armature modifier, actual deform groups, unweighted vertices,
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weight sums and influence count. Diagnose failures rather than exporting an unbound mesh.
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Split semantic accessories before weighting when their topology confuses the body solution.
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## Shared clips with per-character skeletons
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Custom bone lengths and joint positions can share animation semantics, but identical names are
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not sufficient. Retarget rotations relative to each source and target rest orientation, mapping
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parents in hierarchy order. Keep target rest translations for limb lengths. Treat root motion
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and scale separately; scaling all local bone translations is not a safe retargeting method.
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Validate mapping, missing bones, handedness and rotation order with one diagnostic pose before
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baking a clip. If using world-space rotation deltas, solve each target local rotation from the
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already evaluated target parent; do not apply the source world rotation as a local quaternion.
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Do not copy raw quaternion channels between different rest rolls. Bake an evaluated compatible
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action when the target engine cannot reproduce constraints or retargeting. The GLB must carry
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the correct inverse bind matrices for the final rest skeleton. Reimport it and check the same
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poses; Blender constraints and drivers are not an engine contract.
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## Rest-pose correction
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Wide stance often needs narrower hip-to-ankle placement and rebinding, or a mesh rest correction
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baked with an Armature modifier followed by a new matching rest skeleton. Keep the original
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surface intact as far as possible and inspect the crotch and knees after the change. Moving
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only pose bones does not fix the underlying bind pose. Likewise, an A-pose mesh cannot be bound
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as if it were a T-pose without reconciling the two.
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# Diagnose before editing
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Use the same camera, clip and phases before/after. First inspect the skeleton overlay; then
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isolate bone rotations and paint weights to distinguish bad pivots from influence leakage.
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| Symptom | Check | Typical bounded repair |
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|---|---|---|
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| Feet stay wide during walk | Rest ankle spacing, hip socket positions, imported clip rest convention | Narrow/rest-correct and rebind, or retarget to the real target stance; inspect crotch/knee folds |
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| Palms face forward at idle | Forearm roll, wrist axes, mesh palm normal, source animation convention | Distribute twist along forearm and hand while preserving their alignment; derive sign/angle from geometry |
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| Waist bends as part of thigh | Upper-leg heads too high, pelvis placement, abdomen thigh weights | Lower anatomical leg sockets and move pelvis/garment weights out of the thighs |
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| Arms disappear into torso | Shoulder span, elbow positions, chest/back accessories affecting fit | Fit actual arm sockets; separate cape/feathers from anatomy when calculating weights |
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| Upper back swings sideways | Opposite-arm weights on chest/back, shoulder hierarchy, cape influence | Remove cross-arm influence from the affected region; retain appropriate spine/shoulder motion |
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| Long triangular fans | Sparse topology spanning different moving regions, fused anatomy, sharp weight seam | Smooth a bounded weight transition or separate semantic geometry; do not mask a topological bridge with more weights |
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| Bent wrist while presenting fist | Shoulder/elbow path versus hand orientation | Move the upper arm outward for clearance, rotate forearm around its long axis, keep wrist aligned; overlap transitions |
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These are diagnoses to test, not fixed prescriptions. A 90-degree palm correction that worked
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on one mesh can break another with different bone roll. A shoulder pose that clears a jacket
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in one animation is not a structural repair for incorrect jacket weights in every animation.
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## Weight edits
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Select regions using anatomy plus geometry/material evidence. World-space boxes alone can
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accidentally include a touching hand or back accessory. Inspect front/side/back masks. Work on
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the actual deforming mesh, not a duplicate displayed only in one scene. Keep unmapped vertices
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explicitly flagged. Normalize weights after each change; limit influences to the target engine's
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budget (commonly four), without discarding a necessary influence merely to pass a check.
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Weight-only edits should leave vertex positions, faces, UVs and material assignments unchanged.
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Use spatial correspondence with documented tolerance when export duplicates seam vertices;
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vertex indices need not survive GLB re-export. Compare bone influence by name, not numeric joint
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index, because exporters can reorder the joint array. Measure the maximum drift, not only means.
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If moving a joint in Edit mode, reconcile the rest pose and bind matrices. Existing animation
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channels may need retargeting/rebaking. First prove bind-pose equivalence, then verify the clips.
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Keep an independent numeric test of regions outside the edit mask. Do not repeatedly widen the
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mask until a local symptom disappears at the expense of the rest of the body.
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## Choosing when to stop
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Retain failed trials and write why each failed. Set a small initial experiment budget, expand it
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only when the latest trial demonstrates progress. Fused cape/abdomen-to-thigh bridges, missing
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fingers and self-overlapping eye surfaces may require reconstruction beyond a skinning repair.
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Explain that distinction. Minor creases may meet the user's tolerance; collapsed anatomy does
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not become acceptable because technical checks pass.
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# Verification and runtime handoff
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## Technical checks
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Verify finite vertices and transforms; valid indices; material/texture availability; a usable
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armature modifier and deform weights; no unweighted skin vertices; normalized nonnegative
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weights; engine influence budget; acyclic bone hierarchy; rest alignment and inverse binds.
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The bundled inspection helper reports common Blender-side issues, not an exhaustive glTF
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validator. Run a glTF validator when available, particularly after editing GLB bytes directly.
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An invalid buffer length must not be ignored just because one viewer tolerates it.
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Compare unchanged regions and data against the source. For weight-only work, compare positions,
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UVs, triangles and materials; after topology changes, use bidirectional surface distance and
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texture correspondence with a stated tolerance. Check every intended clip survives export and
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that constraints have been baked when necessary. Never sum cached approvals for different file
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hashes as evidence for the current candidate.
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## Visual pass
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+
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Use a fresh import of the exported file. Render the same source/candidate poses under neutral
|
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lighting with front, side and back views, fit the complete animated bounds, and inspect enlarged
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problem areas. Select stages that expose the failure, not only flattering camera angles.
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For ordinary locomotion, sample both strides and intermediate frames; 12 evenly spaced walk
|
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phases and 12 run phases are a useful baseline, not a universal success threshold. Add idle,
|
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punch, kick and jump when those clips are actually available/required. Missing clips must be
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reported; procedural joint probes are diagnostics, not equivalent animation coverage.
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+
|
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`rig_tool.py render` can select an imported action and frame. Its actions are Blender import
|
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names: inspect first. Multi-armature scenes require explicit armature selection for action
|
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assignment. glTF import may also create NLA tracks; the helper disables these when selecting an
|
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action so two clips do not blend accidentally. If layered-action slot assignment is ambiguous,
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it stops; select the slot explicitly rather than rendering the wrong pose.
|
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+
|
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Load the final file in the target runtime if accessible. Test existing shared animations,
|
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|
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root motion, materials, static/dynamic alternatives, finger controls and hidden appendages.
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Record the loaded hash/URL so a stale cached asset cannot pass the new repair. For KTX2 or other
|
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+
texture conversion, compare decoded appearance and confirm the geometry, skin, clips and extras
|
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|
+
remain intact. Texture compression is optional packaging, not a reason to rebuild a passing rig.
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+
|
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+
## Durable review record
|
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+
|
|
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|
+
Keep a small JSON or Markdown report alongside the deliverable: input/candidate SHA-256, Blender
|
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version, units/front direction, diagnosed cause, changes, numeric results and tolerances,
|
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reviewed image paths and clip phases, runtime checks, limitations, and verdict. Distinguish
|
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technical_pass, visual_pending, needs_changes and accepted_with_limits. Explicit user rejection
|
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+
overrides older approval. Do not replace the production asset until the intended scope passes.
|
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+
|
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+
Prefer a compact per-character profile and executable repair over a transcript of experiments.
|
|
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+
This lets the next agent reproduce the result without loading the entire batch history.
|
|
@@ -0,0 +1,197 @@
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"""Local Blender inspection/render helper. No edits to input files, no network."""
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import argparse
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import hashlib
|
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import json
|
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import math
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from pathlib import Path
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import sys
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import bpy
|
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from mathutils import Vector
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def load_asset(path):
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|
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if path.suffix.lower() == '.blend':
|
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|
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# Never load startup UI/scripts from an asset file.
|
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|
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bpy.ops.wm.open_mainfile(filepath=str(path), load_ui=False, use_scripts=False)
|
|
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|
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elif path.suffix.lower() in ('.glb', '.gltf'):
|
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|
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bpy.ops.wm.read_factory_settings(use_empty=True)
|
|
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|
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bpy.ops.import_scene.gltf(filepath=str(path))
|
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else:
|
|
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raise ValueError('Input must be .blend, .glb or .gltf')
|
|
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|
|
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|
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|
|
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|
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def bounds(objects):
|
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|
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depsgraph = bpy.context.evaluated_depsgraph_get()
|
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|
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points = []
|
|
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for obj in objects:
|
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|
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evaluated = obj.evaluated_get(depsgraph)
|
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mesh = evaluated.to_mesh()
|
|
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|
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try:
|
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|
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points.extend(evaluated.matrix_world @ v.co for v in mesh.vertices)
|
|
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finally:
|
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|
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evaluated.to_mesh_clear()
|
|
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if not points:
|
|
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raise ValueError('No mesh vertices')
|
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if any(not math.isfinite(x) for p in points for x in p):
|
|
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raise ValueError('Nonfinite evaluated vertices')
|
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|
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return [min(p[i] for p in points) for i in range(3)], [max(p[i] for p in points) for i in range(3)]
|
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|
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def inspect(meshes, armatures, limit):
|
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result = {'technical_only': True, 'coordinate_space': 'Blender world; Z up',
|
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'unit_scale': bpy.context.scene.unit_settings.scale_length,
|
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'bounds': bounds(meshes), 'meshes': [], 'armatures': [],
|
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'actions': [{'name': a.name, 'frames': list(a.frame_range),
|
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+
'slots': [s.identifier for s in getattr(a, 'slots', [])]}
|
|
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|
+
for a in bpy.data.actions]}
|
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|
+
for obj in meshes:
|
|
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|
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mesh = obj.data
|
|
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|
+
mesh.calc_loop_triangles()
|
|
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|
+
rigs = [m.object for m in obj.modifiers if m.type == 'ARMATURE' and m.object]
|
|
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|
+
deform = {b.name for rig in rigs for b in rig.data.bones if b.use_deform}
|
|
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|
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groups = {g.index for g in obj.vertex_groups if g.name in deform}
|
|
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|
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unweighted = nonunit = excessive = invalid = 0
|
|
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|
+
for v in mesh.vertices:
|
|
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|
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weights = [g.weight for g in v.groups if g.group in groups and g.weight > 0]
|
|
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|
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unweighted += not weights
|
|
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|
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nonunit += bool(weights) and abs(sum(weights) - 1) > 1e-4
|
|
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|
+
excessive += len(weights) > limit
|
|
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|
+
invalid += any(not math.isfinite(g.weight) or g.weight < 0 for g in v.groups)
|
|
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|
+
result['meshes'].append({'name': obj.name, 'vertices': len(mesh.vertices),
|
|
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|
+
'triangles': len(mesh.loop_triangles),
|
|
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|
+
'armatures': [r.name for r in rigs],
|
|
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|
+
'unweighted_vertices': unweighted,
|
|
65
|
+
'nonunit_weight_vertices': nonunit,
|
|
66
|
+
'excess_influences_vertices': excessive,
|
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67
|
+
'invalid_weight_vertices': invalid,
|
|
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|
+
'materials': [m.name if m else None for m in mesh.materials],
|
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|
+
'uv_layers': [u.name for u in mesh.uv_layers]})
|
|
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|
+
for rig in armatures:
|
|
71
|
+
result['armatures'].append({'name': rig.name, 'matrix_world': [list(r) for r in rig.matrix_world],
|
|
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|
+
'bones': [{'name': b.name, 'parent': b.parent.name if b.parent else None,
|
|
73
|
+
'head_local': list(b.head_local), 'tail_local': list(b.tail_local),
|
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74
|
+
'matrix_local': [list(r) for r in b.matrix_local], 'deform': b.use_deform}
|
|
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|
+
for b in rig.data.bones]})
|
|
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|
+
return result
|
|
77
|
+
|
|
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|
+
|
|
79
|
+
def select_action(args, armatures):
|
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80
|
+
if not args.action:
|
|
81
|
+
return
|
|
82
|
+
rigs = [a for a in armatures if not args.armature or a.name == args.armature]
|
|
83
|
+
if len(rigs) != 1:
|
|
84
|
+
raise ValueError('Action selection requires exactly one armature; use --armature')
|
|
85
|
+
action = bpy.data.actions.get(args.action)
|
|
86
|
+
if action is None:
|
|
87
|
+
raise ValueError('Unknown action: ' + args.action)
|
|
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|
+
rig = rigs[0]
|
|
89
|
+
animation = rig.animation_data_create()
|
|
90
|
+
for track in animation.nla_tracks:
|
|
91
|
+
track.mute = True
|
|
92
|
+
animation.action = action
|
|
93
|
+
slots = list(getattr(action, 'slots', []))
|
|
94
|
+
if slots:
|
|
95
|
+
choices = [s for s in slots if s.identifier == args.slot] if args.slot else slots
|
|
96
|
+
if len(choices) != 1:
|
|
97
|
+
raise ValueError('Action has ambiguous slots; use --slot from inspection output')
|
|
98
|
+
animation.action_slot = choices[0]
|
|
99
|
+
|
|
100
|
+
|
|
101
|
+
def render(args, meshes, armatures, output):
|
|
102
|
+
select_action(args, armatures)
|
|
103
|
+
bpy.context.scene.frame_set(args.frame)
|
|
104
|
+
# Remove source cameras/lights from rendering only; never save back to source.
|
|
105
|
+
for obj in list(bpy.context.scene.objects):
|
|
106
|
+
if obj.type in ('LIGHT', 'CAMERA'):
|
|
107
|
+
bpy.data.objects.remove(obj, do_unlink=True)
|
|
108
|
+
lo, hi = bounds(meshes)
|
|
109
|
+
center = (Vector(lo) + Vector(hi)) * .5
|
|
110
|
+
extent = max(hi[i] - lo[i] for i in range(3))
|
|
111
|
+
if extent <= 0:
|
|
112
|
+
raise ValueError('Degenerate bounds')
|
|
113
|
+
front = Vector({'-Y': (0, -1, 0), '+Y': (0, 1, 0), '+X': (1, 0, 0), '-X': (-1, 0, 0)}[args.front])
|
|
114
|
+
direction = {'front': front, 'back': -front, 'side': Vector((-front.y, front.x, 0)),
|
|
115
|
+
'three-quarter': (front + Vector((-front.y, front.x, .2))).normalized()}[args.view]
|
|
116
|
+
camera_data = bpy.data.cameras.new('ReviewCamera')
|
|
117
|
+
camera = bpy.data.objects.new('ReviewCamera', camera_data)
|
|
118
|
+
bpy.context.scene.collection.objects.link(camera)
|
|
119
|
+
camera.location = center + direction * extent * 3
|
|
120
|
+
camera.rotation_euler = (center - camera.location).to_track_quat('-Z', 'Y').to_euler()
|
|
121
|
+
camera_data.type = 'ORTHO'
|
|
122
|
+
camera_data.ortho_scale = extent * 1.35
|
|
123
|
+
camera_data.clip_start = max(extent / 10000, .00001)
|
|
124
|
+
camera_data.clip_end = extent * 20
|
|
125
|
+
scene = bpy.context.scene
|
|
126
|
+
scene.camera = camera
|
|
127
|
+
try:
|
|
128
|
+
scene.render.engine = 'BLENDER_EEVEE_NEXT' # Blender 4.x
|
|
129
|
+
except TypeError:
|
|
130
|
+
scene.render.engine = 'BLENDER_EEVEE' # Blender 5.x (and 3.x)
|
|
131
|
+
scene.render.resolution_x = scene.render.resolution_y = args.size
|
|
132
|
+
scene.render.resolution_percentage = 100
|
|
133
|
+
scene.render.image_settings.file_format = 'PNG'
|
|
134
|
+
scene.render.filepath = str(output)
|
|
135
|
+
scene.render.film_transparent = False
|
|
136
|
+
world = bpy.data.worlds.new('ReviewWorld')
|
|
137
|
+
world.use_nodes = True
|
|
138
|
+
world.node_tree.nodes['Background'].inputs[0].default_value = (.12, .12, .12, 1)
|
|
139
|
+
world.node_tree.nodes['Background'].inputs[1].default_value = .5
|
|
140
|
+
scene.world = world
|
|
141
|
+
for i, offset in enumerate([front * 2 + Vector((0, 0, 3)), -front + Vector((2, 0, 1))]):
|
|
142
|
+
light_data = bpy.data.lights.new('ReviewLight', 'AREA')
|
|
143
|
+
light_data.energy = extent * extent * (180 if i == 0 else 90)
|
|
144
|
+
light_data.shape = 'DISK'
|
|
145
|
+
light_data.size = extent * 2
|
|
146
|
+
light = bpy.data.objects.new('ReviewLight', light_data)
|
|
147
|
+
scene.collection.objects.link(light)
|
|
148
|
+
light.location = center + offset * extent
|
|
149
|
+
light.rotation_euler = (center - light.location).to_track_quat('-Z', 'Y').to_euler()
|
|
150
|
+
bpy.ops.render.render(write_still=True)
|
|
151
|
+
return {'visual_review': 'pending', 'action': args.action, 'armature': args.armature,
|
|
152
|
+
'frame': args.frame, 'view': args.view, 'front': args.front,
|
|
153
|
+
'bounds': [lo, hi], 'image': str(output)}
|
|
154
|
+
|
|
155
|
+
|
|
156
|
+
def main():
|
|
157
|
+
parser = argparse.ArgumentParser(description=__doc__)
|
|
158
|
+
parser.add_argument('command', choices=['inspect', 'render'])
|
|
159
|
+
parser.add_argument('--input', required=True, type=Path)
|
|
160
|
+
parser.add_argument('--output', required=True, type=Path)
|
|
161
|
+
parser.add_argument('--max-influences', type=int, default=4)
|
|
162
|
+
parser.add_argument('--action')
|
|
163
|
+
parser.add_argument('--armature')
|
|
164
|
+
parser.add_argument('--slot')
|
|
165
|
+
parser.add_argument('--frame', type=int, default=1)
|
|
166
|
+
parser.add_argument('--front', choices=['-Y', '+Y', '-X', '+X'], default='-Y')
|
|
167
|
+
parser.add_argument('--view', choices=['front', 'back', 'side', 'three-quarter'], default='front')
|
|
168
|
+
parser.add_argument('--size', type=int, default=768)
|
|
169
|
+
args = parser.parse_args(sys.argv[sys.argv.index('--') + 1:] if '--' in sys.argv else [])
|
|
170
|
+
source, output = args.input.resolve(), args.output.resolve()
|
|
171
|
+
sidecar = output.with_suffix(output.suffix + '.json')
|
|
172
|
+
if source in (output, sidecar) or output.exists() or (args.command == 'render' and sidecar.exists()):
|
|
173
|
+
raise ValueError('Use a fresh output path; input and existing results are never overwritten')
|
|
174
|
+
if args.size < 64 or args.max_influences < 1:
|
|
175
|
+
raise ValueError('Invalid render size or influence budget')
|
|
176
|
+
digest = hashlib.sha256(source.read_bytes()).hexdigest()
|
|
177
|
+
load_asset(source)
|
|
178
|
+
armatures = [o for o in bpy.context.scene.objects if o.type == 'ARMATURE']
|
|
179
|
+
custom_shapes = {bone.custom_shape for rig in armatures for bone in rig.pose.bones if bone.custom_shape}
|
|
180
|
+
meshes = [o for o in bpy.context.scene.objects if o.type == 'MESH' and o not in custom_shapes]
|
|
181
|
+
for shape in custom_shapes:
|
|
182
|
+
shape.hide_render = True
|
|
183
|
+
output.parent.mkdir(parents=True, exist_ok=True)
|
|
184
|
+
result = inspect(meshes, armatures, args.max_influences) if args.command == 'inspect' else render(args, meshes, armatures, output)
|
|
185
|
+
result.update(source=str(source), source_sha256=digest, blender=bpy.app.version_string)
|
|
186
|
+
result['excluded_bone_display_shapes'] = sorted(o.name for o in custom_shapes)
|
|
187
|
+
if hashlib.sha256(source.read_bytes()).hexdigest() != digest:
|
|
188
|
+
raise ValueError('Input changed during review')
|
|
189
|
+
target = output if args.command == 'inspect' else sidecar
|
|
190
|
+
with target.open('x') as stream:
|
|
191
|
+
json.dump(result, stream, indent=2)
|
|
192
|
+
stream.write('\n')
|
|
193
|
+
print(json.dumps({'report': str(target), 'source_sha256': digest}))
|
|
194
|
+
|
|
195
|
+
|
|
196
|
+
if __name__ == '__main__':
|
|
197
|
+
main()
|
|
@@ -170,7 +170,6 @@ export async function startAssetViewer(options) {
|
|
|
170
170
|
// matter that the support was installed a millisecond later.
|
|
171
171
|
const renderer = new WebGLRenderer({ antialias: true });
|
|
172
172
|
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
|
|
173
|
-
renderer.setSize(Math.max(container.clientWidth, 1), Math.max(container.clientHeight, 1));
|
|
174
173
|
renderer.outputColorSpace = THREE.SRGBColorSpace;
|
|
175
174
|
(await gltfLoaderSupport()).initGltfLoaderSupport(renderer);
|
|
176
175
|
const object = kind === 'vxl'
|
|
@@ -187,7 +186,9 @@ export async function startAssetViewer(options) {
|
|
|
187
186
|
const sphere = new THREE.Box3().setFromObject(object).getBoundingSphere(new THREE.Sphere());
|
|
188
187
|
const radius = sphere.radius > 0 ? sphere.radius : 1;
|
|
189
188
|
const distance = radius * CAMERA_DISTANCE_FACTOR;
|
|
190
|
-
|
|
189
|
+
// Aspect is left at 1 here and set by the first `fitToContainer()` below, so the canvas and the
|
|
190
|
+
// camera are sized in exactly one place.
|
|
191
|
+
const camera = new THREE.PerspectiveCamera(45, 1, distance * 0.01, distance * 10);
|
|
191
192
|
const center = sphere.center;
|
|
192
193
|
const framed = new THREE.Vector3(center.x + Math.cos(CAMERA_AZIMUTH) * Math.cos(CAMERA_ELEVATION) * distance, center.y + Math.sin(CAMERA_ELEVATION) * distance, center.z + Math.sin(CAMERA_AZIMUTH) * Math.cos(CAMERA_ELEVATION) * distance);
|
|
193
194
|
camera.position.copy(framed);
|
|
@@ -200,14 +201,18 @@ export async function startAssetViewer(options) {
|
|
|
200
201
|
controls.minDistance = radius * 0.4;
|
|
201
202
|
controls.maxDistance = radius * 20;
|
|
202
203
|
controls.update();
|
|
203
|
-
//
|
|
204
|
-
|
|
204
|
+
// Floored at one pixel: a container measured before layout would give a 0×0 canvas and a NaN
|
|
205
|
+
// aspect. Followed on the container, not the window — this viewer lives in a dialog that
|
|
206
|
+
// resizes on its own.
|
|
207
|
+
const fitToContainer = () => {
|
|
205
208
|
const width = Math.max(container.clientWidth, 1);
|
|
206
209
|
const height = Math.max(container.clientHeight, 1);
|
|
207
210
|
camera.aspect = width / height;
|
|
208
211
|
camera.updateProjectionMatrix();
|
|
209
212
|
renderer.setSize(width, height);
|
|
210
|
-
}
|
|
213
|
+
};
|
|
214
|
+
fitToContainer();
|
|
215
|
+
const resize = new ResizeObserver(fitToContainer);
|
|
211
216
|
resize.observe(container);
|
|
212
217
|
let frame = 0;
|
|
213
218
|
const tick = () => {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
|
1
|
+
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|
|
@@ -0,0 +1,17 @@
|
|
|
1
|
+
/** Portable skill files, shipped intact so Python and Markdown need no template escaping. */
|
|
2
|
+
import fs from 'node:fs';
|
|
3
|
+
import path from 'node:path';
|
|
4
|
+
import { packageAssetsDir } from '../tools/bundles.js';
|
|
5
|
+
const files = [
|
|
6
|
+
'SKILL.md',
|
|
7
|
+
'references/new-rig.md',
|
|
8
|
+
'references/repairs.md',
|
|
9
|
+
'references/articulation.md',
|
|
10
|
+
'references/verification.md',
|
|
11
|
+
'scripts/rig_tool.py',
|
|
12
|
+
];
|
|
13
|
+
export const CHARACTER_RIGGING_SKILLS = files.map((file) => [
|
|
14
|
+
`rigging-characters/${file}`,
|
|
15
|
+
() => fs.readFileSync(path.join(packageAssetsDir(), 'character-rigging', file), 'utf8'),
|
|
16
|
+
]);
|
|
17
|
+
//# sourceMappingURL=character-rigging-skill-files.js.map
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@@ -0,0 +1 @@
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{"version":3,"file":"character-rigging-skill-files.js","sourceRoot":"","sources":["../../src/scaffold/character-rigging-skill-files.ts"],"names":[],"mappings":"AAAA,6FAA6F;AAC7F,OAAO,EAAE,MAAM,SAAS,CAAC;AACzB,OAAO,IAAI,MAAM,WAAW,CAAC;AAC7B,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AAGvD,MAAM,KAAK,GAAG;IACZ,UAAU;IACV,uBAAuB;IACvB,uBAAuB;IACvB,4BAA4B;IAC5B,4BAA4B;IAC5B,qBAAqB;CACtB,CAAC;AAEF,MAAM,CAAC,MAAM,wBAAwB,GAAmC,KAAK,CAAC,GAAG,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC;IAC1F,sBAAsB,IAAI,EAAE;IAC5B,GAAG,EAAE,CAAC,EAAE,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,gBAAgB,EAAE,EAAE,mBAAmB,EAAE,IAAI,CAAC,EAAE,MAAM,CAAC;CACxF,CAAC,CAAC"}
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@@ -1104,7 +1104,7 @@ Three lanes make a 3D object, and the wrong one wastes a generation: \`generate
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1104
1104
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asset, \`generate prop --asset <id>\` UPGRADES a placeholder, \`assets add <file>\` uploads your own.
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1105
1105
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Splats, video and \`.vox\`/\`.fbx\` still need the web editor; never reference an asset you did not
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1106
1106
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make. Which lane fits which NEED — rough sparks and minutes, and when to ask first — is
|
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1107
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-
\`${PRIMARY_SKILLS_DIR}/choosing-asset-pipelines/SKILL.md\`; flags, reference-image rules and refusals, \`${PRIMARY_SKILLS_DIR}/generating-assets/SKILL.md\`.
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1107
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+
\`${PRIMARY_SKILLS_DIR}/choosing-asset-pipelines/SKILL.md\`; flags, reference-image rules and refusals, \`${PRIMARY_SKILLS_DIR}/generating-assets/SKILL.md\`. For local Blender rigging and repairs, read \`${PRIMARY_SKILLS_DIR}/rigging-characters/SKILL.md\`.
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1108
1108
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1109
1109
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## Forging a whole level
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1110
1110
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@@ -1 +1 @@
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1
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|
+
{"version":3,"file":"project-files.js","sourceRoot":"","sources":["../../src/scaffold/project-files.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,MAAM,8BAA8B,CAAC;AAC/D,OAAO,EAAE,gBAAgB,EAAiB,MAAM,gCAAgC,CAAC;AAEjF,OAAO,EAAE,aAAa,EAAE,gBAAgB,EAAE,gBAAgB,EAAE,MAAM,cAAc,CAAC;AACjF,OAAO,EAAE,eAAe,EAAE,MAAM,iBAAiB,CAAC;AAClD,OAAO,EACL,2BAA2B,EAC3B,0BAA0B,EAC1B,gCAAgC,EAChC,8BAA8B,EAC9B,8BAA8B,GAC/B,MAAM,yBAAyB,CAAC;AACjC,OAAO,EACL,aAAa,EACb,kBAAkB,EAClB,WAAW,EACX,YAAY,GAEb,MAAM,oBAAoB,CAAC;AAK5B;;;;;;;;;;;;;;;;;GAiBG;AACH,MAAM,CAAC,MAAM,uBAAuB,GAAG;;;;;;;;;;;;;;;;;;IAkBnC,CAAC;AAEL;;;;;;;GAOG;AACH,MAAM,CAAC,MAAM,YAAY,GAAG;IAC1B,2BAA2B,EAAE,SAAS;IACtC,2BAA2B,EAAE,SAAS;IACtC,kBAAkB,EAAE,QAAQ;IAC5B,MAAM,EAAE,QAAQ;IAChB,OAAO,EAAE,SAAS;IAClB,kCAAkC,EAAE,QAAQ;IAC5C,KAAK,EAAE,SAAS;IAChB,KAAK,EAAE,UAAU;IACjB,4FAA4F;IAC5F,6FAA6F;IAC7F,4CAA4C;CACZ,CAAC;AAEnC,MAAM,CAAC,MAAM,gBAAgB,GAA2B;IACtD,aAAa,EAAE,UAAU;IACzB,cAAc,EAAE,UAAU;IAC1B,8FAA8F;IAC9F,cAAc,EAAE,QAAQ;IACxB,4FAA4F;IAC5F,mFAAmF;IACnF,eAAe,EAAE,SAAS;IAC1B,UAAU,EAAE,QAAQ;IACpB,IAAI,EAAE,QAAQ;IACd,wBAAwB,EAAE,QAAQ;CACnC,CAAC;AAEF,qEAAqE;AACrE,SAAS,aAAa,CAAC,IAA+B;IACpD,OAAO,YAAY,CAAC,IAAI,CAAC,CAAC,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC;AAC/C,CAAC;AAED;;;;;GAKG;AACH,SAAS,MAAM,CAAC,IAA+B;IAC7C,OAAO,kBAAkB,IAAI,IAAI,aAAa,CAAC,IAAI,CAAC,EAAE,CAAC;AACzD,CAAC;AAED;;;;;GAKG;AACH,MAAM,SAAS,GAAG,MAAM,CAAC,OAAO,CAAC,CAAC;AAElC;;;GAGG;AACH,MAAM,kBAAkB,GAAG,yBAAyB,aAAa,CAAC,OAAO,CAAC,EAAE,CAAC;AAE7E;;;;GAIG;AACH,MAAM,YAAY,GAAG,GAAG,SAAS,SAAS,CAAC;AAE3C;;;;;;;;;GASG;AACH,MAAM,UAAU,GAAG;IACjB,uBAAuB;IACvB,eAAe,YAAY,IAAI;IAC/B,6BAA6B,SAAS,2CAA2C;IACjF,yBAAyB,SAAS,uCAAuC;IACzE,2BAA2B,SAAS,wCAAwC;CAC7E,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;AAEX;;;;;GAKG;AACH,MAAM,CAAC,MAAM,WAAW,GAA2B;IACjD,2FAA2F;IAC3F,4FAA4F;IAC5F,4FAA4F;IAC5F,KAAK,EAAE,UAAU;IACjB,cAAc,EAAE,YAAY;IAC5B,WAAW,EAAE,GAAG,SAAS,MAAM;IAC/B,2FAA2F;IAC3F,6FAA6F;IAC7F,+FAA+F;IAC/F,4FAA4F;IAC5F,6FAA6F;IAC7F,6FAA6F;IAC7F,eAAe,EAAE,GAAG,kBAAkB,UAAU;IAChD,qBAAqB,EAAE,GAAG,kBAAkB,gBAAgB;IAC5D,QAAQ,EAAE,GAAG,SAAS,GAAG;IACzB,2BAA2B,EAAE,MAAM,CAAC,2BAA2B,CAAC;IAChE,2BAA2B,EAAE,MAAM,CAAC,2BAA2B,CAAC;IAChE,OAAO,EAAE,MAAM,CAAC,SAAS,CAAC;IAC1B,kCAAkC,EAAE,MAAM,CAAC,kCAAkC,CAAC;IAC9E,kBAAkB,EAAE,MAAM,CAAC,kBAAkB,CAAC;IAC9C,MAAM,EAAE,MAAM,CAAC,QAAQ,CAAC;CACzB,CAAC;AAEF,sFAAsF;AACtF,SAAS,UAAU,CAAC,KAAc;IAChC,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,IAAI,EAAE,CAAC,CAAC,IAAI,CAAC;AAC/C,CAAC;AAED,MAAM,UAAU,iBAAiB,CAAC,IAAY;IAC5C,OAAO,UAAU,CAAC;QAChB,IAAI;QACJ,OAAO,EAAE,OAAO;QAChB,OAAO,EAAE,IAAI;QACb,IAAI,EAAE,QAAQ;QACd,OAAO,EAAE;YACP,KAAK,EAAE,KAAK;YACZ,KAAK,EAAE,cAAc;YACrB,GAAG,EAAE,MAAM;SACZ;QACD,YAAY,EAAE,YAAY;QAC1B,eAAe,EAAE,gBAAgB;QACjC,2FAA2F;QAC3F,8FAA8F;QAC9F,6FAA6F;QAC7F,qFAAqF;QACrF,EAAE;QACF,8EAA8E;QAC9E,2FAA2F;QAC3F,yFAAyF;QACzF,IAAI,EAAE,EAAE,wBAAwB,EAAE,CAAC,SAAS,CAAC,EAAE;KAChD,CAAC,CAAC;AACL,CAAC;AAED,MAAM,UAAU,cAAc;IAC5B,OAAO,UAAU,CAAC;QAChB,eAAe,EAAE;YACf,MAAM,EAAE,QAAQ;YAChB,MAAM,EAAE,QAAQ;YAChB,GAAG,EAAE,CAAC,QAAQ,EAAE,KAAK,CAAC;YACtB,OAAO,EAAE,GAAG;YACZ,MAAM,EAAE,MAAM;YACd,OAAO,EAAE,GAAG;YACZ,KAAK,EAAE,aAAa,EAAE;YACtB,gBAAgB,EAAE,SAAS;YAC3B,MAAM,EAAE,IAAI;YACZ,wBAAwB,EAAE,IAAI;YAC9B,0BAA0B,EAAE,KAAK;YACjC,oBAAoB,EAAE,IAAI;YAC1B,eAAe,EAAE,IAAI;YACrB,eAAe,EAAE,OAAO;YACxB,YAAY,EAAE,IAAI;YAClB,eAAe,EAAE,IAAI;YACrB,4BAA4B,EAAE,IAAI;YAClC,gCAAgC,EAAE,IAAI;YACtC,aAAa,EAAE,IAAI;YACnB,iBAAiB,EAAE,IAAI;YACvB,SAAS,EAAE,IAAI;YACf,wFAAwF;YACxF,yFAAyF;YACzF,wFAAwF;YACxF,0FAA0F;YAC1F,sFAAsF;YACtF,yFAAyF;YACzF,gFAAgF;YAChF,KAAK,EAAE,CAAC,eAAe,CAAC;YACxB,SAAS,EAAE,CAAC,cAAc,EAAE,qBAAqB,EAAE,wCAAwC,CAAC;SAC7F;QACD,OAAO,EAAE,CAAC,UAAU,EAAE,aAAa,CAAC;QACpC,uFAAuF;QACvF,uFAAuF;QACvF,oFAAoF;QACpF,wFAAwF;QACxF,wDAAwD;QACxD,OAAO,EAAE;YACP,cAAc;YACd,MAAM;YACN,qBAAqB;YACrB,0BAA0B;YAC1B,kBAAkB;YAClB,uBAAuB;YACvB,oBAAoB;YACpB,2FAA2F;YAC3F,6FAA6F;YAC7F,2FAA2F;YAC3F,2FAA2F;YAC3F,gEAAgE;YAChE,wBAAwB;SACzB;KACF,CAAC,CAAC;AACL,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,gBAAgB,GACpB,iGAAiG;IACjG,+FAA+F;IAC/F,+FAA+F;IAC/F,gGAAgG;IAChG,gGAAgG;IAChG,gGAAgG;IAChG,gGAAgG;IAChG,uEAAuE,CAAC;AAE1E,MAAM,UAAU,eAAe;IAC7B,MAAM,YAAY,GAAG,gBAAgB,EAAE,CAAC;IACxC,MAAM,OAAO,GAAG,EAAE,GAAG,WAAW,EAAE,GAAG,YAAY,EAAE,CAAC;IACpD,6FAA6F;IAC7F,yFAAyF;IACzF,MAAM,gBAAgB,GAAG,GAAG,YAAY,CAAC,SAAS,CAAC,iBAAiB,CAAC;IACrE,0FAA0F;IAC1F,0FAA0F;IAC1F,wFAAwF;IACxF,2FAA2F;IAC3F,mDAAmD;IACnD,OAAO;;;;;;gBAMO,eAAe,uCAAuC,gBAAgB;;;;;;;;;;;;;;;;;;;;;EAqBpF,IAAI,CAAC,SAAS,CAAC,EAAE,OAAO,EAAE,EAAE,IAAI,EAAE,CAAC,CAAC,CAAC,OAAO,CAAC,KAAK,EAAE,MAAM,CAAC;;;iCAG5B,gBAAgB;;;CAGhD,CAAC;AACF,CAAC;AAED;;;;;GAKG;AACH,SAAS,kBAAkB;IACzB,OAAO,MAAM,CAAC,OAAO,CAAC,gBAAgB,EAAE,CAAC;SACtC,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,MAAM,CAAC,EAAE,EAAE,CAAC,UAAU,GAAG,OAAO,MAAM,GAAG,CAAC;SACrD,IAAI,CAAC,KAAK,CAAC,CAAC;AACjB,CAAC;AAED,MAAM,UAAU,gBAAgB;IAC9B,OAAO;;;;;;;;;;;EAWP,kBAAkB,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2BrB,CAAC;AACF,CAAC;AAED;;;;;;;;;;;;;;GAcG;AACH,MAAM,CAAC,MAAM,mBAAmB,GAAwB,IAAI,GAAG,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC;AAE5E;;;;;;;;;;;;;;;GAeG;AACH,MAAM,UAAU,sBAAsB;IACpC,OAAO,MAAM,CAAC,OAAO,CAAC,WAAW,CAAC,CAAC,MAAM,CACvC,CAAC,CAAC,GAA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|
package/dist/scaffold/project.js
CHANGED
|
@@ -8,6 +8,7 @@ import { renderAssetPipelinesSkill } from './asset-pipeline-skill-files.js';
|
|
|
8
8
|
import { renderUnityLevelsSkill, renderUnityLevelsTrapsReference, renderUnityLevelsFbxReference, renderUnityLevelsPhysicsReference, renderUnityLevelsVerificationReference, } from './unity-skill-files.js';
|
|
9
9
|
import { renderBlenderLevelsSkill, renderBlenderConventionsReference, renderBlenderAuditsReference, renderBlenderPassesReference, renderBlenderEngineHandoffReference, } from './blender-level-skill-files.js';
|
|
10
10
|
import { ALWAYS_AGENTS, dedupeAgents, skillDirsFor } from './agent-targets.js';
|
|
11
|
+
import { CHARACTER_RIGGING_SKILLS } from './character-rigging-skill-files.js';
|
|
11
12
|
import { hashAgentsMd } from './agents-md.js';
|
|
12
13
|
import { CLAUDE_SETTINGS_FILE, renderClaudeSettings } from './claude-settings.js';
|
|
13
14
|
/**
|
|
@@ -162,6 +163,7 @@ export function writeProjectFile(root, relativePath, contents) {
|
|
|
162
163
|
* directory rather than each renderer being written twice.
|
|
163
164
|
*/
|
|
164
165
|
export const SHIPPED_SKILLS = [
|
|
166
|
+
...CHARACTER_RIGGING_SKILLS,
|
|
165
167
|
['README.md', renderSkillsReadme],
|
|
166
168
|
['generating-assets/SKILL.md', renderGenerateSkill],
|
|
167
169
|
['choosing-asset-pipelines/SKILL.md', renderAssetPipelinesSkill],
|
|
@@ -1 +1 @@
|
|
|
1
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-
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\`building-levels-in-blender/\` — and this README — are shipped by the Bitmagic CLI and **re-rendered by \`bitmagic upgrade\`**. They
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\`building-levels-in-blender/\`, \`rigging-characters/\` — and this README — are shipped by the Bitmagic CLI and **re-rendered by \`bitmagic upgrade\`**. They
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are lost on the next upgrade.
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| \`planning-a-game/\` | starting a game, a genre, or anything touching more than one gameplay feature — scoping the first playable slice and writing \`mechanics-plan.md\` |
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| \`rigging-characters/\` | rigging or repairing a character in local Blender, including skin weights, fingers and optional appendages |
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| \`choosing-asset-pipelines/\` | deciding HOW to make something — which command, skill, file or free built-in fits a level, character, prop, vehicle, weapon, sky, block, image, animation, audio or cutscene need, roughly what it costs in sparks and minutes, and when to ask the creator before an expensive one |
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| \`checking-usage/\` | asked what sparks were spent on, how much Pro allowance is left, or whether there is enough left to keep generating |
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|
1
|
+
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|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@bitmagic/cli",
|
|
3
|
-
"version": "0.1.66-dev.
|
|
3
|
+
"version": "0.1.66-dev.4",
|
|
4
4
|
"description": "Build Bitmagic games from your own agent tool",
|
|
5
5
|
"license": "SEE LICENSE IN LICENSE.md",
|
|
6
6
|
"author": "Bitmagic Oy",
|
|
@@ -25,9 +25,9 @@
|
|
|
25
25
|
"playwright-core": "^1.59.1",
|
|
26
26
|
"tar": "^7.4.3",
|
|
27
27
|
"ws": "^8.21.3",
|
|
28
|
-
"@bitmagic/animation-forger": "0.1.21-dev.
|
|
29
|
-
"@bitmagic/
|
|
30
|
-
"@bitmagic/
|
|
28
|
+
"@bitmagic/animation-forger": "0.1.21-dev.4",
|
|
29
|
+
"@bitmagic/asset-core": "0.2.21-dev.4",
|
|
30
|
+
"@bitmagic/world-forger": "0.1.26-dev.4"
|
|
31
31
|
},
|
|
32
32
|
"devDependencies": {
|
|
33
33
|
"@eslint/js": "^9.38.0",
|