@bitmagic/cli 0.1.66-dev.6 → 0.1.66-dev.7

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  1. package/README.md +36 -1
  2. package/assets/character-skin-authoring/SKILL.md +43 -0
  3. package/assets/character-skin-authoring/references/exporters.md +134 -0
  4. package/assets/character-skin-authoring/references/eyes.md +215 -0
  5. package/assets/character-skin-authoring/references/materials.md +115 -0
  6. package/assets/character-skin-authoring/references/playground.md +78 -0
  7. package/assets/character-skin-authoring/references/profiles.md +97 -0
  8. package/assets/character-skin-authoring/references/projection.md +190 -0
  9. package/assets/character-skin-authoring/references/regional-detail.md +72 -0
  10. package/assets/character-skin-authoring/scripts/assemble_character.py +205 -0
  11. package/assets/character-skin-authoring/scripts/authored_detail.py +47 -0
  12. package/assets/character-skin-authoring/scripts/authored_surface_patch.py +83 -0
  13. package/assets/character-skin-authoring/scripts/brow_groom.py +62 -0
  14. package/assets/character-skin-authoring/scripts/build_face_detail.py +107 -0
  15. package/assets/character-skin-authoring/scripts/build_surface_candidate.py +28 -0
  16. package/assets/character-skin-authoring/scripts/canthus_wall.py +57 -0
  17. package/assets/character-skin-authoring/scripts/character_build.py +54 -0
  18. package/assets/character-skin-authoring/scripts/eye_assets.py +333 -0
  19. package/assets/character-skin-authoring/scripts/eye_opening.py +114 -0
  20. package/assets/character-skin-authoring/scripts/eye_texture.py +35 -0
  21. package/assets/character-skin-authoring/scripts/eyelid_detail.py +34 -0
  22. package/assets/character-skin-authoring/scripts/eyelid_morph.py +171 -0
  23. package/assets/character-skin-authoring/scripts/eyelid_patch.py +173 -0
  24. package/assets/character-skin-authoring/scripts/face_atlas.py +51 -0
  25. package/assets/character-skin-authoring/scripts/geometry_repair.py +112 -0
  26. package/assets/character-skin-authoring/scripts/glb_arrays.py +13 -0
  27. package/assets/character-skin-authoring/scripts/glb_output.py +21 -0
  28. package/assets/character-skin-authoring/scripts/inspect_skin_point.py +66 -0
  29. package/assets/character-skin-authoring/scripts/normal_patch_height.py +38 -0
  30. package/assets/character-skin-authoring/scripts/prepare_face_reference.py +23 -0
  31. package/assets/character-skin-authoring/scripts/regional_atlas.py +51 -0
  32. package/assets/character-skin-authoring/scripts/select_preview.py +90 -0
  33. package/assets/character-skin-authoring/scripts/skin_views.py +267 -0
  34. package/assets/character-skin-authoring/scripts/surface_pbr_maps.py +46 -0
  35. package/assets/character-skin-authoring/scripts/texture_repair.py +98 -0
  36. package/assets/character-skin-authoring/scripts/vertex_detail_support.py +80 -0
  37. package/assets/character-skin-authoring/scripts/vision_blend_materials.py +74 -0
  38. package/assets/character-skin-authoring/scripts/vision_materials.py +276 -0
  39. package/assets/character-skin-authoring/scripts/workspace_paths.py +18 -0
  40. package/assets/metahuman/src/work/metahuman/MetaHumanActor.ts +580 -0
  41. package/assets/metahuman/src/work/metahuman/MetaHumanLabHooks.ts +122 -0
  42. package/assets/metahuman/src/work/metahuman/MetaHumanMaterials.ts +500 -0
  43. package/assets/metahuman/src/work/metahuman/MetaHumanSpeech.ts +242 -0
  44. package/assets/metahuman/src/work/metahuman/StudioEnvironment.ts +142 -0
  45. package/assets/metahuman/tools/lipsync/make_line.py +181 -0
  46. package/assets/metahuman/tools/metahuman/README.md +21 -0
  47. package/assets/metahuman/tools/metahuman/e2e/eval.mjs +34 -0
  48. package/assets/metahuman/tools/metahuman/e2e/probes/arm-pose-check.js +32 -0
  49. package/assets/metahuman/tools/metahuman/e2e/probes/bone-displacement.js +26 -0
  50. package/assets/metahuman/tools/metahuman/e2e/probes/clip-shoulder.js +41 -0
  51. package/assets/metahuman/tools/metahuman/e2e/probes/grafted-bones.js +11 -0
  52. package/assets/metahuman/tools/metahuman/e2e/probes/helper-follow-descent.js +38 -0
  53. package/assets/metahuman/tools/metahuman/e2e/probes/helper-follow-sweep.js +31 -0
  54. package/assets/metahuman/tools/metahuman/e2e/probes/helper-joints-inspect.js +10 -0
  55. package/assets/metahuman/tools/metahuman/e2e/probes/outfit-bad-vertices.js +26 -0
  56. package/assets/metahuman/tools/metahuman/e2e/probes/outfit-body-material.js +7 -0
  57. package/assets/metahuman/tools/metahuman/e2e/probes/outfit-own-skeleton.js +8 -0
  58. package/assets/metahuman/tools/metahuman/e2e/probes/shirt-bone-ownership.js +25 -0
  59. package/assets/metahuman/tools/metahuman/e2e/probes/shirt-edge-stretch.js +26 -0
  60. package/assets/metahuman/tools/metahuman/e2e/probes/shirt-long-edges.js +23 -0
  61. package/assets/metahuman/tools/metahuman/e2e/probes/walk-sampler.js +105 -0
  62. package/assets/metahuman/tools/metahuman/e2e/shot.mjs +125 -0
  63. package/assets/metahuman/tools/metahuman/e2e/walk-probe.mjs +43 -0
  64. package/assets/metahuman/tools/metahuman/merge-skeletons.mjs +69 -0
  65. package/assets/metahuman/tools/metahuman/package.json +13 -0
  66. package/assets/metahuman/tools/metahuman/prepare.sh +25 -0
  67. package/assets/metahuman/tools/metahuman/reorder-body-first.mjs +20 -0
  68. package/assets/metahuman/tools/metahuman/smooth-outfit-weights.mjs +48 -0
  69. package/assets/metahuman/tools/metahuman/strip-draco.mjs +32 -0
  70. package/assets/metahuman/tools/metahuman/transfer-skin-weights.mjs +90 -0
  71. package/dist/commands/generate.d.ts +49 -0
  72. package/dist/commands/generate.js +168 -1
  73. package/dist/commands/generate.js.map +1 -1
  74. package/dist/generate/audio-file.d.ts +6 -0
  75. package/dist/generate/audio-file.js +42 -0
  76. package/dist/generate/audio-file.js.map +1 -0
  77. package/dist/generate/music.d.ts +4 -3
  78. package/dist/generate/music.js +6 -23
  79. package/dist/generate/music.js.map +1 -1
  80. package/dist/generate/stream.d.ts +13 -0
  81. package/dist/generate/stream.js +14 -1
  82. package/dist/generate/stream.js.map +1 -1
  83. package/dist/scaffold/asset-pipeline-skill-files.js +2 -0
  84. package/dist/scaffold/asset-pipeline-skill-files.js.map +1 -1
  85. package/dist/scaffold/character-skin-skill-files.d.ts +2 -0
  86. package/dist/scaffold/character-skin-skill-files.js +49 -0
  87. package/dist/scaffold/character-skin-skill-files.js.map +1 -0
  88. package/dist/scaffold/metahuman-skill-files.d.ts +21 -0
  89. package/dist/scaffold/metahuman-skill-files.js +306 -0
  90. package/dist/scaffold/metahuman-skill-files.js.map +1 -0
  91. package/dist/scaffold/project-files.js +4 -4
  92. package/dist/scaffold/project-files.js.map +1 -1
  93. package/dist/scaffold/project.js +4 -0
  94. package/dist/scaffold/project.js.map +1 -1
  95. package/dist/scaffold/skill-files.js +3 -1
  96. package/dist/scaffold/skill-files.js.map +1 -1
  97. package/dist/tools/bundles.js +8 -0
  98. package/dist/tools/bundles.js.map +1 -1
  99. package/package.json +4 -4
@@ -0,0 +1,21 @@
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+ /**
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+ * The `importing-metahumans` skill: an Epic MetaHuman glTF export (UE 5.7, the smorchj/metahuman-to-glb
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+ * pipeline) brought in as the engine's high-res player — the GLB preparation, the retarget and
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+ * helper-joint fixes, the material upgrades, lip-sync, and the numeric verification. Distilled from a
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+ * lab game (Epic's "Bo" preset, September 2026) whose agent met every failure the skill now names by
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+ * symptom: a model that loads as nothing (Draco), a face and body animating apart (three skeleton
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+ * copies), arms crossed into the chest (A-pose bind vs Mixamo's T-pose), a shirt torn at the armpits
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+ * (pose-driven helper joints), hair left behind by a head turn (unskinned cards), tinted skin (rig
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+ * masks in COLOR_0) and black eyes (the eye shell's UVs).
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+ *
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+ * Same contract as `blender-level-skill-files.ts`: a pure function returning file contents,
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+ * registered in `SHIPPED_SKILLS` (project.ts). The code the skill relies on — the runtime module
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+ * (`src/work/metahuman/`), the GLB scripts, the lip-sync tool and the verification rig — ships in the
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+ * package's `assets/metahuman/` and lands at the project root through `bitmagic tools install
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+ * metahuman` (`tools/bundles.ts`), so the skill only ever names files the package holds
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+ * (`__tests__/metahuman-assets.test.ts` checks that).
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+ *
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+ * Backticks and `${` are escaped for the template literal; `project-files.test.ts` checks the rendered
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+ * frontmatter and that no escape leaks into the output.
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+ */
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+ export declare function renderMetaHumanSkill(): string;
@@ -0,0 +1,306 @@
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+ /**
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+ * The `importing-metahumans` skill: an Epic MetaHuman glTF export (UE 5.7, the smorchj/metahuman-to-glb
3
+ * pipeline) brought in as the engine's high-res player — the GLB preparation, the retarget and
4
+ * helper-joint fixes, the material upgrades, lip-sync, and the numeric verification. Distilled from a
5
+ * lab game (Epic's "Bo" preset, September 2026) whose agent met every failure the skill now names by
6
+ * symptom: a model that loads as nothing (Draco), a face and body animating apart (three skeleton
7
+ * copies), arms crossed into the chest (A-pose bind vs Mixamo's T-pose), a shirt torn at the armpits
8
+ * (pose-driven helper joints), hair left behind by a head turn (unskinned cards), tinted skin (rig
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+ * masks in COLOR_0) and black eyes (the eye shell's UVs).
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+ *
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+ * Same contract as `blender-level-skill-files.ts`: a pure function returning file contents,
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+ * registered in `SHIPPED_SKILLS` (project.ts). The code the skill relies on — the runtime module
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+ * (`src/work/metahuman/`), the GLB scripts, the lip-sync tool and the verification rig — ships in the
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+ * package's `assets/metahuman/` and lands at the project root through `bitmagic tools install
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+ * metahuman` (`tools/bundles.ts`), so the skill only ever names files the package holds
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+ * (`__tests__/metahuman-assets.test.ts` checks that).
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+ *
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+ * Backticks and `${` are escaped for the template literal; `project-files.test.ts` checks the rendered
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+ * frontmatter and that no escape leaks into the output.
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+ */
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+ export function renderMetaHumanSkill() {
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+ return `---
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+ name: importing-metahumans
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+ description: Bring an Epic MetaHuman (a UE 5.7 glTF export) into this game as the playable, animated, talking high-fidelity character without voxelizing it — prepare the GLB (Draco, one skeleton, body mesh first, garment weights), load it as the engine's high-res player, fix the A-pose retarget and the pose-driven helper joints, keep the hair on the head, upgrade skin / hair / eye materials, add life and lip-sync, and verify with numbers. Use it when a creator asks for a MetaHuman, an Unreal character, a "photoreal" or "highest fidelity" character — or when such a character shows floating hair, crossed arms, split legs, a torn shirt, tinted skin, black eyes, slumped shoulders or sliding feet.
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+ ---
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+
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+ # Importing a MetaHuman
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+
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+ A MetaHuman export is a 40–80 MB skinned GLB with 51 ARKit blendshapes, hair as textured cards and a
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+ UE5 skeleton with hundreds of pose-driven helper joints. The engine can load it as the player's
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+ **high-res character** and drive it with its own Mixamo locomotion — but the raw export loads as
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+ nothing (Draco), animates in pieces (three skeleton copies), stands with its arms crossed into its
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+ chest (A-pose bind), tears its shirt at the armpits (helper joints), leaves its hair behind when it
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+ turns its head (unskinned cards), and renders with tinted skin and black eyes (rig masks, eye shell).
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+ Every one of those was met and fixed on Epic's "Bo" preset in a lab game (September 2026); this
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+ skill is that path, in order, with the tools that do it. Everything it names ships with the CLI:
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+
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+ \`\`\`
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+ bitmagic tools install metahuman
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+ \`\`\`
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+
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+ lands, at the project root:
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+
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+ | Path | Does |
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+ |---|---|
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+ | \`src/work/metahuman/MetaHumanActor.ts\` | adopts the engine-loaded player model, re-parents the hair cards, fixes the arm retarget, applies the helper-joint policy, blinks / saccades / breathing / head look-at, morph access |
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+ | \`src/work/metahuman/MetaHumanMaterials.ts\` | upgrades every material by name: skin SSS, hair/brow card atlas, lashes, eyes; hides the export's helper meshes |
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+ | \`src/work/metahuman/MetaHumanSpeech.ts\` | plays a line and drives the ARKit mouth shapes from mouth cues (+ amplitude fallback); clock-driven mode for the frame recorder |
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+ | \`src/work/metahuman/StudioEnvironment.ts\` | HDRI image-based lighting that survives the engine's ambient-lighting re-applies; optional separate sky map |
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+ | \`src/work/metahuman/MetaHumanLabHooks.ts\` | installs \`window.__lab\`, the handle the rigs below drive |
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+ | \`tools/metahuman/prepare.sh\` + five \`.mjs\` scripts | the GLB preparation, one command (needs Node ≥ 18; \`npm install\` runs on first use) |
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+ | \`tools/metahuman/e2e/\` | \`shot.mjs\`, \`eval.mjs\`, \`walk-probe.mjs\` and \`probes/\` — headless Chrome stills and measurements |
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+ | \`tools/lipsync/make_line.py\` | TTS audio → forced alignment → mouth cues (\`assets/speech/<id>.{m4a,json}\`) |
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+
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+ Nothing in them is character-specific: the scripts find meshes by the export's naming
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+ (\`SKM_<name>_FaceMesh\`, \`SKM_<name>_BodyMesh\`, \`<name>_Outfits\`) and the actor classifies materials
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+ by name. \`tools/metahuman/README.md\` is the index.
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+
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+ ## 0. Before you start
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+
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+ - **WebGPU.** The skin, hair and eye upgrades are TSL node materials on three's WebGPU build (the
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+ engine default). The WebGL fallback keeps plain glTF PBR with scalar tweaks — acceptable, not
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+ photoreal. \`bitmagic verify\` prints which backend booted.
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+ - **Licence.** Since June 2025 Epic allows MetaHumans in non-Unreal products; the export pipeline
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+ below is MIT. Record both in an \`assets/LICENSES.md\` and check the current MetaHuman terms before
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+ a commercial release.
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+ - **Budget.** One character is ~45 MB of GLB plus two 4K atlases. Publish uploads it (step 8). The
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+ whole cast goes highres with it — highres and block characters never coexist.
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+ - **Nothing else changes.** \`artStyle\` in \`game.json\` stays whatever the game is; a MetaHuman is a
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+ loaded file, not a generated asset, and costs no sparks.
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+
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+ ## 1. Get an export
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+
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+ The exports come from **smorchj/metahuman-to-glb** (UE 5.7 MetaHuman → Blender → Draco GLB with the
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+ 51 ARKit blendshapes). Ready-made characters sit in that repo under \`docs/5.7/characters/<name>/\`
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+ (bo 41 MB, bruce 79 MB; \`docs/characters/\` holds ada and taro from the older 5.6 pipeline). Fetch
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+ through \`raw.githubusercontent.com\` — they are plain files, not LFS. An export folder holds:
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+
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+ - \`<name>.glb\` — Draco-compressed; meshes \`SKM_<name>_FaceMesh\` (face skin, teeth, eyes, eye shell,
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+ lacrimal fluid, lashes, an \`M_Hide\` helper), \`<name>_Outfits\` (garments), \`SKM_<name>_BodyMesh\`
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+ (body skin — **no torso or upper thighs under the clothing**, the export culls them), plus the
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+ hair / eyebrow / beard \`*_CardsMesh_*\` card meshes;
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+ - \`textures/<Hair|Eyebrows>_*_CardsAtlas_Attribute.png\` — 4K card atlases, R = coverage, G = root→tip,
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+ B = per-strand seed; \`T_Eyelashes_*_Coverage.png\` — the lash mask;
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+ - \`mh_materials.json\` — the pipeline's material sheet (base colours, alpha channels, roughness).
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+ Reference only.
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+
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+ What is inside, and why every step below exists: **three copies of the skeleton** (the face skin's
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+ 875 joints incl. \`FACIAL_*\`, the outfit's 342, the body's 342 — same names, same rest pose), the
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+ face skin **stops at the upper arms**, the cards are **unskinned meshes posed at the head's rest
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+ pose**, \`COLOR_0\` on every mesh is a **rig mask** (not albedo), the bind pose is an **A-pose**, and
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+ the corrective joints (\`*_correctiveRoot_*\`, \`*_twistCor_*\`, bicep/tricep, clavicle scap/out/pec,
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+ latissimus, wrist, ankle, finger helpers) are **pose-driven** in Unreal by RBF drivers the export
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+ cannot carry.
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+
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+ ## 2. Prepare the GLB — one command
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+
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+ \`\`\`
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+ tools/metahuman/prepare.sh <export>/<name>.glb assets/metahuman/<name>/<name>.glb
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+ mkdir -p assets/metahuman/<name>/textures
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+ cp <export>/textures/*CardsAtlas_Attribute.png <export>/textures/T_Eyelashes_*Coverage.png assets/metahuman/<name>/textures/
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+ \`\`\`
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+
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+ | Step | Script | Why | Without it |
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+ |---|---|---|---|
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+ | 1 | \`tools/metahuman/strip-draco.mjs\` | \`engine.loader\` is a plain GLTFLoader — no Draco, no KTX2 | the model never appears |
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+ | 2 | \`tools/metahuman/merge-skeletons.mjs\` | grafts the limb subtrees from the body hierarchy onto the face hierarchy (asserts identical rest transforms) and re-points every skin at the one skeleton | each mesh follows its own copy: the face and body animate apart |
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+ | 3 | \`tools/metahuman/reorder-body-first.mjs\` | the engine's \`CharacterLoader\` captures a rig's bind pose from the **first** skinned mesh it traverses, and the face skin has no forearms or legs | split legs, twisted forearms and hands (10 bones corrected instead of 52) |
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+ | 4 | \`tools/metahuman/smooth-outfit-weights.mjs\` (shorts 6 × λ 0.5, shirt 12 × λ 0.6) | Laplacian-smooths the garment weights so hard seams (torso latissimus helper beside arm twist correctives) become gradients | 26 cm shards at the armpits under every arm swing |
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+ | 5 | \`tools/metahuman/transfer-skin-weights.mjs\` (full ≤ 2 cm, blend to 4.5 cm) | gives garment vertices the skin's weights wherever skin lies under them (adds the face's neck joints to the outfit skin) | skin pokes through the shirt |
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+
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+ \`SHORT_RE\` / \`SHIRT_RE\` override the garment material regexes (the export names them
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+ \`MID_..._Short_NN\` / \`MID_..._Shirt_NN\`); \`KEEP_STEPS=1\` keeps the intermediates. The tuned numbers
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+ came from a torn-edge metric on the CPU-skinned outfit at the Mixamo idle (8038 torn edges raw →
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+ ≈300 after steps 3–5 plus the helper policy). Check the result: the scripts print the scene order
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+ (\`SKM_<name>_BodyMesh → <name>_Outfits → SKM_<name>_FaceMesh\`), the skins and their joint counts, and
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+ throw if a joint is unreachable or a duplicate does not match its twin.
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+
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+ ## 3. Load it as the player
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+
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+ \`src/work/world.json\`, in \`worldProfileData\`:
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+
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+ \`\`\`json
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+ "characterUrl": "/assets/metahuman/bo/bo.glb",
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+ "useHighResCharacter": true,
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+ "characterConfig": { "height": 1.83, "walkSpeed": 1.4, "runSpeed": 2.4, "fastRunSpeed": 4 }
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+ \`\`\`
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+
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+ and three animation assets in \`assets[]\` — the Mixamo viewer set — because the engine's \`generated\`
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+ animation library plays the authored Idle but swaps Walk and Run for motion-captured clips whose
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+ neutral shoulders sit ~20° lower (a visible slump on ANY character, only while walking):
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+
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+ \`\`\`json
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+ { "id": "mMixamoIdleViewer", "type": "animation", "locomotionState": "idle", "url": "https://mini.bitmagic.ai/worlds/v3/animations_brotli/NewIdle.glb" },
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+ { "id": "mMixamoWalkViewer", "type": "animation", "locomotionState": "walk", "url": "https://mini.bitmagic.ai/worlds/v3/animations_brotli/NewWalk.glb" },
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+ { "id": "mMixamoRunViewer", "type": "animation", "locomotionState": "run", "url": "https://mini.bitmagic.ai/worlds/v3/animations_brotli/NewRun.glb" }
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+ \`\`\`
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+
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+ \`src/work/Game.ts\`: after \`setupPlayerController()\` and \`playerLoader.enablePlayerGravity()\`, adopt
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+ the model the engine loaded (do NOT await slow downloads first — see fix 10), install the hooks, and
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+ update the actor every frame:
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+
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+ \`\`\`ts
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+ import { MetaHumanActor } from './metahuman/MetaHumanActor.js';
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+ import { DEFAULT_HAIR, DEFAULT_BROWS } from './metahuman/MetaHumanMaterials.js';
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+ import { installMetaHumanLabHooks } from './metahuman/MetaHumanLabHooks.js';
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+
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+ const bloomOn = this.worldProfileData.bloomConfig?.enabled ?? false;
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+ const actor = new MetaHumanActor(this.engine, {
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+ url: '/assets/metahuman/bo/bo.glb',
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+ yawOffset: 0, // the export faces +Z = engine gameplay-forward
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+ materials: {
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+ hairAtlasUrl: '/assets/metahuman/bo/textures/Hair_S_SideSweptFringe_CardsAtlas_Attribute.png',
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+ browAtlasUrl: '/assets/metahuman/bo/textures/Eyebrows_M_Wide_CardsAtlas_Attribute.png',
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+ lashCoverageUrl: '/assets/metahuman/bo/textures/T_Eyelashes_S_Sparse_Coverage.png',
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+ hair: { ...DEFAULT_HAIR }, brows: { ...DEFAULT_BROWS },
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+ msaa: !bloomOn, // alpha-to-coverage only on the direct MSAA canvas
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+ },
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+ life: { blink: true, saccades: true, breathing: true, lookAtCamera: true, maxHeadTurn: 0.55 },
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+ });
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+ const root = this.playerLoader.getSkinnedSkeletonRoot();
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+ if (root) actor.adopt(root, root, this.playerLoader); // engine-driven locomotion
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+ else { this.engine.getPlayerVisibility().hide(); await actor.load(); actor.attachToPlayer(this.player, this.playerLoader.getFeetOffsetY()); }
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+ this.metaHuman = actor;
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+ installMetaHumanLabHooks({ engine: this.engine, actor, playerLoader: this.playerLoader, player: this.player, cameraController: this.cameraController, playerController: this.playerController });
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+ // in update(deltaTime):
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+ this.metaHuman?.update(deltaTime, this.engine.getDefaultCamera().position);
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+ \`\`\`
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+
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+ Facts the wiring leans on: the engine faces the player toward −Z (camera behind) — use
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+ \`actor.getFacing()\` for face cameras and turn \`ThirdPersonCamera.setAutoFollow(false)\` off while one
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+ is on; the export faces +Z so \`yawOffset\` is 0; the engine picks walk or run by speed
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+ (\`walkToRunThreshold\`) and never rescales a clip, so anything that drives the character by script
174
+ (cinematics, NPC copies) must move at the clip's stride speed — \`characterConfig.runSpeed\` 2.4 m/s
175
+ here — or the feet slide.
176
+
177
+ ## 4. The fixes, by symptom
178
+
179
+ Each is a method of \`MetaHumanActor\` or a preparation step; know which one you are looking at.
180
+
181
+ 1. **Hair, brows or beard stay behind when the head turns** → the cards are unskinned →
182
+ \`attachCardsToHead\` re-parents every non-skinned mesh onto the \`head\` bone with \`Object3D.attach\`
183
+ at load, while the skeleton is at rest. Any new load path must keep it.
184
+ 2. **Split legs, twisted forearms and hands** → bind captured from the face skin → preparation step 3.
185
+ 3. **Arms 45° too low, crossed into the torso** → the engine's per-bone correction \`inv(B_src)·B_rig\`
186
+ assumes the rig binds in the clip's rest pose; MetaHumans bind in an A-pose, Mixamo rests in a
187
+ T-pose → \`patchArmRetarget\` rewrites the loader's cached \`skinnedRetargetDeltas\` with a virtual
188
+ T-pose per arm segment (thumbs forward). Check: upper-arm and forearm world directions equal the
189
+ Mixamo rig's, hands at x ≈ ±0.30 m beside the thighs (\`tools/metahuman/e2e/probes/arm-pose-check.js\`).
190
+ 4. **Shirt tears at the armpits and shoulders** → pose-driven helper joints swing rigidly with the
191
+ limb → \`applyHelperJointPolicy\`: each helper family follows only a fraction of its parent's
192
+ rotation delta from bind (\`helperFollow\`, families shoulder / thigh / elbow / knee / twistCor /
193
+ muscle / clavicle / lat / wrist / ankle / finger; tuned by coordinate descent on the torn-edge
194
+ metric, \`tools/metahuman/e2e/probes/helper-follow-descent.js\`) — plus preparation steps 4–5.
195
+ 5. **Skin shows through the garment** → the outfit's weights differ from the skin's under it →
196
+ preparation step 5 (smoothing alone made this WORSE; transfer fixed it).
197
+ 6. **Skin is tinted / blotchy** → \`COLOR_0\`/\`COLOR_1\` are rig masks → every material gets
198
+ \`vertexColors = false\` (\`MetaHumanMaterials\`).
199
+ 7. **Eyes are black** → the export's eye shell has UVs that are not eye-centred, so any occlusion
200
+ gradient blacks the eye out → the shell, lacrimal fluid and \`M_Hide\` are hidden
201
+ (\`eyeShellOcclusion: 0\`).
202
+ 8. **Far-side hair shows through the skin over the ear** → the hair depth bias was too strong →
203
+ polygon offset factor −0.5 / units −1, not −4 / −16.
204
+ 9. **Hair edges alias or halo** → alpha-to-coverage needs the direct MSAA canvas, which only exists
205
+ while bloom / post-FX are off → \`msaa: !bloomOn\`; with post-FX on, the cards use the blended fringe.
206
+ 10. **Hair or helpers detached, only on slow machines** → rest data was read from bones that were
207
+ already animating → capture every rest quantity from the skins' inverse bind matrices and adopt
208
+ BEFORE awaiting the HDRI or atlases.
209
+ 11. **Shoulders slump only while walking** → the animation library, not the rig → section 3's
210
+ Mixamo assets. Compare raw clip tracks across states (\`tools/metahuman/e2e/probes/clip-shoulder.js\`)
211
+ before touching rig code.
212
+ 12. **Feet slide** when moved by script → speed below the clip's stride → section 3.
213
+
214
+ ## 5. What the materials do
215
+
216
+ \`upgradeMetaHumanMaterials(root, options)\` classifies each material by name (\`classifyMaterial\`)
217
+ and replaces it in place — geometry untouched:
218
+
219
+ - **skin** (\`MI_Face_Skin_*\`, \`MI_Body_*\`): roughness floor and a wrap-lighting subsurface term in a
220
+ \`PhysicalLightingModel\` subclass (light through ears, nose, lips);
221
+ - **hair / brow cards**: the 4K atlas drives coverage (alpha-to-coverage or blended fringe clone),
222
+ root darkening, per-strand tint and roughness variance, a normal-based self-occlusion;
223
+ \`DEFAULT_HAIR\` / \`DEFAULT_BROWS\` are the dials (colour, anisotropy, blend mode);
224
+ - **lashes**: the 2K coverage mask, alpha-blended;
225
+ - **eyes**: wet cornea (near-mirror roughness + clearcoat);
226
+ - **hidden**: \`M_Hide\`, lacrimal, eye edge, saliva, the eye shell.
227
+
228
+ Typing note for edits: \`@types/three\` types TSL nodes as \`Node<'vec3'>\` etc. while the engine's
229
+ lighting-model inputs are bare \`Node\` — cast; and \`three\` resolves to the WebGPU build.
230
+
231
+ ## 6. Life and speech
232
+
233
+ - \`life\` options blink, saccade, breathe and turn the head toward the camera as deltas on top of the
234
+ animated pose (rest-frame world-axis rotations). \`setSpeechEnergy\` adds brow lift and nods.
235
+ - **Lip-sync**: \`MetaHumanSpeech\` maps Rhubarb-style mouth shapes (A closed, B teeth, C open, D wide,
236
+ E rounded, F puckered, G F/V, H L, X rest) to ARKit weights with 60 ms co-articulation, jaw scaled
237
+ by loudness, amplitude-driven jaw when a line has no cues. Lines live in \`assets/speech/lines.json\`
238
+ (\`MetaHumanSpeech.loadLines\`), \`speak(line)\` plays one, \`update(dt)\` every frame,
239
+ \`actor.setSpeechEnergy(speech.getEnergy())\` for the accents.
240
+ - **Making a line**: \`tools/lipsync/make_line.py <id> "<transcript>" --audio <tts.mp3>\` — PocketSphinx
241
+ forced alignment in a venv (\`python3 -m venv tools/lipsync/.venv && tools/lipsync/.venv/bin/pip
242
+ install pocketsphinx\`), unknown words via its \`EXTRA_WORDS\` table. Make the audio with
243
+ \`bitmagic generate speech --text "<the line>" --voice <voice> --out <line>.mp3 --no-world\` —
244
+ \`--no-world\` because a lip-sync line is an input to this tool, not a world.json asset the game
245
+ plays on its own, and \`--out\` writes the MP3 \`make_line.py --audio\` expects. Any provider's file
246
+ works too. macOS \`say\` is a placeholder the creator will hear immediately; never ship it. For an
247
+ exact pause between sentences generate them separately and join with silence.
248
+ - **Under the frame recorder** (\`bitmagic trailer record\`) the game runs slower than real time:
249
+ \`speech.setClockDriven(true)\` advances the cues on the engine delta, log a \`speech-start\` game
250
+ event when the cue clock starts, and mux the audio afterwards at that frame.
251
+
252
+ ## 7. Verify with numbers, not thumbnails
253
+
254
+ Thumbnails hid crossed arms, detached hair and a "fix" whose before/after frames were identical.
255
+ Crop and zoom the contact region, and cross-check one measured quantity. The rigs drive the GAME
256
+ page (the game port in \`.bitmagic/dev.json\`, one below the dev shell's) through the system Chrome;
257
+ \`npm install\` in \`tools/metahuman/\` once:
258
+
259
+ - \`node tools/metahuman/e2e/shot.mjs <port>\` — stills: wide, front, face, three-quarter, profile,
260
+ hair, eye macro, life on, head-turn; asserts the hair↔head distance is unchanged across a turn and
261
+ that holding W moves the player;
262
+ - \`node tools/metahuman/e2e/eval.mjs tools/metahuman/e2e/probes/<probe>.js <port>\` with
263
+ \`arm-pose-check.js\`, \`bone-displacement.js\`, \`shirt-edge-stretch.js\`, \`shirt-long-edges.js\`,
264
+ \`outfit-bad-vertices.js\`, \`shirt-bone-ownership.js\`, \`helper-follow-sweep.js\`,
265
+ \`helper-follow-descent.js\`, \`helper-joints-inspect.js\`, \`clip-shoulder.js\`, \`grafted-bones.js\`,
266
+ \`outfit-own-skeleton.js\`, \`outfit-body-material.js\`;
267
+ - \`node tools/metahuman/e2e/walk-probe.mjs <port>\` — walks for a few seconds and prints idle-vs-walk
268
+ statistics (\`walk-sampler.js\`: bone heights, skin-under-shirt penetration, clip shoulders);
269
+ - in the page: \`__lab.retargetInfo()\` and \`__lab.boneMap()\` dump the engine's pose map, bind
270
+ corrections and name resolution (52 bones should be corrected);
271
+ - \`bitmagic verify\` last — it boots the real browser and reports the backend and fps.
272
+
273
+ ## 8. Ship it
274
+
275
+ Every \`/assets/...\` URL the game fetches works only under \`bitmagic dev\` and 404s in a published
276
+ bundle: register the GLB with \`bitmagic assets add assets/metahuman/<name>/<name>.glb --keep-glb\`
277
+ and point \`characterUrl\` at the returned URL; do the same for the atlases, the lash mask, the HDRI
278
+ and the speech files, or inline them. This is the one step written from the CLI's rules rather
279
+ than from having done it — the lab game was never published.
280
+
281
+ ## 9. Engine internals this depends on (re-check after \`bitmagic upgrade\`)
282
+
283
+ Written against engine 3.1173: \`PlayerLoader.getSkinnedSkeletonRoot()\`, \`CharacterLoader\`'s alias
284
+ map (resolves UE / Manny bone names) and its private \`skinnedRetargetDeltas\` / \`skinnedBind\` that
285
+ \`patchArmRetarget\` rewrites, \`engine.getPlayerVisibility()\`, the \`generated\` animation library. After
286
+ an upgrade run the probes in section 7 before trusting a screenshot.
287
+
288
+ ## Known gaps
289
+
290
+ Shoulder / armpit fidelity (the RBF pose drivers are not in the export — real emulation or a
291
+ re-skin of the garment to the primary bones would fix it), scalp visible under thin hair cards, no
292
+ eye-socket occlusion, fingers keep the A-pose curl under Mixamo hand poses, the WebGL path is plain
293
+ PBR.
294
+
295
+ ## Checklist
296
+
297
+ - [ ] export fetched, licence recorded in \`assets/LICENSES.md\`
298
+ - [ ] \`bitmagic tools install metahuman\`; \`tools/metahuman/prepare.sh\` ran clean: body mesh first, one skeleton, garment weights done
299
+ - [ ] atlases + lash mask copied; \`characterUrl\` + \`useHighResCharacter\` + Mixamo animation assets in world.json
300
+ - [ ] actor adopted BEFORE slow loads; hooks installed; \`actor.update\` every frame
301
+ - [ ] \`bitmagic check\`; shots + probes: hair follows the head, arms level with the Mixamo rig, ≈300 torn edges, no skin through the shirt
302
+ - [ ] \`bitmagic verify\` on WebGPU; speech line from a real TTS voice
303
+ - [ ] before publish: every \`/assets/...\` URL registered with \`bitmagic assets add\`
304
+ `;
305
+ }
306
+ //# sourceMappingURL=metahuman-skill-files.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"metahuman-skill-files.js","sourceRoot":"","sources":["../../src/scaffold/metahuman-skill-files.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;GAmBG;AAEH,MAAM,UAAU,oBAAoB;IAClC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0RR,CAAC;AACF,CAAC"}
@@ -813,9 +813,9 @@ If you are unsure whether one is already running, \`bitmagic reload\` says so an
813
813
  they stay current with it. Every one is plain markdown at
814
814
  \`${PRIMARY_SKILLS_DIR}/<name>/SKILL.md\`, readable whether or not your harness loads skills by
815
815
  itself: \`planning-a-game/\` (what to build first), \`finding-engine-apis/\` (engine docs),
816
- \`generating-assets/\`, \`choosing-asset-pipelines/\`, \`working-with-the-creator/\`,
817
- \`theming-the-hud/\`, \`publishing-a-game/\`, \`judging-quality/\`, \`checking-usage/\`,
818
- \`making-a-trailer/\`, \`converting-unity-levels/\`, \`building-levels-in-blender/\`.${mirrorClause}
816
+ \`generating-assets/\`, \`choosing-asset-pipelines/\`, \`working-with-the-creator/\`, \`theming-the-hud/\`,
817
+ \`publishing-a-game/\`, \`judging-quality/\`, \`checking-usage/\`, \`making-a-trailer/\`,
818
+ \`converting-unity-levels/\`, \`building-levels-in-blender/\`, \`importing-metahumans/\`.${mirrorClause}
819
819
  \`upgrade\` rewrites every copy, so edits to them are lost; skills you add yourself are never
820
820
  touched.
821
821
  - \`.claude/settings.json\` — **Claude Code only, and yours**: seeded with one Stop hook that runs
@@ -1104,7 +1104,7 @@ Three lanes make a 3D object, and the wrong one wastes a generation: \`generate
1104
1104
  asset, \`generate prop --asset <id>\` UPGRADES a placeholder, \`assets add <file>\` uploads your own.
1105
1105
  Splats, video and \`.vox\`/\`.fbx\` still need the web editor; never reference an asset you did not
1106
1106
  make. Which lane fits which NEED — rough sparks and minutes, and when to ask first — is
1107
- \`${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\`.
1107
+ \`${PRIMARY_SKILLS_DIR}/choosing-asset-pipelines/SKILL.md\`; flags, reference-image rules and refusals, \`${PRIMARY_SKILLS_DIR}/generating-assets/SKILL.md\`. For local Blender rigging and repairs, read \`${PRIMARY_SKILLS_DIR}/rigging-characters/SKILL.md\`. For vision-led exposed-skin maps and material review, read \`${PRIMARY_SKILLS_DIR}/character-skin-authoring/SKILL.md\`.
1108
1108
 
1109
1109
  ## Forging a whole level
1110
1110
 
@@ -1 +1 @@
1
- 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@@ -5,10 +5,12 @@ import { aliasSourceDir } from './aliases.js';
5
5
  import { renderPackageJson, renderTsconfig, renderIndexHtml, renderViteConfig, renderVitePublishConfig, renderVitePublishStandaloneConfig, renderGitignore, renderBitmagicJson, renderAgentsMd, renderGameDesignMd, renderClaudeMd, renderJudgeSkill, renderThemingSkill, renderGenerateSkill, renderPlanningSkill, renderEngineApiSkill, renderUsageSkill, } from './project-files.js';
6
6
  import { renderCreatorCollaborationSkill, renderPublishingSkill, renderKiroSteering, renderSkillsReadme, renderTrailerSkill, renderTrailerCraftReference, } from './skill-files.js';
7
7
  import { renderAssetPipelinesSkill } from './asset-pipeline-skill-files.js';
8
+ import { renderMetaHumanSkill } from './metahuman-skill-files.js';
8
9
  import { renderUnityLevelsSkill, renderUnityLevelsTrapsReference, renderUnityLevelsFbxReference, renderUnityLevelsPhysicsReference, renderUnityLevelsVerificationReference, } from './unity-skill-files.js';
9
10
  import { renderBlenderLevelsSkill, renderBlenderConventionsReference, renderBlenderAuditsReference, renderBlenderPassesReference, renderBlenderEngineHandoffReference, } from './blender-level-skill-files.js';
10
11
  import { ALWAYS_AGENTS, dedupeAgents, skillDirsFor } from './agent-targets.js';
11
12
  import { CHARACTER_RIGGING_SKILLS } from './character-rigging-skill-files.js';
13
+ import { CHARACTER_SKIN_SKILLS } from './character-skin-skill-files.js';
12
14
  import { hashAgentsMd } from './agents-md.js';
13
15
  import { CLAUDE_SETTINGS_FILE, renderClaudeSettings } from './claude-settings.js';
14
16
  /**
@@ -164,6 +166,7 @@ export function writeProjectFile(root, relativePath, contents) {
164
166
  */
165
167
  export const SHIPPED_SKILLS = [
166
168
  ...CHARACTER_RIGGING_SKILLS,
169
+ ...CHARACTER_SKIN_SKILLS,
167
170
  ['README.md', renderSkillsReadme],
168
171
  ['generating-assets/SKILL.md', renderGenerateSkill],
169
172
  ['choosing-asset-pipelines/SKILL.md', renderAssetPipelinesSkill],
@@ -186,6 +189,7 @@ export const SHIPPED_SKILLS = [
186
189
  ['building-levels-in-blender/references/audits-and-review.md', renderBlenderAuditsReference],
187
190
  ['building-levels-in-blender/references/level-design-passes.md', renderBlenderPassesReference],
188
191
  ['building-levels-in-blender/references/engine-handoff.md', renderBlenderEngineHandoffReference],
192
+ ['importing-metahumans/SKILL.md', renderMetaHumanSkill],
189
193
  ];
190
194
  /**
191
195
  * Files a particular agent needs that are not skills, written only for a project that named it.
@@ -1 +1 @@
1
- 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@@ -88,7 +88,7 @@ ${alsoWritten}
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  \`planning-a-game/\`, \`finding-engine-apis/\`, \`generating-assets/\`, \`choosing-asset-pipelines/\`,
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  \`checking-usage/\`, \`judging-quality/\`, \`theming-the-hud/\`, \`making-a-trailer/\`,
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  \`publishing-a-game/\`, \`working-with-the-creator/\`, \`converting-unity-levels/\`,
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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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+ \`building-levels-in-blender/\`, \`rigging-characters/\`, \`character-skin-authoring/\`, \`importing-metahumans/\` — and this README — are shipped by the Bitmagic CLI and **re-rendered by \`bitmagic upgrade\`**. They
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  describe what the CLI and the engine can do, so they have to stay current with both; edits to them
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  are lost on the next upgrade.
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@@ -97,6 +97,7 @@ 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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  | \`finding-engine-apis/\` | you need an engine API and do not know its name or signature, or \`bitmagic check\` cannot resolve a symbol |
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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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+ | \`character-skin-authoring/\` | mapping exposed skin on a generated or imported character with local-agent vision, reviewing face and body detail, or diagnosing skin material boundaries before optical eye work |
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  | \`generating-assets/\` | the game needs a skybox, a background, a custom block type, sound, music, image, character, animation or vehicle |
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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 |
@@ -107,6 +108,7 @@ are lost on the next upgrade.
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  | \`working-with-the-creator/\` | they are editing alongside you — gizmo drags into \`world.json\`, a pasted frame from their game, \`.bitmagic/edit/events.jsonl\`, their phone |
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  | \`converting-unity-levels/\` | a creator wants a Unity scene or game ported, replicated or "brought over" — reusing its prefabs, FBX models and colliders — or a converted level has pieces rotated, mis-scaled, walls that do not collide, an empty corner |
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  | \`building-levels-in-blender/\` | a hand-designed low-poly world — an interior, a station, a stylised set, "not voxels", "in Blender" — built from a Python script into one GLB the engine's MeshLevel loads, and the \`artStyle: "low-poly"\` switch in game.json that makes the cover, asset and judge defaults follow; or such a level has walls you fall through, doors that do not open, z-fighting, an empty world after publish. Its first section says when the path is yours |
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+ | \`importing-metahumans/\` | a creator wants an Epic MetaHuman, an Unreal character, a "photoreal" or "highest fidelity" character brought in as the playable high-res player — the GLB preparation (\`bitmagic tools install metahuman\`), the retarget / helper-joint / hair fixes, materials, lip-sync — or such a character has floating hair, crossed arms, split legs, a torn shirt, tinted skin, black eyes, slumped shoulders |
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  Every other directory here is yours. \`upgrade\` never opens a skill it does not ship, and never
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  deletes anything under a skills directory. Put project-specific guidance in a skill of your own, or
@@ -1 +1 @@
1
- {"version":3,"file":"skill-files.js","sourceRoot":"","sources":["../../src/scaffold/skill-files.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAEH,OAAO,EAAE,MAAM,SAAS,CAAC;AACzB,OAAO,EAAE,aAAa,EAAE,MAAM,UAAU,CAAC;AAEzC,OAAO,EAAE,iBAAiB,EAAE,MAAM,oBAAoB,CAAC;AAGvD;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;CAkBR,CAAC;AACF,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,kBAAkB,CAAC,EAAE,SAAS,EAAE,SAAS,EAAsB;IAC7E,2FAA2F;IAC3F,6EAA6E;IAC7E,MAAM,QAAQ,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,KAAK,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC,CAAC;IAC7F,6FAA6F;IAC7F,0EAA0E;IAC1E,MAAM,WAAW,GACf,QAAQ,CAAC,MAAM,KAAK,CAAC;QACnB,CAAC,CAAC,EAAE;QACJ,CAAC,CAAC,8FAA8F;YAC9F,mEAAmE;YACnE,QAAQ,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,KAAK,GAAG,EAAE,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;YAC5C,iFAAiF,CAAC;IAExF,OAAO;;sBAEa,SAAS,SAAS,iBAAiB,CAAC,SAAS,CAAC;;;EAGlE,WAAW;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6BZ,CAAC;AACF,CAAC;AAED;;;;;;;;;;;;GAYG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6JR,CAAC;AACF,CAAC;AAED;;;;;;;;;;;;;;GAcG;AACH,MAAM,UAAU,2BAA2B;IACzC,MAAM,MAAM,GAAG,aAAa,CAAC,IAAI,GAAG,CAAC,sCAAsC,EAAE,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;IAC/F,OAAO,EAAE,CAAC,YAAY,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;AAC1C,CAAC;AAED;;;;;;;;;;GAUG;AACH,MAAM,UAAU,qBAAqB;IACnC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+HR,CAAC;AACF,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,+BAA+B;IAC7C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkER,CAAC;AACF,CAAC"}
1
+ {"version":3,"file":"skill-files.js","sourceRoot":"","sources":["../../src/scaffold/skill-files.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAEH,OAAO,EAAE,MAAM,SAAS,CAAC;AACzB,OAAO,EAAE,aAAa,EAAE,MAAM,UAAU,CAAC;AAEzC,OAAO,EAAE,iBAAiB,EAAE,MAAM,oBAAoB,CAAC;AAGvD;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;CAkBR,CAAC;AACF,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,kBAAkB,CAAC,EAAE,SAAS,EAAE,SAAS,EAAsB;IAC7E,2FAA2F;IAC3F,6EAA6E;IAC7E,MAAM,QAAQ,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,KAAK,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC,CAAC;IAC7F,6FAA6F;IAC7F,0EAA0E;IAC1E,MAAM,WAAW,GACf,QAAQ,CAAC,MAAM,KAAK,CAAC;QACnB,CAAC,CAAC,EAAE;QACJ,CAAC,CAAC,8FAA8F;YAC9F,mEAAmE;YACnE,QAAQ,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,KAAK,GAAG,EAAE,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;YAC5C,iFAAiF,CAAC;IAExF,OAAO;;sBAEa,SAAS,SAAS,iBAAiB,CAAC,SAAS,CAAC;;;EAGlE,WAAW;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+BZ,CAAC;AACF,CAAC;AAED;;;;;;;;;;;;GAYG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6JR,CAAC;AACF,CAAC;AAED;;;;;;;;;;;;;;GAcG;AACH,MAAM,UAAU,2BAA2B;IACzC,MAAM,MAAM,GAAG,aAAa,CAAC,IAAI,GAAG,CAAC,sCAAsC,EAAE,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;IAC/F,OAAO,EAAE,CAAC,YAAY,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;AAC1C,CAAC;AAED;;;;;;;;;;GAUG;AACH,MAAM,UAAU,qBAAqB;IACnC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+HR,CAAC;AACF,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,+BAA+B;IAC7C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkER,CAAC;AACF,CAAC"}
@@ -28,6 +28,14 @@ export const TOOL_BUNDLES = [
28
28
  extensions: ['.py', '.json'],
29
29
  skill: 'converting-unity-levels',
30
30
  },
31
+ {
32
+ // Lands at the project ROOT: the bundle mirrors the project layout (src/work/metahuman/ for the
33
+ // runtime module, tools/metahuman/ for the GLB scripts and the rig, tools/lipsync/ for lip-sync).
34
+ name: 'metahuman',
35
+ target: '.',
36
+ extensions: null,
37
+ skill: 'importing-metahumans',
38
+ },
31
39
  ];
32
40
  /** `assets/` of this package, from both `dist/tools/` and `src/tools/`. */
33
41
  export function packageAssetsDir() {
@@ -1 +1 @@
1
- {"version":3,"file":"bundles.js","sourceRoot":"","sources":["../../src/tools/bundles.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AACH,OAAO,EAAE,QAAQ,IAAI,EAAE,EAAE,MAAM,SAAS,CAAC;AACzC,OAAO,IAAI,MAAM,WAAW,CAAC;AAC7B,OAAO,EAAE,aAAa,EAAE,MAAM,UAAU,CAAC;AAazC,MAAM,CAAC,MAAM,YAAY,GAA0B;IACjD;QACE,IAAI,EAAE,eAAe;QACrB,MAAM,EAAE,qBAAqB;QAC7B,UAAU,EAAE,IAAI;QAChB,KAAK,EAAE,4BAA4B;KACpC;IACD;QACE,IAAI,EAAE,cAAc;QACpB,MAAM,EAAE,OAAO;QACf,UAAU,EAAE,CAAC,KAAK,EAAE,OAAO,CAAC;QAC5B,KAAK,EAAE,yBAAyB;KACjC;CACF,CAAC;AAEF,2EAA2E;AAC3E,MAAM,UAAU,gBAAgB;IAC9B,OAAO,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,aAAa,CAAC,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,QAAQ,CAAC,CAAC;AAC1F,CAAC;AAED,MAAM,UAAU,UAAU,CAAC,IAAY;IACrC,MAAM,MAAM,GAAG,YAAY,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,IAAI,CAAC,CAAC;IACzD,IAAI,CAAC,MAAM,EAAE,CAAC;QACZ,MAAM,IAAI,KAAK,CAAC,yBAAyB,IAAI,qBAAqB,YAAY,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,IAAI,CAAC,CAAC,IAAI,GAAG,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;IAC1H,CAAC;IACD,OAAO,MAAM,CAAC;AAChB,CAAC;AAOD,yGAAyG;AACzG,MAAM,CAAC,KAAK,UAAU,cAAc,CAAC,MAAkB,EAAE,SAAiB,EAAE,WAAmB;IAC7F,MAAM,MAAM,GAAG,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,MAAM,CAAC,IAAI,CAAC,CAAC;IACjD,MAAM,OAAO,GAAG,MAAM,EAAE,CAAC,OAAO,CAAC,MAAM,EAAE,EAAE,aAAa,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,CAAC;IACnF,MAAM,MAAM,GAAkB,EAAE,CAAC;IACjC,KAAK,MAAM,KAAK,IAAI,OAAO,EAAE,CAAC;QAC5B,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE;YAAE,SAAS;QAC9B,MAAM,MAAM,GAAG,KAAK,CAAC,UAAU,CAAC;QAChC,MAAM,GAAG,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC;QACjE,IAAI,GAAG,CAAC,KAAK,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,QAAQ,CAAC,aAAa,CAAC;YAAE,SAAS;QAC1D,IAAI,MAAM,CAAC,UAAU,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,QAAQ,CAAC,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;YAAE,SAAS;QACzF,MAAM,CAAC,IAAI,CAAC,EAAE,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,EAAE,EAAE,EAAE,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE,MAAM,CAAC,MAAM,EAAE,GAAG,CAAC,EAAE,CAAC,CAAC;IAChG,CAAC;IACD,OAAO,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;AACzE,CAAC;AAED,MAAM,CAAC,KAAK,UAAU,UAAU,CAAC,MAA8B;IAC7D,KAAK,MAAM,EAAE,IAAI,EAAE,EAAE,EAAE,IAAI,MAAM,EAAE,CAAC;QAClC,MAAM,EAAE,CAAC,KAAK,CAAC,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC,EAAE,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,CAAC;QACtD,MAAM,EAAE,CAAC,QAAQ,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC;IAC9B,CAAC;AACH,CAAC"}
1
+ {"version":3,"file":"bundles.js","sourceRoot":"","sources":["../../src/tools/bundles.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AACH,OAAO,EAAE,QAAQ,IAAI,EAAE,EAAE,MAAM,SAAS,CAAC;AACzC,OAAO,IAAI,MAAM,WAAW,CAAC;AAC7B,OAAO,EAAE,aAAa,EAAE,MAAM,UAAU,CAAC;AAazC,MAAM,CAAC,MAAM,YAAY,GAA0B;IACjD;QACE,IAAI,EAAE,eAAe;QACrB,MAAM,EAAE,qBAAqB;QAC7B,UAAU,EAAE,IAAI;QAChB,KAAK,EAAE,4BAA4B;KACpC;IACD;QACE,IAAI,EAAE,cAAc;QACpB,MAAM,EAAE,OAAO;QACf,UAAU,EAAE,CAAC,KAAK,EAAE,OAAO,CAAC;QAC5B,KAAK,EAAE,yBAAyB;KACjC;IACD;QACE,gGAAgG;QAChG,kGAAkG;QAClG,IAAI,EAAE,WAAW;QACjB,MAAM,EAAE,GAAG;QACX,UAAU,EAAE,IAAI;QAChB,KAAK,EAAE,sBAAsB;KAC9B;CACF,CAAC;AAEF,2EAA2E;AAC3E,MAAM,UAAU,gBAAgB;IAC9B,OAAO,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,aAAa,CAAC,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,QAAQ,CAAC,CAAC;AAC1F,CAAC;AAED,MAAM,UAAU,UAAU,CAAC,IAAY;IACrC,MAAM,MAAM,GAAG,YAAY,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,IAAI,CAAC,CAAC;IACzD,IAAI,CAAC,MAAM,EAAE,CAAC;QACZ,MAAM,IAAI,KAAK,CAAC,yBAAyB,IAAI,qBAAqB,YAAY,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,IAAI,CAAC,CAAC,IAAI,GAAG,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;IAC1H,CAAC;IACD,OAAO,MAAM,CAAC;AAChB,CAAC;AAOD,yGAAyG;AACzG,MAAM,CAAC,KAAK,UAAU,cAAc,CAAC,MAAkB,EAAE,SAAiB,EAAE,WAAmB;IAC7F,MAAM,MAAM,GAAG,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,MAAM,CAAC,IAAI,CAAC,CAAC;IACjD,MAAM,OAAO,GAAG,MAAM,EAAE,CAAC,OAAO,CAAC,MAAM,EAAE,EAAE,aAAa,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,CAAC;IACnF,MAAM,MAAM,GAAkB,EAAE,CAAC;IACjC,KAAK,MAAM,KAAK,IAAI,OAAO,EAAE,CAAC;QAC5B,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE;YAAE,SAAS;QAC9B,MAAM,MAAM,GAAG,KAAK,CAAC,UAAU,CAAC;QAChC,MAAM,GAAG,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC;QACjE,IAAI,GAAG,CAAC,KAAK,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,QAAQ,CAAC,aAAa,CAAC;YAAE,SAAS;QAC1D,IAAI,MAAM,CAAC,UAAU,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,QAAQ,CAAC,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;YAAE,SAAS;QACzF,MAAM,CAAC,IAAI,CAAC,EAAE,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,EAAE,EAAE,EAAE,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE,MAAM,CAAC,MAAM,EAAE,GAAG,CAAC,EAAE,CAAC,CAAC;IAChG,CAAC;IACD,OAAO,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;AACzE,CAAC;AAED,MAAM,CAAC,KAAK,UAAU,UAAU,CAAC,MAA8B;IAC7D,KAAK,MAAM,EAAE,IAAI,EAAE,EAAE,EAAE,IAAI,MAAM,EAAE,CAAC;QAClC,MAAM,EAAE,CAAC,KAAK,CAAC,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC,EAAE,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,CAAC;QACtD,MAAM,EAAE,CAAC,QAAQ,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC;IAC9B,CAAC;AACH,CAAC"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@bitmagic/cli",
3
- "version": "0.1.66-dev.6",
3
+ "version": "0.1.66-dev.7",
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.6",
29
- "@bitmagic/asset-core": "0.2.21-dev.6",
30
- "@bitmagic/world-forger": "0.1.26-dev.6"
28
+ "@bitmagic/animation-forger": "0.1.21-dev.7",
29
+ "@bitmagic/asset-core": "0.2.21-dev.7",
30
+ "@bitmagic/world-forger": "0.1.26-dev.7"
31
31
  },
32
32
  "devDependencies": {
33
33
  "@eslint/js": "^9.38.0",