@funpixel/tools 0.0.0-stage → 0.1.1

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.
Files changed (2414) hide show
  1. package/LICENSE +115 -0
  2. package/NOTICE +28 -0
  3. package/README.md +110 -2
  4. package/bench/LICENSE +674 -0
  5. package/bench/README.md +10 -0
  6. package/bench/entrypoint.py +94 -0
  7. package/bench/handlers/__init__.py +53 -0
  8. package/bench/handlers/apply_skin.py +192 -0
  9. package/bench/handlers/apply_texture.py +195 -0
  10. package/bench/handlers/audit_clips.py +351 -0
  11. package/bench/handlers/author_clips.py +297 -0
  12. package/bench/handlers/author_motion.py +298 -0
  13. package/bench/handlers/bake_emissive.py +136 -0
  14. package/bench/handlers/build_level.py +395 -0
  15. package/bench/handlers/decimate.py +220 -0
  16. package/bench/handlers/fit_rig.py +273 -0
  17. package/bench/handlers/fracture.py +233 -0
  18. package/bench/handlers/humanoid.py +119 -0
  19. package/bench/handlers/inspect.py +212 -0
  20. package/bench/handlers/level_check.py +68 -0
  21. package/bench/handlers/level_geo.py +150 -0
  22. package/bench/handlers/level_proof.py +117 -0
  23. package/bench/handlers/level_props.py +135 -0
  24. package/bench/handlers/lod.py +83 -0
  25. package/bench/handlers/merge_clips.py +122 -0
  26. package/bench/handlers/mirror_limb.py +336 -0
  27. package/bench/handlers/motion_specs.json +11 -0
  28. package/bench/handlers/normalize_materials.py +182 -0
  29. package/bench/handlers/normalize_transform.py +174 -0
  30. package/bench/handlers/prune_clips.py +141 -0
  31. package/bench/handlers/raster.py +98 -0
  32. package/bench/handlers/render.py +239 -0
  33. package/bench/handlers/render_views.py +101 -0
  34. package/bench/handlers/retarget_clips.py +185 -0
  35. package/bench/handlers/scene.py +311 -0
  36. package/bench/handlers/sheet.py +118 -0
  37. package/bench/handlers/texels.py +176 -0
  38. package/bench/handlers/views.py +232 -0
  39. package/dist/api/generated/openapi.js +1 -0
  40. package/dist/api/http.js +71 -0
  41. package/dist/api/jobs.js +94 -0
  42. package/dist/assets/bakeoff.js +61 -0
  43. package/dist/assets/counts.js +60 -0
  44. package/dist/assets/gen.js +230 -0
  45. package/dist/assets/lock.js +77 -0
  46. package/dist/assets/manifest.js +236 -0
  47. package/dist/assets/palette-fit.js +99 -0
  48. package/dist/assets/pixelart.js +192 -0
  49. package/dist/assets/pixels.js +131 -0
  50. package/dist/assets/plan.js +169 -0
  51. package/dist/assets/process.js +209 -0
  52. package/dist/assets/script.js +194 -0
  53. package/dist/assets/steps.js +294 -0
  54. package/dist/bin.js +8 -0
  55. package/dist/board/board.js +99 -0
  56. package/dist/cast/library.js +102 -0
  57. package/dist/cast/measure.js +222 -0
  58. package/dist/cli.js +2917 -0
  59. package/dist/clip/clip.js +83 -0
  60. package/dist/commands/account.js +158 -0
  61. package/dist/commands/assets-pixels.js +106 -0
  62. package/dist/commands/assets.js +473 -0
  63. package/dist/commands/beats.js +77 -0
  64. package/dist/commands/board.js +162 -0
  65. package/dist/commands/boxes.js +89 -0
  66. package/dist/commands/capture-all.js +92 -0
  67. package/dist/commands/cast.js +84 -0
  68. package/dist/commands/character.js +58 -0
  69. package/dist/commands/check.js +404 -0
  70. package/dist/commands/clip.js +112 -0
  71. package/dist/commands/compare-takes.js +204 -0
  72. package/dist/commands/compare-target.js +149 -0
  73. package/dist/commands/compare.js +117 -0
  74. package/dist/commands/compose-variations.js +202 -0
  75. package/dist/commands/compose.js +163 -0
  76. package/dist/commands/cut.js +13 -0
  77. package/dist/commands/decide.js +90 -0
  78. package/dist/commands/depth.js +171 -0
  79. package/dist/commands/dev.js +138 -0
  80. package/dist/commands/directions.js +106 -0
  81. package/dist/commands/doctor.js +281 -0
  82. package/dist/commands/export.js +88 -0
  83. package/dist/commands/feedback.js +496 -0
  84. package/dist/commands/feel.js +144 -0
  85. package/dist/commands/fidelity.js +95 -0
  86. package/dist/commands/find.js +116 -0
  87. package/dist/commands/firstlook.js +138 -0
  88. package/dist/commands/flow.js +600 -0
  89. package/dist/commands/framing.js +53 -0
  90. package/dist/commands/gdd.js +227 -0
  91. package/dist/commands/gen.js +512 -0
  92. package/dist/commands/greenlight.js +148 -0
  93. package/dist/commands/hook.js +171 -0
  94. package/dist/commands/init.js +234 -0
  95. package/dist/commands/inspect.js +161 -0
  96. package/dist/commands/job.js +41 -0
  97. package/dist/commands/jobs.js +87 -0
  98. package/dist/commands/journal.js +58 -0
  99. package/dist/commands/journey.js +228 -0
  100. package/dist/commands/judge.js +191 -0
  101. package/dist/commands/lanes.js +571 -0
  102. package/dist/commands/lessons.js +74 -0
  103. package/dist/commands/life.js +134 -0
  104. package/dist/commands/login.js +134 -0
  105. package/dist/commands/look-3d.js +105 -0
  106. package/dist/commands/look-fit.js +116 -0
  107. package/dist/commands/look-hud.js +180 -0
  108. package/dist/commands/look-read.js +162 -0
  109. package/dist/commands/look-sheet.js +152 -0
  110. package/dist/commands/look-theme.js +136 -0
  111. package/dist/commands/look.js +373 -0
  112. package/dist/commands/loop.js +112 -0
  113. package/dist/commands/loudness.js +69 -0
  114. package/dist/commands/mobile-qa.js +119 -0
  115. package/dist/commands/model.js +256 -0
  116. package/dist/commands/models.js +93 -0
  117. package/dist/commands/motion.js +305 -0
  118. package/dist/commands/next.js +72 -0
  119. package/dist/commands/note.js +294 -0
  120. package/dist/commands/optimize.js +212 -0
  121. package/dist/commands/owner.js +109 -0
  122. package/dist/commands/pack.js +66 -0
  123. package/dist/commands/parts.js +635 -0
  124. package/dist/commands/phone.js +398 -0
  125. package/dist/commands/pick.js +146 -0
  126. package/dist/commands/pitch.js +205 -0
  127. package/dist/commands/places.js +89 -0
  128. package/dist/commands/play.js +368 -0
  129. package/dist/commands/playable.js +51 -0
  130. package/dist/commands/playtest.js +262 -0
  131. package/dist/commands/profile.js +292 -0
  132. package/dist/commands/progress.js +537 -0
  133. package/dist/commands/publish.js +165 -0
  134. package/dist/commands/reach.js +72 -0
  135. package/dist/commands/reel.js +177 -0
  136. package/dist/commands/review.js +112 -0
  137. package/dist/commands/rooms.js +180 -0
  138. package/dist/commands/schema.js +29 -0
  139. package/dist/commands/score.js +326 -0
  140. package/dist/commands/serve.js +67 -0
  141. package/dist/commands/setup.js +254 -0
  142. package/dist/commands/sim.js +179 -0
  143. package/dist/commands/simulator.js +154 -0
  144. package/dist/commands/smoke-build.js +305 -0
  145. package/dist/commands/smoke.js +37 -0
  146. package/dist/commands/spec.js +114 -0
  147. package/dist/commands/store.js +154 -0
  148. package/dist/commands/test.js +104 -0
  149. package/dist/commands/trailer.js +255 -0
  150. package/dist/commands/unity-editor.js +322 -0
  151. package/dist/commands/unity-player.js +672 -0
  152. package/dist/commands/unity.js +198 -0
  153. package/dist/commands/upgrade.js +186 -0
  154. package/dist/commands/variety.js +108 -0
  155. package/dist/commands/verify.js +293 -0
  156. package/dist/commands/walk.js +449 -0
  157. package/dist/commands/widen.js +133 -0
  158. package/dist/commands/world.js +175 -0
  159. package/dist/commands/wow.js +143 -0
  160. package/dist/commands/zero.js +71 -0
  161. package/dist/compose/adsheet.js +61 -0
  162. package/dist/compose/contract.js +248 -0
  163. package/dist/compose/facts.js +81 -0
  164. package/dist/compose/hyperframes.js +102 -0
  165. package/dist/compose/page.js +216 -0
  166. package/dist/compose/probe.js +160 -0
  167. package/dist/compose/run.js +170 -0
  168. package/dist/compose/sheet.js +92 -0
  169. package/dist/compose/starters.js +247 -0
  170. package/dist/compose/variations.js +203 -0
  171. package/dist/criteria.js +35 -0
  172. package/dist/depth/experience.js +61 -0
  173. package/dist/depth/fill.js +102 -0
  174. package/dist/depth/inventory.js +161 -0
  175. package/dist/depth/pacing.js +173 -0
  176. package/dist/depth/story.js +97 -0
  177. package/dist/dev/devtools.js +119 -0
  178. package/dist/dev/hold.js +46 -0
  179. package/dist/dev/lan.js +15 -0
  180. package/dist/dev/open.js +30 -0
  181. package/dist/dev/qr.js +124 -0
  182. package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
  183. package/dist/devtools/LICENSES/preact.LICENSE +21 -0
  184. package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
  185. package/dist/devtools/LICENSES/three.LICENSE +21 -0
  186. package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
  187. package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
  188. package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
  189. package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
  190. package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
  191. package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
  192. package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
  193. package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
  194. package/dist/direct/moves.js +234 -0
  195. package/dist/direct/read.js +59 -0
  196. package/dist/direct/round.js +80 -0
  197. package/dist/doctor/host.js +245 -0
  198. package/dist/doctor/unity-checks.js +380 -0
  199. package/dist/doctor/unity-history.js +589 -0
  200. package/dist/doctor/unity-host.js +160 -0
  201. package/dist/doctor/unity-import-rules.js +874 -0
  202. package/dist/doctor/unity-meta.js +225 -0
  203. package/dist/doctor/unity-project.js +297 -0
  204. package/dist/doctor/unity.js +171 -0
  205. package/dist/export/export.js +165 -0
  206. package/dist/export/metadata.js +25 -0
  207. package/dist/export/runtime.js +119 -0
  208. package/dist/export/scan.js +78 -0
  209. package/dist/export/select.js +193 -0
  210. package/dist/export/strip.js +42 -0
  211. package/dist/feedback/ab.js +55 -0
  212. package/dist/feedback/auto.js +44 -0
  213. package/dist/feedback/learn.js +255 -0
  214. package/dist/feedback/measure.js +49 -0
  215. package/dist/feedback/page.js +66 -0
  216. package/dist/feel/feedback.js +85 -0
  217. package/dist/feel/judge.js +420 -0
  218. package/dist/feel/run.js +185 -0
  219. package/dist/feel/spec.js +124 -0
  220. package/dist/feel/sweep.js +156 -0
  221. package/dist/fidelity/consistency.js +205 -0
  222. package/dist/fidelity/match.js +675 -0
  223. package/dist/fidelity/run.js +107 -0
  224. package/dist/find/keywords.js +97 -0
  225. package/dist/find/names.js +45 -0
  226. package/dist/find/route.js +59 -0
  227. package/dist/firstlook/quality.js +261 -0
  228. package/dist/firstlook/render.js +111 -0
  229. package/dist/firstlook/set.js +218 -0
  230. package/dist/flow/flow.js +455 -0
  231. package/dist/flow/look.js +139 -0
  232. package/dist/frame/behaviour.js +53 -0
  233. package/dist/frame/clock.js +117 -0
  234. package/dist/frame/contract.js +111 -0
  235. package/dist/frame/genre.js +65 -0
  236. package/dist/frame/idle.js +58 -0
  237. package/dist/frame/opening.js +171 -0
  238. package/dist/frames/loop.js +52 -0
  239. package/dist/frames/sheet.js +69 -0
  240. package/dist/gdd/book.js +483 -0
  241. package/dist/gdd/chapters.js +71 -0
  242. package/dist/gdd/design.js +135 -0
  243. package/dist/gdd/doc.js +32 -0
  244. package/dist/gdd/levelmap.js +428 -0
  245. package/dist/gdd/measures.js +477 -0
  246. package/dist/gdd/page.js +111 -0
  247. package/dist/gdd/rubric.js +250 -0
  248. package/dist/gdd/size.js +83 -0
  249. package/dist/gdd/tiers.js +148 -0
  250. package/dist/gdd/world.js +98 -0
  251. package/dist/gdd/worth.js +507 -0
  252. package/dist/gen/kinds.js +451 -0
  253. package/dist/gen/local/doctor.js +25 -0
  254. package/dist/gen/local/index.js +3 -0
  255. package/dist/gen/local/kokoro.js +334 -0
  256. package/dist/gen/local/master.js +248 -0
  257. package/dist/gen/local/provider.js +65 -0
  258. package/dist/gen/local/voice-rules.js +156 -0
  259. package/dist/gen/models.generated.js +469 -0
  260. package/dist/gen/models.js +53 -0
  261. package/dist/gen/prompt-lint.js +35 -0
  262. package/dist/gen/record.js +73 -0
  263. package/dist/gen/save.js +101 -0
  264. package/dist/gen/title.js +55 -0
  265. package/dist/gen/unity.js +334 -0
  266. package/dist/goals/goals.js +204 -0
  267. package/dist/goals/run.js +90 -0
  268. package/dist/greenlight/ambition.js +42 -0
  269. package/dist/greenlight/bible.js +138 -0
  270. package/dist/greenlight/lock.js +48 -0
  271. package/dist/greenlight/match.js +19 -0
  272. package/dist/greenlight/md.js +82 -0
  273. package/dist/greenlight/page.js +100 -0
  274. package/dist/greenlight/pitches.js +66 -0
  275. package/dist/greenlight/worth.js +90 -0
  276. package/dist/guidance.js +24 -0
  277. package/dist/init/bare.js +114 -0
  278. package/dist/init/git.js +56 -0
  279. package/dist/init/starter.js +166 -0
  280. package/dist/init/starters.js +179 -0
  281. package/dist/inspect/describe.js +125 -0
  282. package/dist/inspect/devserver.js +40 -0
  283. package/dist/journey/diff.js +74 -0
  284. package/dist/journey/from-round.js +44 -0
  285. package/dist/journey/record.js +76 -0
  286. package/dist/journey/run.js +139 -0
  287. package/dist/journey/script.js +223 -0
  288. package/dist/judge/common.js +60 -0
  289. package/dist/judge/identity.js +68 -0
  290. package/dist/judge/sources.js +37 -0
  291. package/dist/judge/structure.js +59 -0
  292. package/dist/keys/device.js +145 -0
  293. package/dist/keys/store.js +167 -0
  294. package/dist/lanes/fence.js +108 -0
  295. package/dist/lanes/gate.js +123 -0
  296. package/dist/lanes/lanes.js +355 -0
  297. package/dist/lanes/union.js +62 -0
  298. package/dist/lanes/where.js +49 -0
  299. package/dist/lessons/motifs.js +97 -0
  300. package/dist/lessons/store.js +56 -0
  301. package/dist/look/anim.js +206 -0
  302. package/dist/look/boxes.js +209 -0
  303. package/dist/look/dressing.js +24 -0
  304. package/dist/look/feedback.js +50 -0
  305. package/dist/look/fit.js +123 -0
  306. package/dist/look/held.js +92 -0
  307. package/dist/look/hook.js +169 -0
  308. package/dist/look/hud.js +189 -0
  309. package/dist/look/image-io.js +50 -0
  310. package/dist/look/life.js +96 -0
  311. package/dist/look/light.js +42 -0
  312. package/dist/look/look.js +85 -0
  313. package/dist/look/loops.js +108 -0
  314. package/dist/look/made-of.js +242 -0
  315. package/dist/look/moments.js +32 -0
  316. package/dist/look/motion.js +44 -0
  317. package/dist/look/phone-play.js +142 -0
  318. package/dist/look/player.js +32 -0
  319. package/dist/look/png.js +117 -0
  320. package/dist/look/readability.js +100 -0
  321. package/dist/look/roles.js +109 -0
  322. package/dist/look/sheet.js +104 -0
  323. package/dist/look/theme.js +278 -0
  324. package/dist/look/touch.js +129 -0
  325. package/dist/look/ui-style.js +102 -0
  326. package/dist/machine/procs.js +117 -0
  327. package/dist/managed.js +15 -0
  328. package/dist/mcp/hosted.js +174 -0
  329. package/dist/mcp/models.generated.js +538 -0
  330. package/dist/mcp/models.js +35 -0
  331. package/dist/mcp/server.js +330 -0
  332. package/dist/memory/decisions.js +138 -0
  333. package/dist/memory/journal.js +108 -0
  334. package/dist/model/bench.js +83 -0
  335. package/dist/model/blender.js +106 -0
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  337. package/dist/model/finalize.js +33 -0
  338. package/dist/motion/checks.js +173 -0
  339. package/dist/motion/contract.js +177 -0
  340. package/dist/motion/encode.js +37 -0
  341. package/dist/motion/render.js +167 -0
  342. package/dist/motion/starter.js +54 -0
  343. package/dist/optimize/check.js +29 -0
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  345. package/dist/owner/bar.js +285 -0
  346. package/dist/owner/match.js +105 -0
  347. package/dist/pack/build.js +97 -0
  348. package/dist/pack/deps.js +28 -0
  349. package/dist/pack/leaks.js +77 -0
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  355. package/dist/plan/actions.js +18 -0
  356. package/dist/plan/notes.js +15 -0
  357. package/dist/play/clock.js +40 -0
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  363. package/dist/play/server.js +274 -0
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  388. package/dist/playtest/report.js +209 -0
  389. package/dist/playtest/route.js +139 -0
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  394. package/dist/production/contract.js +61 -0
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  396. package/dist/production/tier.js +66 -0
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  404. package/dist/publish/funpixel.js +96 -0
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@@ -0,0 +1,103 @@
1
+ # The bench: from generated mesh to shipped model
2
+
3
+ A 3D model can import cleanly, pass the build and still ship broken: invisible, a flat
4
+ silhouette, frozen in bind pose, skating, or 100K triangles where a phone draws 6K. None of these
5
+ throws an error, and an idle-pose screenshot hides most of them. The checklist below is the order
6
+ that avoids rework, run before code depends on a model; take the steps the model needs. Each is
7
+ cheap next to a regeneration (a bench step costs about 1 credit; a rigged textured model 145 or more).
8
+
9
+ ## Tools
10
+
11
+ - `inspect_model` (free): findings first, then facts (meshes, vertices, bones, clips, megabytes,
12
+ longest axis, height over footprint).
13
+ - `rig_model`: keys idle, walk, attack and death onto a bare biped rig, or fits a donor biped's
14
+ rig and clips onto an unrigged mesh. Its free rig check refuses, uncharged and with the reason,
15
+ a model that is not a biped, already animates, or has nothing to borrow.
16
+ - `audit_clips` (free): plays every clip; length, root motion, a sliding planted foot, a clip
17
+ frozen in one pose, and your code's clip names matched against the file's.
18
+ - `optimize_model`: pivot at the base, +Y up, metres, decimated to a shape class's
19
+ triangle budget for a phone or a desktop, keeping UV seams and skin weights.
20
+ - `finalize_model`: repairs materials that draw nothing or black, drops clips not in
21
+ its keep list, and renders a front view and a contact sheet as the proof.
22
+ - `render_model`: views round any model, a front view and a contact sheet.
23
+ - `lod_model`: 1–4 levels of detail (`model.lod1.glb` onwards) for things drawn small and often.
24
+ - `texture_stats` (free): each texture's size and GPU memory against the device's limit.
25
+ - `inspect_scene` and `screenshot`: the model in the game, at the camera you ship.
26
+ - `fracture_model` pre-cuts a prop into capped pieces; `get_job` collects a paid job again.
27
+ - `build_level`: [level-spec](level-spec.md); `author_skin`, `retexture_model`:
28
+ [skin](skin.md).
29
+ - `generate_3d_model` when the mesh itself is wrong (wrong subject, fused limbs); a joint or a
30
+ material is a bench repair at a fraction of the price.
31
+ - Local: `npx @funpixel/tools gen inspect|rig|optimize-model|lod|render|finalize --asset <id>`,
32
+ `npx @funpixel/tools model --local inspect|render|finalize <file>` on your own Blender (free),
33
+ and `npx @funpixel/tools scene`. With none, check by eye in a glTF viewer and say so.
34
+
35
+ ## The checklist
36
+
37
+ 1. **Inspect.** `inspect_model` on each model before wiring it: a model that loads without an
38
+ error can still draw nothing. Act on findings
39
+ before facts; the answer to each finding is in [reading.md](reading.md).
40
+ `-1` means not measured: it is neither a zero nor a pass.
41
+
42
+ 2. **Rig check before you pay for motion.** A humanoid that must move needs bones and clips that
43
+ drive them; "rigged" on a download page means only that bones exist. No armature on a biped:
44
+ `rig_model` (with a donor if you have one). Not a biped (an animal, a slime, a car): animate
45
+ in code; the rig check refuses it for free, and that refusal is the answer about the model.
46
+
47
+ 3. **Audit the clips.** `audit_clips` with `expected` set to every clip name your code plays.
48
+ It passes when each expected name is found, nothing is frozen in one pose, and root motion is
49
+ known before the game moves the object itself. A sliding foot means the clip's speed and the move speed
50
+ disagree. Nearest-bone weights from `rig_model` are crude: watch it move.
51
+
52
+ 4. **Measure, then look.** Numbers cannot show a model upside down, inside out or facing
53
+ backwards; a picture cannot show unweighted vertices. Each covers the other's blind spot:
54
+ the findings, then `render_model`'s contact sheet.
55
+
56
+ 5. **Optimize to the device, after rigging.** `optimize_model` with the shape class and the ship
57
+ device. Rig first, then decimate (one pipeline that decimated first left the rigger 6% of the
58
+ vertices), and decimate before welding (welding first tears UV seams). Budgets, crowds and textures:
59
+ [budgets.md](budgets.md).
60
+
61
+ 6. **Finalize, and read the proof.** `finalize_model` with `keep_clips` naming exactly the clips
62
+ the code plays. Its front view and contact sheet show whether the model is visible from every
63
+ side, the right way up, in its colours. A success message is not a fix; the proof picture is.
64
+
65
+ 7. **LOD where it pays.** `lod_model` pays for anything many and small (crowds, debris, trees);
66
+ a hero the camera frames close rarely needs it.
67
+
68
+ 8. **Textures and the scene.** `texture_stats` with the ship device measures each model against
69
+ the phone's limits (2048 px a side; JPEG normal maps band; unused maps cost memory). Then, wired in, `inspect_scene` at the
70
+ busiest state for draw calls and texture memory, and a `screenshot` at the game's camera.
71
+
72
+ 9. **Repair beats regeneration** on price and on keeping what was approved. Regenerating pays
73
+ when the mesh is wrong, from a better concept image ([models](models.md)).
74
+
75
+ 10. **Report what you could not fix.** A limb that still drags, a clip replaced with code motion,
76
+ a model checked by eye only, a scene over budget: each goes in the hand-back by name.
77
+
78
+ ## Worked example
79
+
80
+ A generated `golem.glb` is the boss of a phone game:
81
+ 1. `inspect_model`: `golem.glb — 2 finding(s): material 'Stone' has alpha 0 …; mesh 'Body' has
82
+ 11% of its vertices unweighted.` Facts: 38,210 vertices, 24 bones, 3 clips, 2.10 MB.
83
+ 2. The 11% is the left arm, fused to the torso at generation; the concept had the arms against
84
+ the body. A new concept with the arms held away; the golem is regenerated (145 credits, said
85
+ and confirmed).
86
+ 3. `audit_clips` with `expected: ["idle","walk","slam"]`: `slam` missing, the file has `attack`.
87
+ The code plays `attack` now.
88
+ 4. `optimize_model` with `budget: "character"`, `device: "phone"`: 98K to 6K triangles.
89
+ 5. `finalize_model` with `keep_clips: ["idle","walk","attack"]`: the alpha finding repaired, 2 unused
90
+ clips dropped, 2.1 MB to 0.6 MB; the contact sheet shows it lit from every side.
91
+ 6. `texture_stats`: one 4096 px map, over the phone's 2048; resized. `inspect_scene` in the arena:
92
+ 41 draw calls.
93
+ 7. Hand-back: "The first golem had a fused arm and was regenerated once; its slam uses the file's
94
+ attack clip."
95
+
96
+ ## Common mistakes
97
+
98
+ - Trusting "rigged": bones can exist with no clip that moves them.
99
+ - Reading `-1` as zero: an unmeasured weight fraction looks like a perfectly bound mesh.
100
+ - Claiming a fix from a success message without the proof render.
101
+ - Wiring the model in before the bench: all rework when the model is wrong.
102
+ - A clip name typed from memory (`hurt` against `hit`): it loads and never plays.
103
+ - Judging a car as broken because it is wider than tall: facts are reported, not verdicts.
@@ -0,0 +1,48 @@
1
+ # Device budgets
2
+
3
+ Detail for steps 5 to 8 of [bench](bench.md). Phone numbers are what our 3D games drew on an
4
+ iPhone 11 class phone; desktop is four times that, an estimate nobody has profiled yet.
5
+
6
+ ## Triangles per model
7
+
8
+ `optimize_model` decimates to these by the class you name (`budget`) and the `device`.
9
+
10
+ | Class (`budget`) | What | Shipped on phones | Phone | Desktop |
11
+ |---|---|---|---|---|
12
+ | `food` | pickups, food, small loot | 800–1,500 | 1,500 | 6,000 |
13
+ | `prop` | crates, barrels, small furniture | 1,500–2,500; small textures shattered below | 2,500 | 10,000 |
14
+ | `thin_walled` | cups, bowls, rims, frames | 4,000–7,000; tore at 1,500–2,500 | 7,000 | 28,000 |
15
+ | `set_piece` | stalls, buildings, backdrops | 6,000–9,000 | 9,000 | 36,000 |
16
+ | `character` | anything rigged | 4,500–6,000 | 6,000 | 24,000 |
17
+
18
+ A whole phone scene shipped at about 255K triangles; generation returns about 100K per model.
19
+
20
+ The same table drives quality levels: `npx @funpixel/tools optimize optimize-mesh <glb> --levels
21
+ phone,desktop,high --class <class>` (or `optimize_asset` with `levels` in the Studio) cuts all
22
+ three from one source at ×1, ×4 and ×16 these phone numbers, so a desktop is not handed the phone
23
+ cut. Detail and measured results: the [models](models.md) skill, its `references/levels.md`.
24
+
25
+ ## Crowds and distance
26
+
27
+ - Many copies of one model: one instanced mesh per kind, one draw call. A skinned mesh cannot be
28
+ instanced in three.js; a crowd of rigged units either bakes its clips to a vertex-animation
29
+ texture or keeps a handful of animated leaders.
30
+ - `lod_model` for anything drawn small and often. One of our crowd games drew its fodder as a
31
+ vertex-coloured level of about 400 triangles once a unit was under about 36 px on screen, which
32
+ cut its peak from 3.48M to 2.45M triangles a frame. Under about 30 px a clip cannot be seen, so
33
+ the far level can stay static.
34
+ - Switch levels by on-screen size, not distance: one distance is 20 px on a phone, 60 on a desktop.
35
+
36
+ ## Textures
37
+
38
+ - `texture_stats` with the ship device: phone at most 2048 px a side, desktop 4096; power of two;
39
+ no JPEG normal maps; nothing unused.
40
+ - Size a texture to the pixels the model covers. Our football game's generated heads came back
41
+ at 4096 px and shipped at 512 px WebP, 71–260 KB each, twelve heads in 1.35 MB.
42
+
43
+ ## The scene
44
+
45
+ `inspect_scene` (or `npx @funpixel/tools scene`) at the busiest named state. Draw calls should
46
+ grow with the kinds of thing on screen, not the count of them; a count that grows with the crowd
47
+ means a material or a mesh per copy (share them, or instance). Over budget: report it with the fix; cutting the look is the person's call, since pooling,
48
+ instancing and atlases usually buy the frames back first.
@@ -0,0 +1,67 @@
1
+ # The character library (3D)
2
+
3
+ Rigged characters that already move, on one humanoid rig with one set of clip names. When one
4
+ fits, it replaces a paid, slow generation and a rig run; when none does, generate your own (the
5
+ steps in SKILL.md) — the library is an option on the shelf, not a rule.
6
+
7
+ ## What is on the shelf
8
+
9
+ `list_characters` with `medium: "3d"` (free): `adventurer-3d`, `robot-3d`, `goblin-3d`, each a
10
+ biped with these clips, measured on the bench when it was made:
11
+
12
+ - from the rig run: `idle`, `walk`, `run`, `jump`, `attack`, `hit`, `death`, `wave`
13
+ - authored on the same rig from a checked spec: `nod`, `hop`, `flinch`, `celebrate`
14
+
15
+ `walk` and `run` are in place and carry `ground_speed_mps`: move the body at that speed (or set
16
+ the action's `timeScale` to speed / ground speed) and the feet do not skate.
17
+
18
+ ## Using one
19
+
20
+ - `get_character` (free; `npx @funpixel/tools character get robot-3d`) copies `model.glb`,
21
+ `clips.json`, `turntable.png` and the concept picture into `public/assets/characters/<id>/`.
22
+ The GLB is meshopt-compressed with plain textures: `GLTFLoader` with the meshopt decoder reads
23
+ it, no KTX2 transcoder needed.
24
+ - The scaffold's `src/character.ts` (Three) loads it with an `AnimationMixer`: `play(name)`
25
+ cross-fades, one-shots play once and hold, `rate()` follows speed, `update(dt)` every frame.
26
+ `src/characters.ts` picks idle, walk or run from speed inside tuned ranges.
27
+ - One-shots end where they start, on the idle stance, so any clip blends back to idle.
28
+
29
+ ## Your look, the same rig
30
+
31
+ `restyle_character` (`npx @funpixel/tools character restyle robot-3d "a rusty scrap robot"
32
+ --game-id <id>`) is `retexture_model` on the master: four sides repainted, projected onto its
33
+ textures; the rig and every clip are kept, and the job is refused if a clip went missing. `palette`
34
+ pins up to 8 colours. It changes the paint, not the shape: a knight is not a restyled robot.
35
+
36
+ ## Where it is weak
37
+
38
+ - Humanoid bipeds only. A quadruped or a bird is a static mesh animated in code (SKILL.md step 1).
39
+ - Three bodies, one proportion each: a very tall or very squat hero needs its own model.
40
+ - The rig run's clips are generic. `author_motion` adds a wave, nod, hop, strike, flinch or
41
+ celebrate to any humanoid rig from a few dials; `retarget_clips` carries a library
42
+ character's clips onto your own rig (feet not locked: `audit_clips` it). A signature move (a
43
+ spell, a dance) is still made per game.
44
+
45
+ ## When the game poses its own skeleton
46
+
47
+ A three.js horror game (29 Sep 2026) posed a code skeleton from its sim every frame, and
48
+ its enemies lose limbs, so neither the library nor an auto-rig fit: their bones carry their own
49
+ names, rolls and rest rotations, and none splits a body for severing. What it did instead, run in
50
+ local Blender:
51
+
52
+ - Bones built at joint positions read off an orthographic render, every rest rotation the
53
+ identity, so `bone.rotation.x = a` means what the old code joints meant.
54
+ - Weights by capsule distance to each bone with a short blend into the neighbours; the bench's
55
+ own `fit_rig` notes that bone heat gives up on generated meshes.
56
+ - A skin rather than rigid parts per bone: rigid parts open gaps at the hip and shoulder the moment
57
+ a joint bends.
58
+ - Severing without losing the skin: the mesh cut on planes at shoulders, elbows, hips and knees,
59
+ each piece its own `SkinnedMesh` on the one skeleton, each opening capped with its own material.
60
+ Weights are a function of position only, so both sides of a cut match and the body bends as one
61
+ until `detach()` hides a piece and bakes its current pose into a static mesh for the debris.
62
+ - A decoration generated once (a coral crust) and instanced on six bones, reshaped to hug each
63
+ limb, with its own material so the game can light it on its own.
64
+
65
+ A trap it met: the `death` clip started standing, so a crawling enemy cross-faded upright and out
66
+ of the shot when stomped. A death that starts from the crawl's pose fixed it: a clip has to start
67
+ where the state that plays it leaves the body.
@@ -0,0 +1,47 @@
1
+ # The concept image a model is built from
2
+
3
+ Image-to-3D follows the picture it is given; text-to-3D invents its own design and drifts from the
4
+ game's 2D art. What the picture needs, from our runs and Scenario's 3D skills (A-pose before a rig):
5
+
6
+ - One subject, whole from top to bottom with a margin.
7
+ - A straight-on front view, or the side the camera sees: a crowd seen from behind is modelled
8
+ from behind.
9
+ - A plain light background and flat, even light; no base, no scenery, no text.
10
+ - The game's frozen style words, so the model matches the sprites and the key art.
11
+
12
+ For a character headed for a rig:
13
+
14
+ - A-pose: arms held 30 to 45 degrees away from the body, legs apart, hands open and empty.
15
+ - Fitted clothing, nothing cut off at the edges of the frame.
16
+ - Bulky or long-coated figures fuse their limbs at generation and the rig fails.
17
+ - The auto-rig skins anything held to the body: in our cast runs a hoplite's shield crumpled and
18
+ a minotaur's axe warped in the walk. Weapons, shields, trays and bags are generated as separate
19
+ static models and attached to the hand bone.
20
+ - Long skirts, aprons and capes are skinned to the legs and arms and tear in the walk. Keep that
21
+ character static, or make the cloth a separate piece.
22
+
23
+ For a prop (a building, a tree, a vehicle, a rock), the generators give it a face and arms unless
24
+ told twice: "not a character, no face" was ignored three times in three in one run (a mill, a tree
25
+ and an arch came back with faces). This held every time after: "An inanimate object only: NO face,
26
+ NO eyes, NO arms, NO character anywhere."
27
+
28
+ Pass the image's URL to `generate_3d_model` as `image_url`. Calling fal's Hunyuan 3D v3.1 pro
29
+ yourself: a `face_count` below 40,000 is refused (422); cut the mesh down afterwards with
30
+ `funtools optimize optimize-mesh` instead.
31
+
32
+ ## When the back matters: more views
33
+
34
+ One picture leaves the back to the generator, and it invents one: a character's air tank came
35
+ back as a backpack, a scarf as hair. Draw the back (and a side when it differs) in the same style
36
+ and pass them with the front: `view_asset_ids: { back, left, right }` (images your jobs made) next
37
+ to `image_asset_id` or `image_url`. The model is built from every view; the price does not change.
38
+
39
+ ## After it is made (optional)
40
+
41
+ Image-to-3D can still drift from the picture: a cape dropped, a colour shifted, a horn on the
42
+ wrong side. Render views headlessly (`npx @funpixel/tools model --local render hero.glb` on your own
43
+ Blender, free; or the hosted `model render`), then `npx @funpixel/tools judge identity hero.glb
44
+ --concept concept.png`: one seat on your own agent grades each view against the concept on
45
+ silhouette, palette, key features and proportions and names the worst view per trait. Major drift
46
+ fails; a part the angle hides is unseen, not lost. `judge report` reads it back. In our run a
47
+ knight's own turntable held all four traits and another character's failed three.
@@ -0,0 +1,31 @@
1
+ # Blender assets and engine targets
2
+
3
+ Blender produces the world and model assets; the engine runs the game. Keep the gameplay
4
+ contract, style rules, asset provenance and test criteria shared, with engine-specific import,
5
+ input, measurement and export adapters.
6
+
7
+ The shipped GDK initializes Pixi and Three.js projects. A Three.js level can use the local
8
+ Blender bench or the hosted level tool, then load the resulting GLB and bind colliders/markers
9
+ to game logic. Walk the undressed blockout before adding detail. Recheck the optimized model's
10
+ scale, axis, material, animation and collision in the engine. A Blender turntable alone does
11
+ not prove the game's room is navigable or that its phone controls work.
12
+
13
+ For a requested Unity project, state that Unity is an assessment target, not a supported
14
+ funtools scaffold or publish path. Reuse portable GLB, PNG and audio through a verified importer;
15
+ a GLB is not natively imported with identical materials, animation or collider data, so test it.
16
+ Choose and record the project's importer. Test metres, orientation, animation, colliders and
17
+ marker semantics in a small scene. The hosted bench runs
18
+ fixed authoring and inspection verbs only, never caller-supplied Python (a security boundary).
19
+
20
+ A Unity Web export includes loader/runtime code, wasm and scene/data files. It needs its own
21
+ build adapter, serving/compression checks and a state/input bridge for the GDK verifier.
22
+ Native exports need their own input, testing and distribution path. A Vite
23
+ build does not stand in for those checks, and a model import does not prove full engine support. There is no
24
+ Unity init target or Unity checker command yet.
25
+
26
+ One way to assess it: build one complete playable chamber using the same asset packet in Three.js
27
+ and the Unity spike. Keep measured startup, memory/frame timing, input, win/reset and export
28
+ results beside the build revision. Classify each path as tested, failed or not observed; add
29
+ the engine to supported targets only after the end-to-end evidence exists.
30
+
31
+ Export structure reference: [Unity manual](https://docs.unity3d.com/6000.0/Documentation/Manual/webgl-building.html).
@@ -0,0 +1,104 @@
1
+ # The hero route and the 3D look
2
+
3
+ The default path for every hero of a 3D game: the player, the rivals, the bosses, and the key
4
+ prop the player stares at. A choice the person locked (a code-built toy style, a budget of zero
5
+ credits, a library character) overrides it. Environment and background may stay procedural.
6
+
7
+ Why it exists: a phone racer was offered `generate_3d_model` in three creator rounds
8
+ and never called it. Its boats and world were boxes, cones and extrusions; stills of tidy
9
+ primitives read as a style, and the blind panel scored the look above 7 while the owner saw "a
10
+ shapes game". Another game, rooms of code geometry, reached 7.28 against Monument Valley 2's 8.60.
11
+
12
+ ## Declared, proven, or named
13
+
14
+ `npx @funpixel/tools look --3d` reads what the heroes are made of: primitive constructors by
15
+ kind, hand-built buffers, a loaded model, the models shipped under `public/`, and with a build,
16
+ each hero node live (meshes, triangles, screen share). Its line reaches the critic seats as a
17
+ numbered fact. Three honest states for a code-built hero:
18
+
19
+ - **Declared and proven.** funpixel.json:
20
+ `"art3d": { "heroes": "procedural", "why": "paper-fold toy boats: the facets are the look", "proof": "design/target.png" }`.
21
+ The proof frame shows the style at its best; the target frame (skill `funpixel-art`)
22
+ usually serves. A declaration without a proof on disk proves nothing.
23
+ - **Named stand-ins.** `"art3d": { "stand_ins": ["skiff hulls: code until skiff.glb passes judge identity"] }`,
24
+ and the same words in the hand-back.
25
+ - Neither: `look --3d` fails and the hand-back check asks for the names.
26
+
27
+ ## The route, per hero
28
+
29
+ 1. **Pick the heroes by what the camera sees most.** A chase camera shows a boat's stern and
30
+ flank for most of a race; a puzzle camera shows the whole diorama from one high angle. Write
31
+ one line per hero: its view, its size on a phone screen, the lane (this skill's lane table).
32
+ 2. **A multi-angle concept, approved.** One `generate_image` per hero from the most-seen angle
33
+ first, then front and side on the same sheet or as siblings, all in the frozen style words;
34
+ plain background, flat light ([concept-image.md](concept-image.md)). Approval is the person's
35
+ yes, or the concept set against the target frame. Rivals of one family share a concept and
36
+ differ by trim and colour, which is one model and a material swap, not four generations.
37
+ 3. **Generate from the image.** `generate_3d_model` with `image_url` and `style: "standard"`;
38
+ price first, `confirm_cost` on a yes. Start every hero at once; write the scene meanwhile.
39
+ `style: "hero"` is for a static hero the camera frames close, cut to quality levels after
40
+ ([levels.md](levels.md)): 300K triangles on Meshy 7.1 (the default engine, 2048 px maps,
41
+ about 160 credits), 500K faces and 4096 px PNG maps with `engine: "hunyuan"` (about 135), or
42
+ 500K triangles and 4096 px PBR maps with `engine: "rodin"` (about 240; the hard-surface take:
43
+ one game kept Rodin's crate, door, lockers and bell). A rigged hero stays `standard`, and
44
+ never Rodin (it has no rig).
45
+
46
+ Rodin 2.5 (`engine: "rodin"`) runs only when named and never falls back: static only (with
47
+ `animations` it is a 400), the front and every view in one job, `standard` 50K triangles and
48
+ 2048 px PBR maps (~80 credits), `hero` 500K with 4096 px maps (~240), `lowpoly` 8K triangles,
49
+ untextured (~20). Pick it for machines, doors, crates and set pieces; Meshy 7.1 stays the
50
+ character engine (the most faithful from every side in the 4 Oct bake-off). For a first-person viewmodel or a close-up character, add
51
+ `raw: true`: the engine's file untouched (the optimized copy clamps maps to 1024 px), then
52
+ cut it to the device yourself. `npx @funpixel/tools gen model3d --image-asset front.png
53
+ --back-asset back.png --style hero --engine hunyuan --raw` does all of it from the CLI.
54
+ **Fidelity against the views** (one game's hero, 10 Oct 2026, `npx @funpixel/tools fidelity`):
55
+ from one view the model is a slab whose end views score ~46%; four views (front, back, both
56
+ ends) fix the depth. Projecting the views onto the mesh was the largest single gain (a profile
57
+ 84 → 91%), and generation plus projection plateaued near 73% (Hunyuan from four views 72.8%,
58
+ Meshy hero 73.3%: Meshy keeps profiles sharper, Hunyuan the ends). Check the views agree
59
+ first: `fidelity` names views no one object can match (the hero's drawings drew the drum two
60
+ sizes, which capped even a hand-built mesh at ~74%). For 95% (reached, 95.0% mean), the studio
61
+ order: block the shape in Blender from primitives measured off the views (6.4K faces); render
62
+ the plain mesh in four orthographic views; `gen edit` each render into a paintover in the house
63
+ style ("keep the silhouette and every part exactly", from the cast master, ~5 credits each);
64
+ project the paintovers back and bake; score against the paintover sheet, which becomes the
65
+ master only on the person's yes. Score at the references' own size (512 px against 1024 px
66
+ references cost ~2 points), project every visible face (facing dot 0.08, not 0.35: +0.9), add
67
+ `--outline` for inked views (+0.4), `--own-axes` for a mesh built square to its axes, `--roll`
68
+ for a deep model squared onto its side.
69
+ 4. **Bench it** ([bench](bench.md)): `inspect_model`, `rig_model` when a biped must move,
70
+ `optimize_model` to the budget below, `finalize_model`, then `render_model` for a turntable.
71
+ 5. **Judge identity against the concept:** `npx @funpixel/tools judge identity hero.glb --concept
72
+ concept.png`. A major drift (lost fin, wrong colour, wrong proportions) is a regeneration from
73
+ a clearer image or a bench repair, not a pass.
74
+ 6. **Load it right** ([three-loading.md](three-loading.md)): `GLTFLoader` with the decoders the
75
+ file needs (meshopt, Draco, KTX2), the root named, grounded by its posed bounds, one clone per
76
+ copy (`cloneSkinned` when rigged), rivals tinted by cloned materials.
77
+ 7. **Prove it:** `look --3d` passes, captures at the most-seen view, `npx @funpixel/tools profile`
78
+ at the busiest moment.
79
+
80
+ The environment may be procedural when it shares one style source with the heroes: a palette
81
+ module and one material factory that both the code-built world and the loaded models' retuned
82
+ materials come from.
83
+
84
+ ## The 3D look checklist
85
+
86
+ Starting numbers, not rules; each one is checkable in a capture or a profile.
87
+
88
+ | Lever | Starting point | Check |
89
+ |---|---|---|
90
+ | Environment map | `scene.environment` from `PMREMGenerator` on `RoomEnvironment`, or a CC0 sky from `get_material`; `envMapIntensity` 0.3–1 | PBR metal is not black; highlights exist |
91
+ | Tone mapping | `ACESFilmicToneMapping` or `AgXToneMapping` for PBR; Neutral when the palette must stay true; none for flat toon; exposure 0.9–1.1; `outputColorSpace` sRGB | whites are not milky, darks not crushed |
92
+ | Racer camera | chase, 5–7 m behind and 1.5–2.5 m up for a 4 m vehicle (about 0.4–0.6 of its length), looking a few metres ahead; FOV 60–70, up to +10 with speed; damped follow | the vehicle fills 15–25% of a phone frame; the road ahead reads |
93
+ | Puzzle diorama | orthographic, or FOV 20–35 from 30–45° above | every piece of the room in one frame |
94
+ | Third person / platformer | 6–10 m behind, 2–4 m up, FOV 50–60 | the next jump is visible |
95
+ | Top-down arena | 55–70° pitch, FOV 40–50 | the player and the nearest threat on screen |
96
+ | Fog | `THREE.Fog` in the palette's horizon colour; near about a third of the view distance, far just inside `camera.far` | distance fades into the sky, never to a clip line |
97
+ | Sky and ground | a gradient dome, a generated skybox or a CC0 sky; ground with texture or vertex-colour variation; three depth layers (near props, middle, far silhouettes) | no flat void or single-colour plane |
98
+ | One material rule | every material from one palette module and one shading model; loaded models' colours and roughness retuned to it | a loaded hero and a code prop look lit by one world |
99
+ | Hero budget | about 15K triangles in at most 8 material batches for a hero vehicle (the figure OpenAI's Astra write-up gives, a guide); 6K for a rigged phone character ([bench](bench.md), its budgets reference) | `look --3d` live counts, `funtools scene` draw calls |
100
+ | Scene budget | a phone scene near 250K triangles shipped; draw calls that grow with kinds of thing, not their count | `npx @funpixel/tools profile` p95 frame time at the busiest view |
101
+ | Shadows | one directional shadow map (1024–2048) or a blob under each actor | every actor touches the ground |
102
+
103
+ Measure before and after each lever at the same view and seed: a change that only moved the
104
+ numbers the panel cannot see is not worth its frame time.
@@ -0,0 +1,109 @@
1
+ # Build a 3D level from a spec
2
+
3
+ Use the Blender bench's declarative level spec when its geometry fits the task. Code-built,
4
+ imported and manually authored levels are also valid; they still need usable routes, colliders
5
+ and in-engine inspection. The bench returns a GLB with named parts plus proof pictures. Check
6
+ those before relying on its markers, then test real traversal in the game.
7
+
8
+ ## Tools
9
+
10
+ - `build_level` takes the spec and returns `level.glb`, `plan.png` (from above, north up) and
11
+ `view.png` (a raised corner), plus the marker list and the collider audit's findings. About 1
12
+ credit. Locally, free, on your own Blender:
13
+ `npx @funpixel/tools model --local level design/level.json`; hosted:
14
+ `npx @funpixel/tools model level design/level.json`.
15
+ - `capture_view` and `inspect_scene` show the level inside the running game; locally
16
+ `npx @funpixel/tools capture` and `npx @funpixel/tools scene`.
17
+ - `generate_3d_model` for a hero prop the kit does not have, then `optimize_model` to a budget.
18
+
19
+ ## The checklist
20
+
21
+ 1. **The place as a table before the spec.** Areas with sizes, which doors join which areas,
22
+ the routes a player needs to walk, and every named point the code will ask for: spawns, the
23
+ exit, pickups, enemy posts, checkpoints, lights. A point the code reads but the table never
24
+ declared is a point nothing checks.
25
+
26
+ 2. **Write the spec in `design/level.json`** (the JSON Schema is in the `build_level` tool entry).
27
+ Metres, +Y up, the ground plane X/Z; north is -Z. Plan numbers sit on the 0.25 m grid. Rooms
28
+ get walls and `openings` by side; yards, paths and water are open ground; `walls` are free runs
29
+ along X or Z (fences, partitions); `ramps` rise at most 40°, stairs (`steps` 2–64) at most 50°.
30
+ Names are identifiers (`a-z`, `0-9`, `_`), unique across the level; the validator refuses prose.
31
+ A marker's `rot` (degrees) turns it counter-clockwise seen from above. In the engine it faces
32
+ its local +Z (Three: `marker.getWorldDirection(v)`): 0 faces south (+Z), 90 east (+X), 180
33
+ north (−Z), −90 west. Give a door, portal or spawn the `rot` a player walks out of it along,
34
+ and read that direction from the marker instead of re-deriving it from the walls.
35
+
36
+ 3. **Blockout first: areas, walls, ramps, platforms and markers, no props.** Props placed before
37
+ the routes are walked get moved twice. A refusal names the field (`spec.areas[2].openings[0]: runs 5–7 m
38
+ along a wall 6 m long`): fix that number and build again. Look at `plan.png`: a green pin is a
39
+ spawn, red an exit, gold a pickup, magenta an enemy; a red ring means nothing stands under it.
40
+
41
+ 4. **Play it in the game before dressing it.** `npx @funpixel/tools reach` first names markers
42
+ or rooms nothing reaches. Load `level.glb`, place the player at the spawn, walk every route.
43
+ The `colliders` node is the collision shape, hidden: the art mesh as a collision shape snags
44
+ and tunnels. `capture_view` the spawn and each room.
45
+ A mesh level has no floor outside it, so a kill plane a few metres under its lowest floor that
46
+ respawns the player keeps a fall recoverable.
47
+
48
+ 5. **Dress it with the kit.** 18 prop kinds (crate, barrel, table, chair, bench, bed, shelf,
49
+ counter, pillar, lamp, tree, bush, rock, planter, fence, sign, chest, pot), placed by
50
+ `at`, `rot` and `scale`. Place props for the intended routes and encounters; preserve the required clearances.
51
+ `collide: false` for what a player walks through (bushes, lamps). Aim for zero findings: a
52
+ prop blocking a door or a marker inside a prop is a level the player cannot finish.
53
+
54
+ 6. **One material style.** The palette's ten roles (floor, wall, trim, ground, path, water, prop,
55
+ foliage, accent, ink) are every material the level has; take them from the design note's AD
56
+ rules or the game's style lock. `shading: "toon"` with `outline: true` is one supported look,
57
+ not a requirement. Its `funpixel_shading` marker enables a runtime material swap; the ink is
58
+ an inverted hull. Choose the supported material settings for the brief and keep changes
59
+ reproducible in the spec or documented runtime treatment.
60
+
61
+ 7. **Read markers by name, and fail loudly.** Each marker is an empty `marker_<kind>_<name>`
62
+ under `markers`. A lookup that misses throws with the names the level has, so a typo cannot
63
+ put the boss at the origin:
64
+
65
+ ```ts
66
+ const level = gltf.scene.getObjectByName('level_keep')!;
67
+ level.getObjectByName('colliders')!.visible = false;
68
+ const at = (kind: string, name: string) => {
69
+ const m = level.getObjectByName(`marker_${kind}_${name}`);
70
+ if (!m) throw new Error(`no ${kind} ${name}: ${level.getObjectByName('markers')!.children.map((c) => c.name).join(', ')}`);
71
+ return m.getWorldPosition(new THREE.Vector3());
72
+ };
73
+ ```
74
+
75
+ 8. **Prove it.** The plan and the view, then `capture_view` from the spawn at phone size. The
76
+ hand-back names the level file, its markers and anything the audit still reports.
77
+
78
+ ## Worked example
79
+
80
+ A heist in a two-room cottage with a garden:
81
+ 1. Table: `hall` 6×5 m (door south, window east), `garden` 14×8 m, a fence with a gate, stairs up
82
+ to a `deck`; points: `spawn p1` in the garden, `exit door_out` on the deck, `pickup key` on the
83
+ hall bed.
84
+ 2. `design/level.json`: two areas, one wall run, one flight of six steps, one platform, three
85
+ markers; palette from the note (plaster walls, oak trim, moss ground).
86
+ 3. Blockout built: `plan.png` shows the three pins, none ringed.
87
+ 4. In the game: the player spawns in the garden, walks through the gate and up the stairs; the
88
+ kill plane catches a jump off the deck.
89
+ 5. Dressed: bed, table, shelf, two trees, a crate. The audit answers
90
+ `prop 'crate_1' blocks a door of 'hall'`; the crate moves 1 m east; built again, no findings.
91
+ 6. Hand-back: "`public/assets/models/cottage.glb`, markers p1, door_out, key; no findings."
92
+
93
+ ## Common mistakes
94
+
95
+ - Colliding against the art: a character snags on every table leg and falls through foliage.
96
+ - Colliders for the hero but not the camera: one game's shoulder camera entered walls six
97
+ times in one blind phone run and lost her; cast it against the walls and planes at the kit's faces.
98
+ - Dressing before walking the blockout: every prop moved twice.
99
+ - A marker the code asks for that the spec never declared.
100
+ - Deleting the prop the audit named instead of moving it: the room loses what it was for.
101
+ - Two areas at the same height overlapping: their floors flicker. Offset one, or make it a path.
102
+ - Positions typed into game code instead of read from markers: the next build moves them.
103
+
104
+ A scene that must match a painted target (camera, haze, layered ground, backdrop, light rig) and a generated 2D hero animated in 3D without coming apart:
105
+ [painted target](painted-target.md). Light, dressing and places as data:
106
+ [light and places](light-and-places.md); skies: [skyboxes](skyboxes.md).
107
+
108
+ For Blender-to-engine boundaries and a requested Unity assessment, read
109
+ [engine targets](engine-targets.md). Unity is not a shipped target.
@@ -0,0 +1,84 @@
1
+ # Quality levels: one source, a cut per device
2
+
3
+ One game decimated every model once for every device (the station kit 150,000 → 4,000
4
+ triangles, characters → 13,000, props → 1,200–3,000, textures 4096² → 512–1024²). Next to its
5
+ target frames it read flat and melted on a desktop that had headroom to spare, and the untouched
6
+ generations survived only in a git-ignored temporary folder. Levels are the other way to do it:
7
+ keep the source, cut `phone`, `desktop` and `high` from it, and let each device fetch only its own.
8
+
9
+ ## What a level is
10
+
11
+ | Level | Triangles (× the class's phone budget) | Textures | Error bound |
12
+ |---|---|---|---|
13
+ | `phone` | ×1 | 1024 px | 2% of the mesh's size |
14
+ | `desktop` | ×4 | 2048 px | 1% |
15
+ | `high` | ×16 | 4096 px | 0.5% |
16
+
17
+ The phone budgets are the bench's (the [bench](bench.md) skill, `references/budgets.md`):
18
+ character 6,000, prop 2,500, set piece (kit pieces, walls) 9,000, thin-walled 7,000, food 1,500.
19
+ A skinned model is a character unless you say otherwise; anything else is a prop, so a kit wall
20
+ wants `--class set_piece` (or `kit`).
21
+
22
+ The simplifier only ever removes triangles onto vertices that already exist: skin joints and
23
+ weights are copied, never blended, so a rig still deforms; each mesh, node and material stays
24
+ separate (severable pieces, emissive parts); morph targets are kept; UV seams stay seams. The
25
+ error bound wins over the budget: a level that cannot reach its budget without melting stops and
26
+ says why (the bound, or seams with nothing left to collapse). Treat that as information, not a
27
+ failure: the level is the most the source allows at that quality.
28
+
29
+ ## Cutting them
30
+
31
+ - Local and free: `npx @funpixel/tools optimize optimize-mesh <source.glb> --levels
32
+ phone,desktop,high [--class set_piece] [--out-dir public/assets/models] --write`. A dry run
33
+ (no `--write`) prints each level's triangles, texture size, bytes and time first.
34
+ - In the Studio or a session: `optimize_asset` with `levels` (and `class`), or the asset panel's
35
+ "Quality levels" box. A generated model is cut from its kept source, not the shipped copy.
36
+ - Either way you get `name.phone.glb`, `name.desktop.glb`, `name.high.glb` and
37
+ `name.levels.json` beside the model (or in `--out-dir`). The model file itself never changes, so
38
+ nothing that loads it today breaks. A rerun replaces the levels.
39
+
40
+ Where the source lives is your call. A generation made with `gen model3d` keeps the provider's
41
+ untouched GLB in `.funtools/sources/models/` (never published); the platform keeps its own copy
42
+ beside the shipped one. Cut from that, never from a file you already decimated: a level cut from
43
+ its shipped walker (18K triangles) reached only 16K on phone, because the detail it needed
44
+ to trade was already gone.
45
+
46
+ A `hero` generation (`style: "hero"`) is the source this is built for, cut down per device
47
+ rather than generated low: 300K triangles on Meshy 7.1 (the default, 2048 px maps, about 160
48
+ credits), 500K faces and 4096 px PNG maps with `engine: "hunyuan"` (about 135), or 500K
49
+ triangles and 4096 px PBR maps with `engine: "rodin"` (about 240, static only). With
50
+ `raw: true` the job's `model.glb` is that source itself, and no second copy comes back.
51
+
52
+ ## Loading one
53
+
54
+ ```ts
55
+ import { loadLevel } from '@funpixel/sdk/assets';
56
+ import { quality } from '@funpixel/sdk/device';
57
+
58
+ const { asset: gltf, level } = await loadLevel('/assets/models/walker.glb', {
59
+ load: (url) => loader.loadAsync(url), // the same GLTFLoader with its decoders
60
+ });
61
+ // A settings menu: quality.set('phone' | 'desktop' | 'high' | 'auto'), then reload the scene.
62
+ ```
63
+
64
+ `loadLevel` fetches the small manifest, then exactly one GLB: the level `pickLevel()` chooses —
65
+ the player's saved setting first; otherwise a touch-first device, 4 GB or less of memory, data
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+ saver or a low GPU gets `phone`; `high` needs a GPU known to be high
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+ (`levelSignals(renderer.getContext())` reads it) and 8 GB; everything else `desktop`. A phone never
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+ downloads the desktop set. No manifest (a model never cut) loads the plain file, as before.
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+
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+ ## Measured on that game's sources (29 Sep 2026)
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+
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+ Release build of the engine on a shared M-series laptop; the time is mostly KTX2 texture encoding.
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+
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+ | Source | Level | Triangles | Textures | Bytes | Time |
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+ |---|---|---|---|---|---|
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+ | kit wall, 500K, 61 MB | phone / desktop / high | 8,998 / 35,998 / 144,000 | 1024 / 2048 / 4096 | 1.0 / 3.6 / 11.6 MB | 5 / 14 / 160 s |
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+ | crate, 500K, 67 MB | phone / desktop / high | 11,876 (bound) / 15,600 (bound) / 39,998 | 1024 / 2048 / 4096 | 1.0 / 3.5 / 11.7 MB | 16 / 80 / 135 s |
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+ | walker source, 494K, 52 MB | phone / desktop / high | 12,082 (bound) / 24,000 / 96,000 | 1024 / 2048 / 4096 | 0.85 / 2.8 / 9.2 MB | 9 / 15 / 166 s |
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+ | kit wall, 150K, 18 MB | phone / desktop / high | 8,994 / 36,000 / 144,000 | 1024 / 2048 / 2048 (source) | 0.9 / 3.0 / 3.3 MB | 17 / 38 / 19 s |
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+ | rigged walker, 14.5K, 80 MB | phone / desktop | 9,327 (seams) / 14,512 | 1024 / 2048 | 1.6 / 5.4 MB | 13 / 37 s |
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+
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+ "(bound)" is a level the error bound stopped above its budget: a detailed crate cannot become
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+ 2,500 triangles inside 2% of its size, and a phone that must hold 2,500 wants a code-built crate
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+ instead. The rigged walker's phone level deforms like its source under the same pose.