@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.
- package/LICENSE +115 -0
- package/NOTICE +28 -0
- package/README.md +110 -2
- package/bench/LICENSE +674 -0
- package/bench/README.md +10 -0
- package/bench/entrypoint.py +94 -0
- package/bench/handlers/__init__.py +53 -0
- package/bench/handlers/apply_skin.py +192 -0
- package/bench/handlers/apply_texture.py +195 -0
- package/bench/handlers/audit_clips.py +351 -0
- package/bench/handlers/author_clips.py +297 -0
- package/bench/handlers/author_motion.py +298 -0
- package/bench/handlers/bake_emissive.py +136 -0
- package/bench/handlers/build_level.py +395 -0
- package/bench/handlers/decimate.py +220 -0
- package/bench/handlers/fit_rig.py +273 -0
- package/bench/handlers/fracture.py +233 -0
- package/bench/handlers/humanoid.py +119 -0
- package/bench/handlers/inspect.py +212 -0
- package/bench/handlers/level_check.py +68 -0
- package/bench/handlers/level_geo.py +150 -0
- package/bench/handlers/level_proof.py +117 -0
- package/bench/handlers/level_props.py +135 -0
- package/bench/handlers/lod.py +83 -0
- package/bench/handlers/merge_clips.py +122 -0
- package/bench/handlers/mirror_limb.py +336 -0
- package/bench/handlers/motion_specs.json +11 -0
- package/bench/handlers/normalize_materials.py +182 -0
- package/bench/handlers/normalize_transform.py +174 -0
- package/bench/handlers/prune_clips.py +141 -0
- package/bench/handlers/raster.py +98 -0
- package/bench/handlers/render.py +239 -0
- package/bench/handlers/render_views.py +101 -0
- package/bench/handlers/retarget_clips.py +185 -0
- package/bench/handlers/scene.py +311 -0
- package/bench/handlers/sheet.py +118 -0
- package/bench/handlers/texels.py +176 -0
- package/bench/handlers/views.py +232 -0
- package/dist/api/generated/openapi.js +1 -0
- package/dist/api/http.js +71 -0
- package/dist/api/jobs.js +94 -0
- package/dist/assets/bakeoff.js +61 -0
- package/dist/assets/counts.js +60 -0
- package/dist/assets/gen.js +230 -0
- package/dist/assets/lock.js +77 -0
- package/dist/assets/manifest.js +236 -0
- package/dist/assets/palette-fit.js +99 -0
- package/dist/assets/pixelart.js +192 -0
- package/dist/assets/pixels.js +131 -0
- package/dist/assets/plan.js +169 -0
- package/dist/assets/process.js +209 -0
- package/dist/assets/script.js +194 -0
- package/dist/assets/steps.js +294 -0
- package/dist/bin.js +8 -0
- package/dist/board/board.js +99 -0
- package/dist/cast/library.js +102 -0
- package/dist/cast/measure.js +222 -0
- package/dist/cli.js +2917 -0
- package/dist/clip/clip.js +83 -0
- package/dist/commands/account.js +158 -0
- package/dist/commands/assets-pixels.js +106 -0
- package/dist/commands/assets.js +473 -0
- package/dist/commands/beats.js +77 -0
- package/dist/commands/board.js +162 -0
- package/dist/commands/boxes.js +89 -0
- package/dist/commands/capture-all.js +92 -0
- package/dist/commands/cast.js +84 -0
- package/dist/commands/character.js +58 -0
- package/dist/commands/check.js +404 -0
- package/dist/commands/clip.js +112 -0
- package/dist/commands/compare-takes.js +204 -0
- package/dist/commands/compare-target.js +149 -0
- package/dist/commands/compare.js +117 -0
- package/dist/commands/compose-variations.js +202 -0
- package/dist/commands/compose.js +163 -0
- package/dist/commands/cut.js +13 -0
- package/dist/commands/decide.js +90 -0
- package/dist/commands/depth.js +171 -0
- package/dist/commands/dev.js +138 -0
- package/dist/commands/directions.js +106 -0
- package/dist/commands/doctor.js +281 -0
- package/dist/commands/export.js +88 -0
- package/dist/commands/feedback.js +496 -0
- package/dist/commands/feel.js +144 -0
- package/dist/commands/fidelity.js +95 -0
- package/dist/commands/find.js +116 -0
- package/dist/commands/firstlook.js +138 -0
- package/dist/commands/flow.js +600 -0
- package/dist/commands/framing.js +53 -0
- package/dist/commands/gdd.js +227 -0
- package/dist/commands/gen.js +512 -0
- package/dist/commands/greenlight.js +148 -0
- package/dist/commands/hook.js +171 -0
- package/dist/commands/init.js +234 -0
- package/dist/commands/inspect.js +161 -0
- package/dist/commands/job.js +41 -0
- package/dist/commands/jobs.js +87 -0
- package/dist/commands/journal.js +58 -0
- package/dist/commands/journey.js +228 -0
- package/dist/commands/judge.js +191 -0
- package/dist/commands/lanes.js +571 -0
- package/dist/commands/lessons.js +74 -0
- package/dist/commands/life.js +134 -0
- package/dist/commands/login.js +134 -0
- package/dist/commands/look-3d.js +105 -0
- package/dist/commands/look-fit.js +116 -0
- package/dist/commands/look-hud.js +180 -0
- package/dist/commands/look-read.js +162 -0
- package/dist/commands/look-sheet.js +152 -0
- package/dist/commands/look-theme.js +136 -0
- package/dist/commands/look.js +373 -0
- package/dist/commands/loop.js +112 -0
- package/dist/commands/loudness.js +69 -0
- package/dist/commands/mobile-qa.js +119 -0
- package/dist/commands/model.js +256 -0
- package/dist/commands/models.js +93 -0
- package/dist/commands/motion.js +305 -0
- package/dist/commands/next.js +72 -0
- package/dist/commands/note.js +294 -0
- package/dist/commands/optimize.js +212 -0
- package/dist/commands/owner.js +109 -0
- package/dist/commands/pack.js +66 -0
- package/dist/commands/parts.js +635 -0
- package/dist/commands/phone.js +398 -0
- package/dist/commands/pick.js +146 -0
- package/dist/commands/pitch.js +205 -0
- package/dist/commands/places.js +89 -0
- package/dist/commands/play.js +368 -0
- package/dist/commands/playable.js +51 -0
- package/dist/commands/playtest.js +262 -0
- package/dist/commands/profile.js +292 -0
- package/dist/commands/progress.js +537 -0
- package/dist/commands/publish.js +165 -0
- package/dist/commands/reach.js +72 -0
- package/dist/commands/reel.js +177 -0
- package/dist/commands/review.js +112 -0
- package/dist/commands/rooms.js +180 -0
- package/dist/commands/schema.js +29 -0
- package/dist/commands/score.js +326 -0
- package/dist/commands/serve.js +67 -0
- package/dist/commands/setup.js +254 -0
- package/dist/commands/sim.js +179 -0
- package/dist/commands/simulator.js +154 -0
- package/dist/commands/smoke-build.js +305 -0
- package/dist/commands/smoke.js +37 -0
- package/dist/commands/spec.js +114 -0
- package/dist/commands/store.js +154 -0
- package/dist/commands/test.js +104 -0
- package/dist/commands/trailer.js +255 -0
- package/dist/commands/unity-editor.js +322 -0
- package/dist/commands/unity-player.js +672 -0
- package/dist/commands/unity.js +198 -0
- package/dist/commands/upgrade.js +186 -0
- package/dist/commands/variety.js +108 -0
- package/dist/commands/verify.js +293 -0
- package/dist/commands/walk.js +449 -0
- package/dist/commands/widen.js +133 -0
- package/dist/commands/world.js +175 -0
- package/dist/commands/wow.js +143 -0
- package/dist/commands/zero.js +71 -0
- package/dist/compose/adsheet.js +61 -0
- package/dist/compose/contract.js +248 -0
- package/dist/compose/facts.js +81 -0
- package/dist/compose/hyperframes.js +102 -0
- package/dist/compose/page.js +216 -0
- package/dist/compose/probe.js +160 -0
- package/dist/compose/run.js +170 -0
- package/dist/compose/sheet.js +92 -0
- package/dist/compose/starters.js +247 -0
- package/dist/compose/variations.js +203 -0
- package/dist/criteria.js +35 -0
- package/dist/depth/experience.js +61 -0
- package/dist/depth/fill.js +102 -0
- package/dist/depth/inventory.js +161 -0
- package/dist/depth/pacing.js +173 -0
- package/dist/depth/story.js +97 -0
- package/dist/dev/devtools.js +119 -0
- package/dist/dev/hold.js +46 -0
- package/dist/dev/lan.js +15 -0
- package/dist/dev/open.js +30 -0
- package/dist/dev/qr.js +124 -0
- package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
- package/dist/devtools/LICENSES/preact.LICENSE +21 -0
- package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
- package/dist/devtools/LICENSES/three.LICENSE +21 -0
- package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
- package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
- package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
- package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
- package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
- package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
- package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
- package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
- package/dist/direct/moves.js +234 -0
- package/dist/direct/read.js +59 -0
- package/dist/direct/round.js +80 -0
- package/dist/doctor/host.js +245 -0
- package/dist/doctor/unity-checks.js +380 -0
- package/dist/doctor/unity-history.js +589 -0
- package/dist/doctor/unity-host.js +160 -0
- package/dist/doctor/unity-import-rules.js +874 -0
- package/dist/doctor/unity-meta.js +225 -0
- package/dist/doctor/unity-project.js +297 -0
- package/dist/doctor/unity.js +171 -0
- package/dist/export/export.js +165 -0
- package/dist/export/metadata.js +25 -0
- package/dist/export/runtime.js +119 -0
- package/dist/export/scan.js +78 -0
- package/dist/export/select.js +193 -0
- package/dist/export/strip.js +42 -0
- package/dist/feedback/ab.js +55 -0
- package/dist/feedback/auto.js +44 -0
- package/dist/feedback/learn.js +255 -0
- package/dist/feedback/measure.js +49 -0
- package/dist/feedback/page.js +66 -0
- package/dist/feel/feedback.js +85 -0
- package/dist/feel/judge.js +420 -0
- package/dist/feel/run.js +185 -0
- package/dist/feel/spec.js +124 -0
- package/dist/feel/sweep.js +156 -0
- package/dist/fidelity/consistency.js +205 -0
- package/dist/fidelity/match.js +675 -0
- package/dist/fidelity/run.js +107 -0
- package/dist/find/keywords.js +97 -0
- package/dist/find/names.js +45 -0
- package/dist/find/route.js +59 -0
- package/dist/firstlook/quality.js +261 -0
- package/dist/firstlook/render.js +111 -0
- package/dist/firstlook/set.js +218 -0
- package/dist/flow/flow.js +455 -0
- package/dist/flow/look.js +139 -0
- package/dist/frame/behaviour.js +53 -0
- package/dist/frame/clock.js +117 -0
- package/dist/frame/contract.js +111 -0
- package/dist/frame/genre.js +65 -0
- package/dist/frame/idle.js +58 -0
- package/dist/frame/opening.js +171 -0
- package/dist/frames/loop.js +52 -0
- package/dist/frames/sheet.js +69 -0
- package/dist/gdd/book.js +483 -0
- package/dist/gdd/chapters.js +71 -0
- package/dist/gdd/design.js +135 -0
- package/dist/gdd/doc.js +32 -0
- package/dist/gdd/levelmap.js +428 -0
- package/dist/gdd/measures.js +477 -0
- package/dist/gdd/page.js +111 -0
- package/dist/gdd/rubric.js +250 -0
- package/dist/gdd/size.js +83 -0
- package/dist/gdd/tiers.js +148 -0
- package/dist/gdd/world.js +98 -0
- package/dist/gdd/worth.js +507 -0
- package/dist/gen/kinds.js +451 -0
- package/dist/gen/local/doctor.js +25 -0
- package/dist/gen/local/index.js +3 -0
- package/dist/gen/local/kokoro.js +334 -0
- package/dist/gen/local/master.js +248 -0
- package/dist/gen/local/provider.js +65 -0
- package/dist/gen/local/voice-rules.js +156 -0
- package/dist/gen/models.generated.js +469 -0
- package/dist/gen/models.js +53 -0
- package/dist/gen/prompt-lint.js +35 -0
- package/dist/gen/record.js +73 -0
- package/dist/gen/save.js +101 -0
- package/dist/gen/title.js +55 -0
- package/dist/gen/unity.js +334 -0
- package/dist/goals/goals.js +204 -0
- package/dist/goals/run.js +90 -0
- package/dist/greenlight/ambition.js +42 -0
- package/dist/greenlight/bible.js +138 -0
- package/dist/greenlight/lock.js +48 -0
- package/dist/greenlight/match.js +19 -0
- package/dist/greenlight/md.js +82 -0
- package/dist/greenlight/page.js +100 -0
- package/dist/greenlight/pitches.js +66 -0
- package/dist/greenlight/worth.js +90 -0
- package/dist/guidance.js +24 -0
- package/dist/init/bare.js +114 -0
- package/dist/init/git.js +56 -0
- package/dist/init/starter.js +166 -0
- package/dist/init/starters.js +179 -0
- package/dist/inspect/describe.js +125 -0
- package/dist/inspect/devserver.js +40 -0
- package/dist/journey/diff.js +74 -0
- package/dist/journey/from-round.js +44 -0
- package/dist/journey/record.js +76 -0
- package/dist/journey/run.js +139 -0
- package/dist/journey/script.js +223 -0
- package/dist/judge/common.js +60 -0
- package/dist/judge/identity.js +68 -0
- package/dist/judge/sources.js +37 -0
- package/dist/judge/structure.js +59 -0
- package/dist/keys/device.js +145 -0
- package/dist/keys/store.js +167 -0
- package/dist/lanes/fence.js +108 -0
- package/dist/lanes/gate.js +123 -0
- package/dist/lanes/lanes.js +355 -0
- package/dist/lanes/union.js +62 -0
- package/dist/lanes/where.js +49 -0
- package/dist/lessons/motifs.js +97 -0
- package/dist/lessons/store.js +56 -0
- package/dist/look/anim.js +206 -0
- package/dist/look/boxes.js +209 -0
- package/dist/look/dressing.js +24 -0
- package/dist/look/feedback.js +50 -0
- package/dist/look/fit.js +123 -0
- package/dist/look/held.js +92 -0
- package/dist/look/hook.js +169 -0
- package/dist/look/hud.js +189 -0
- package/dist/look/image-io.js +50 -0
- package/dist/look/life.js +96 -0
- package/dist/look/light.js +42 -0
- package/dist/look/look.js +85 -0
- package/dist/look/loops.js +108 -0
- package/dist/look/made-of.js +242 -0
- package/dist/look/moments.js +32 -0
- package/dist/look/motion.js +44 -0
- package/dist/look/phone-play.js +142 -0
- package/dist/look/player.js +32 -0
- package/dist/look/png.js +117 -0
- package/dist/look/readability.js +100 -0
- package/dist/look/roles.js +109 -0
- package/dist/look/sheet.js +104 -0
- package/dist/look/theme.js +278 -0
- package/dist/look/touch.js +129 -0
- package/dist/look/ui-style.js +102 -0
- package/dist/machine/procs.js +117 -0
- package/dist/managed.js +15 -0
- package/dist/mcp/hosted.js +174 -0
- package/dist/mcp/models.generated.js +538 -0
- package/dist/mcp/models.js +35 -0
- package/dist/mcp/server.js +330 -0
- package/dist/memory/decisions.js +138 -0
- package/dist/memory/journal.js +108 -0
- package/dist/model/bench.js +83 -0
- package/dist/model/blender.js +106 -0
- package/dist/model/clips.js +34 -0
- package/dist/model/finalize.js +33 -0
- package/dist/motion/checks.js +173 -0
- package/dist/motion/contract.js +177 -0
- package/dist/motion/encode.js +37 -0
- package/dist/motion/render.js +167 -0
- package/dist/motion/starter.js +54 -0
- package/dist/optimize/check.js +29 -0
- package/dist/optimize/helper.js +80 -0
- package/dist/owner/bar.js +285 -0
- package/dist/owner/match.js +105 -0
- package/dist/pack/build.js +97 -0
- package/dist/pack/deps.js +28 -0
- package/dist/pack/leaks.js +77 -0
- package/dist/pack/limits.js +51 -0
- package/dist/pack/report.js +35 -0
- package/dist/phone/baguette.js +139 -0
- package/dist/phone/listen.js +65 -0
- package/dist/pipeline/pipeline.js +929 -0
- package/dist/plan/actions.js +18 -0
- package/dist/plan/notes.js +15 -0
- package/dist/play/clock.js +40 -0
- package/dist/play/condition.js +45 -0
- package/dist/play/frames.js +60 -0
- package/dist/play/input.js +118 -0
- package/dist/play/pointer.js +21 -0
- package/dist/play/report.js +124 -0
- package/dist/play/server.js +274 -0
- package/dist/play/session.js +231 -0
- package/dist/play/steps.js +192 -0
- package/dist/playable/build.js +90 -0
- package/dist/playable/cta.js +88 -0
- package/dist/playable/networks.js +33 -0
- package/dist/playable/scan.js +46 -0
- package/dist/playtest/after-round.js +60 -0
- package/dist/playtest/assemble.js +168 -0
- package/dist/playtest/experience-run.js +69 -0
- package/dist/playtest/experience.js +77 -0
- package/dist/playtest/facts.js +90 -0
- package/dist/playtest/fidelity.js +179 -0
- package/dist/playtest/history.js +115 -0
- package/dist/playtest/hits.js +48 -0
- package/dist/playtest/hosted.js +98 -0
- package/dist/playtest/keep.js +110 -0
- package/dist/playtest/ledger.js +77 -0
- package/dist/playtest/length.js +113 -0
- package/dist/playtest/measure.js +181 -0
- package/dist/playtest/mobile-qa.js +391 -0
- package/dist/playtest/mockups.js +198 -0
- package/dist/playtest/moments.js +28 -0
- package/dist/playtest/prepare.js +162 -0
- package/dist/playtest/rank.js +184 -0
- package/dist/playtest/report.js +209 -0
- package/dist/playtest/route.js +139 -0
- package/dist/playtest/seats.js +128 -0
- package/dist/playtest/sheet.js +38 -0
- package/dist/playtest/stop.js +54 -0
- package/dist/playtest/stuck.js +47 -0
- package/dist/production/contract.js +61 -0
- package/dist/production/mirror.js +96 -0
- package/dist/production/tier.js +66 -0
- package/dist/profile/compare.js +171 -0
- package/dist/progress/answers.js +35 -0
- package/dist/progress/holds.js +106 -0
- package/dist/progress/notify.js +25 -0
- package/dist/progress/progress.js +300 -0
- package/dist/publish/build.js +54 -0
- package/dist/publish/folder.js +106 -0
- package/dist/publish/funpixel.js +96 -0
- package/dist/publish/hosts.js +48 -0
- package/dist/reach/envelope.js +111 -0
- package/dist/reach/load.js +84 -0
- package/dist/reach/side.js +320 -0
- package/dist/reach/spec3d.js +338 -0
- package/dist/reach/tiles.js +163 -0
- package/dist/reel/encode.js +34 -0
- package/dist/reel/tour.js +81 -0
- package/dist/relay/bots.js +62 -0
- package/dist/relay/bridge.js +54 -0
- package/dist/relay/local.js +82 -0
- package/dist/relay/redis.js +40 -0
- package/dist/review/audio.js +72 -0
- package/dist/review/ledger.js +60 -0
- package/dist/review/media.js +114 -0
- package/dist/review/model.js +348 -0
- package/dist/review/picture.js +113 -0
- package/dist/review/specs.js +134 -0
- package/dist/review/video.js +248 -0
- package/dist/schema/game.js +308 -0
- package/dist/score/comfort.js +79 -0
- package/dist/score/light.js +62 -0
- package/dist/score/measure.js +386 -0
- package/dist/score/vision.js +59 -0
- package/dist/serve/webgl.js +415 -0
- package/dist/setup/lsp.js +42 -0
- package/dist/sim/curve.js +122 -0
- package/dist/sim/judge.js +240 -0
- package/dist/sim/skeleton.js +65 -0
- package/dist/simulator/lease.js +159 -0
- package/dist/simulator/orient.js +57 -0
- package/dist/simulator/screen.js +113 -0
- package/dist/simulator/simctl.js +79 -0
- package/dist/smoke/art.js +20 -0
- package/dist/smoke/checks.js +165 -0
- package/dist/smoke/logic.js +73 -0
- package/dist/smoke/orphans.js +78 -0
- package/dist/smoke/palette.js +16 -0
- package/dist/smoke/sources.js +36 -0
- package/dist/sound/beats.js +95 -0
- package/dist/sound/loudness.js +94 -0
- package/dist/spec/extract.js +123 -0
- package/dist/spec/lint.js +261 -0
- package/dist/spec/presets.js +30 -0
- package/dist/spec/rooms.js +188 -0
- package/dist/spec/scaffold.js +457 -0
- package/dist/spec/sections.js +16 -0
- package/dist/spec/tunables.js +74 -0
- package/dist/stage/harnessignore.js +90 -0
- package/dist/stage/stage.js +57 -0
- package/dist/stage/tar.js +41 -0
- package/dist/status/board.js +172 -0
- package/dist/status/file.js +112 -0
- package/dist/status/inbox.js +55 -0
- package/dist/status/status.js +311 -0
- package/dist/store/answers.js +47 -0
- package/dist/store/doctor.js +120 -0
- package/dist/store/images.js +65 -0
- package/dist/store/init.js +101 -0
- package/dist/store/lint.js +392 -0
- package/dist/store/plan.js +133 -0
- package/dist/store/sdks.js +107 -0
- package/dist/studio/forks.js +93 -0
- package/dist/studio/pitch.js +294 -0
- package/dist/studio/widen.js +212 -0
- package/dist/suite/node-run.js +81 -0
- package/dist/suite/test-types.js +71 -0
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# Light, dressing and places: directing the world
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A world reads as shapes when it is evenly lit, sparsely dressed and the same everywhere. One heist
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game's plan was dark and moonlit, with spot-lit art and deep shadow, and its first build came back
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bright and evenly lit. Silt & Signal, by contrast, puts 42k instanced flowers along a clear road and
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gives each of its seven places its own light. The 3D starter (`funtools init --framework three-world`)
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directs all three from data, so you change values instead of writing a renderer:
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| Part | File | What you change |
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| The light and the grade | `src/look.json` `"light"` | a mood preset and a few keys |
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| The places | `src/places.json` | one row per place: light, palette, ground, kit, landmark, road, density |
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| The machinery | `light-math.ts`, `light.ts`, `post.ts`, `sky.ts`, `surfaces.ts`, `dressing*.ts`, `stage.ts` | rarely |
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## The light block
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A preset is a whole light. A block names a preset and changes only a few keys:
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```json
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"light": { "preset": "moonlit-spot", "exposure": 0.9, "spots": 3 }
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```
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| Preset | Reads as | Key light | Fill floor | Spots | Grade |
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| `dusk` | warm, low sun, long shadows | #ffc58f, 16° up | 1.0 | 0 | +sat, warm tint, vignette 0.3 |
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| `moonlit-spot` | dark room, lit art, deep shadow | cool, 0.8 | 0.7 | 3 warm pools | contrast 1.15, cool tint, vignette 0.55 |
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| `overcast` | soft and even, grey-green | 0.9, high | 1.8 | 0 | −sat, low contrast |
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| `studio` | clean showroom | white, 2.2 | 0.9 | 0 | neutral |
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| `noon` | hard sun, short shadows | 3.0, 72° up | 1.4 | 0 | +sat |
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| `dawn` | pink and cool, long light | 1.8, 10° up | 1.1 | 0 | rose tint |
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The keys are: `exposure`; `key`, `keyIntensity`, `keyElevation`, `keyAzimuth`; `fill`, `fillIntensity`;
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`rim`, `rimIntensity`; `sky`, `bounce`, `ambient`; `fogNear`, `fogFar`; `shadow` (`soft`, `hard` or
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`off`); `spots`, `spot`, `spotIntensity`; `saturation`, `contrast`, `tint`, `tintAmount`, `vignette`;
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`bloom`, `bloomThreshold`.
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Set one key with `npx @funpixel/tools look set light.exposure=0.85`, which validates the value. The
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validator refuses `ambient` under 0.15: a black floor is unreadable, not moody.
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Rules that come from our games:
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- **The fog is always the horizon colour.** It is also the scene's clear colour and the bottom of the
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sky, so the edge of the world melts into the sky.
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- **One shadow map, on the key light only.** Its box follows the hero. Pools of light come from spots
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without shadows. A light that is added or removed recompiles every lit material, so the rig makes
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its spots once and dims the unused ones to 0.
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- **Spot the play first.** Pools go on the platforms nearest the play, then the landmark, then the
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lanterns. That is the moonlit-spot look: the eye goes where the light is.
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- **The grade is CSS.** Saturation and contrast are a filter on the stage; the tint and vignette are
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one overlay below the HUD. The compositor applies it, so a phone pays no draw call and no render
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target, the HUD keeps its own contrast, and every capture shows it. The Pixi starter reads the same
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keys (`gradeFromLook`).
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- **Bloom only where it is affordable.** It runs at half resolution on desktop and high, before the
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tone mapping. A phone that runs long drops bloom first, then the shadows, then the pixel ratio
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(`budget.ts` `shedders`).
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the player's setting first (`funpixel.quality`), then the GPU (phone-class by GPU, never by pointer),
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memory and save-data.
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| Tier | Shadow map | Soft | Spots | Bloom | Dressing share | Instance cap |
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| phone | 1024 | no | 1 | no | 0.5 | 6,000 |
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| desktop | 2048 | yes | 3 | yes | 1 | 16,000 |
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| high | 2048 | yes | 4 | yes | 1 | 24,000 |
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The frame budget stays 120 draw calls and 300k triangles. The starter's three dressed places measure
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70–90 calls and 40–170k triangles.
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## Dressing: a kit per place, by rule
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```json
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{ "role": "ground", "kind": "tuft", "density": 120, "scale": [0.7, 1.4], "clump": 0.7, "patch": 4, "roadside": 0.4 }
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```
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- **`role`** is one of four:
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- `ground`: cover, which also dresses the play;
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- `mid`: props, trees and rocks beyond the edge;
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- `landmark`: one per place, at the road's end;
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- `life`: lanterns and the like, which also dress the play.
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- **`clump`** (0 to 1) puts that share of the slot in patches `patch` metres across. Real ground cover
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grows in patches; even noise reads as a carpet.
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- **The scatter is seeded, so a place looks the same every run.**
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- It keeps the road (`road.width`) and every solid clear. The test is `onRoad` 0.
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- Each thing stands at the lowest ground under its footprint (`footing`). The ground mesh and every
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prop read the same `heightAt`, so nothing floats over the facets.
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- A phone dresses half the small things.
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- **One InstancedMesh per kind.** 10k tufts are one draw call. Ground cover and life sway in the
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vertex shader with the foot planted.
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(its largest mesh, instanced) with no code. The built-in shapes are `tuft`, `reeds`, `flower`,
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`rock`, `bush`, `tree`, `lantern` and `column`, in the place's palette.
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| a meadow or square | 120–160 |
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| a grove | 100–120 |
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| a stone court or interior | 30–60 |
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Silt's first chapter is the ceiling to aim at: about 42k flowers and 782 landmark details, at 260–600
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draw calls on a desktop.
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## Places as data
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+
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Write one row of `src/places.json` per `## Places` row of the GDD. Make the fields the plan's words:
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the room's name; its light as a preset plus the two or three keys the target frame asks for; its
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palette (`sky-top`, `sky-horizon`, `ground`, `ground-2`, `stone`, `accent`, `glow`); its `surface`
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(`grass`, `sand`, `cobble`, `flagstone`, `snow` or `moss`); its kit; its landmark; its road; its
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`density` target; and its `target` picture when the plan has one.
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+
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One heist game's spec is the model for a row: each room has a size and shape, a material, an era, a
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light and a colour, and differs from the others in all five. For example:
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- "Long Gallery, oxblood velvet, cool moonlight from the lunette against warm gold picture lights"
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becomes `moonlit-spot`, `spot` #ffd9a0, `key` #9db4d6, palette oxblood.
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- "Cabinet rooms, candle-warm and dark green" becomes `dusk`, `exposure` 0.75, `spots` 3, palette
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slate-green.
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+
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Winning a round travels to the next place. The views `place-<id>` enter each place directly, so the
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checks can set every place side by side.
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## Checking it (free, local)
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- **`funtools places`** enters every place and compares each pair in colour (ΔE), layout and light.
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Alike in colour and light means one place repainted. The bar is at least 3 distinct places in the
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first fifteen minutes.
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- **`funtools boxes` and `walk`** add a dressing check: things per 100 m² round the player, against
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the place's target. It warns when the place reads bare (under 60% of its target), when dressing
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stands on the road, and, with `--viewport phone`, when the frame is over the phone's budget.
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- **`funtools score --target <picture> --view place-<id>`** prints light moves in these keys. Example:
|
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"the frame is 25 L* brighter than the target: change light.exposure ×0.4". Apply the top two or
|
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+
three moves, then score again. Stop when `palette_light` holds or after five differences fixed.
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+
- **`funtools profile --views place-<id>`** and `--viewport phone` give the frame time and calls.
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@@ -0,0 +1,111 @@
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1
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+
# Generate and load 3D models
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2
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+
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3
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A generated GLB is paid, slow and can load without an error while it renders flat grey, stands
|
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4
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+
frozen or sinks into the floor; beside code-built props with their own materials it reads as a
|
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second game. This skill picks the lane per object, the cost, one shared look, and the loading
|
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+
contract. For the heroes (player, rivals, bosses: what the camera frames most) the default is the
|
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7
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+
hero route and 3D look checklist in [hero-route.md](hero-route.md); the
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8
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person's locked choices override it.
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9
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+
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10
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+
## Tools
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+
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- `generate_3d_model`: a prompt or image URL to a GLB. `style`: `standard` (textured, ~30K
|
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13
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+
triangles, ~160 credits), `hero` (static, 300K–500K, cut to levels) or `lowpoly` (grey
|
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14
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+
clay, ~45). `animations` rigs a humanoid biped; `engine` (`rodin`: hard
|
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15
|
+
surface) and `raw` keep a close-up's detail ([hero-route.md](hero-route.md)). Long
|
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16
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+
runs return a job id.
|
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17
|
+
- `generate_image` makes the concept image.
|
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18
|
+
- `list_characters`, `get_character` (free), `restyle_character`: rigged characters that
|
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19
|
+
already move; [characters.md](characters.md).
|
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20
|
+
- `get_material` (after `find_material`): free CC0 HDRIs, PBR sets, models.
|
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21
|
+
`generate_skybox`: a 360° sky.
|
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22
|
+
- `get_job` collects a job by id. A timed-out job still runs, paid for: collect it, never
|
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23
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+
resubmit (that pays twice).
|
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24
|
+
- `inspect_model`, `optimize_model` and `finalize_model` check and ship the result (skill
|
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25
|
+
[bench](bench.md), which owns the order and the device budgets).
|
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26
|
+
- No local 3D generation: `npx @funpixel/tools gen model3d` needs a paid key. Without one, build
|
|
27
|
+
it from grouped palette primitives, named as a stand-in in the hand-back.
|
|
28
|
+
- `npx @funpixel/tools fidelity hero.glb front=ref.png end=end.png` scores a model against its
|
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29
|
+
views, free. One view makes a slab, four fix the depth, projection plateaus near 73%; past it,
|
|
30
|
+
paint over a hand-blocked mesh ([hero-route.md](hero-route.md)).
|
|
31
|
+
- `npx @funpixel/tools look --3d` reads what the heroes are made of (primitives or a loaded
|
|
32
|
+
model). Code-built heroes are a style only when funpixel.json `art3d` declares it with a reason
|
|
33
|
+
and a proof frame; otherwise they are stand-ins (the panel is told).
|
|
34
|
+
- Models re-made only when their words change: `model3d` items in `npx @funpixel/tools assets gen`
|
|
35
|
+
(the `funpixel-art` pipeline reference).
|
|
36
|
+
|
|
37
|
+
## Steps
|
|
38
|
+
|
|
39
|
+
1. **A lane per object.** Generation is good at identity; code is exact about rules, numbers and
|
|
40
|
+
colours. A line per object in the design note ("head: generated; ball: code"), with its cost,
|
|
41
|
+
shows the spend first.
|
|
42
|
+
|
|
43
|
+
| Object | Lane |
|
|
44
|
+
|---|---|
|
|
45
|
+
| A humanoid a library character fits | `get_character`; `restyle_character` to match |
|
|
46
|
+
| Player, rival, boss, anything a camera frames close | `standard`, from a concept image |
|
|
47
|
+
| Humanoid biped that must move | add `animations` (idle plus one locomotion clip) |
|
|
48
|
+
| A body whose size is a stat, a kit in exact team colours | primitives in code; a generated head or face on top |
|
|
49
|
+
| Animal, blob, vehicle | static generated mesh; animate in code (bob, hop, spin, squash) |
|
|
50
|
+
| Crates, walls, balls, chains, simple hard-surface props | primitives in the palette, no generation |
|
|
51
|
+
| Crowds, fodder, debris | one model instanced many times, with a far LOD |
|
|
52
|
+
|
|
53
|
+
2. **A concept image first** keeps the model on the game's art: text-to-3D invents its own
|
|
54
|
+
design. What the image-to-3D step reads best (one subject, whole, straight on, plain light
|
|
55
|
+
background, flat light, no base or text), what a rig needs (A-pose, empty hands, fitted
|
|
56
|
+
clothing) and back views: [concept-image.md](concept-image.md).
|
|
57
|
+
|
|
58
|
+
3. **Price, then start early.** About 160 credits, rigged with walk, run and one more clip
|
|
59
|
+
included; two or more extra clips add 40 plus 24 each (up to 8 clips).
|
|
60
|
+
Say the price and pass `confirm_cost` only when the person allowed it. Models take minutes:
|
|
61
|
+
start them together, write the scene meanwhile. A hero: a [bake-off](bake-off.md).
|
|
62
|
+
|
|
63
|
+
4. **Refusals can arrive with the result**, and the same prompt can pass minutes later. Retry
|
|
64
|
+
failed humanoids one at a time: parallel resubmits have all failed where serial ones passed.
|
|
65
|
+
|
|
66
|
+
5. **Rig before decimating:** generate, rig, animate, then decimate and finalize on the bench
|
|
67
|
+
([bench](bench.md); a rigger handed a decimated mesh got 6% of the vertices).
|
|
68
|
+
One cut for every device reads melted on a desktop: cut `phone`, `desktop` and `high` levels
|
|
69
|
+
from the kept source, free ([levels.md](levels.md)).
|
|
70
|
+
|
|
71
|
+
6. **One material direction.** Generated and code-built objects belong together when they share
|
|
72
|
+
a direction; metal, glass and cloth need not share one shader. A toon ramp with an ink
|
|
73
|
+
outline is one proven recipe. Compare loaded models under the
|
|
74
|
+
game's light at phone size. Code: [three-loading.md](three-loading.md). Surfaces:
|
|
75
|
+
[textures.md](textures.md).
|
|
76
|
+
|
|
77
|
+
7. **The loading contract** is in the same reference: each item is a way a model loads with no
|
|
78
|
+
error and still shows nothing, freezes or sinks (decoders, `mixer.update(dt)`, `cloneSkinned`,
|
|
79
|
+
posed bounds, grounding, clip speed, a capsule collider).
|
|
80
|
+
|
|
81
|
+
8. **The bench before wiring** ([bench](bench.md)) catches what loads silently wrong: a clip
|
|
82
|
+
requested as `hurt` when the file says `hit` shipped and never played in one of our games.
|
|
83
|
+
A `__FPX_SELFTEST__` entry that checks each played clip name keeps it caught.
|
|
84
|
+
|
|
85
|
+
9. **Paid work survives a failure.** A failed download is collected again with `get_job`; a
|
|
86
|
+
failed generation becomes a stand-in (the right silhouette in the palette), named in the
|
|
87
|
+
hand-back. A GLB that will not load is almost always a missing decoder.
|
|
88
|
+
|
|
89
|
+
## Worked example
|
|
90
|
+
|
|
91
|
+
A runner with a knight hero:
|
|
92
|
+
1. Lanes in the note: knight generated and rigged; coins, crates and the track in code.
|
|
93
|
+
2. `generate_image`: "Painted low-saturation fantasy style. One armoured knight, whole, front
|
|
94
|
+
view, A-pose, hands empty, plain light grey background, flat light, no text."
|
|
95
|
+
3. "About 248 credits (textured, rigged, idle, run and jump). Go ahead?" Yes; `generate_3d_model`
|
|
96
|
+
with `image_url`, `animations: ["idle", "run", "jump"]`, `confirm_cost: true`.
|
|
97
|
+
4. The call times out; `get_job` returns `knight.glb` and its clips, 98K triangles.
|
|
98
|
+
5. Bench: all three clip names found, decimated to 6K, finalized; one toon material for all.
|
|
99
|
+
6. Hand-back: "Knight rigged with three clips; the rest is code, one material."
|
|
100
|
+
|
|
101
|
+
## Common mistakes
|
|
102
|
+
|
|
103
|
+
- Text-to-3D for the hero: the model drifts from the 2D art. Build it from the concept image.
|
|
104
|
+
- Generating a body whose size is a game rule: the hitbox and the mesh disagree.
|
|
105
|
+
- Generated models and code props in two material directions: match them to the chosen one.
|
|
106
|
+
- A figure holding a sword or wearing a long coat sent to the rigger: fused limbs, failed rig.
|
|
107
|
+
- A shield or bag in a rigged character's hands bends in the walk; a skirt or cape tears.
|
|
108
|
+
- `animations` on a dog or a slime: the rig step is skipped and the money buys nothing.
|
|
109
|
+
- `root.clone()` for a second enemy: every copy shares one skeleton and stands frozen.
|
|
110
|
+
|
|
111
|
+
Adapted in part from scenario-labs/skills (MIT); see THIRD_PARTY_NOTICES.md.
|
|
@@ -0,0 +1,184 @@
|
|
|
1
|
+
# From a painted target to a 3D scene that holds up
|
|
2
|
+
|
|
3
|
+
Why this exists: one game was built twice from one plan (1 Oct). In both builds the title and
|
|
4
|
+
menus reached their painted targets, and the 3D walk stayed a flat, empty plane under a plain
|
|
5
|
+
sky: a tech demo. In one build the cut-out hero's legs and arms drifted off the body as she
|
|
6
|
+
walked. The walk is the first minutes of play, the stretch that decides whether people stay (the
|
|
7
|
+
hook). Another game shows the way that worked: every look pass ended in fidelity strips at fixed
|
|
8
|
+
framings, today beside the target, and the next pass worked on the largest gap. A racer (boats of
|
|
9
|
+
boxes and cones handed back as finished) and a puzzle game (57 code primitives) show what happens
|
|
10
|
+
when nobody puts the game beside the picture.
|
|
11
|
+
|
|
12
|
+
## Read the target first (five minutes, written down)
|
|
13
|
+
|
|
14
|
+
Before any code, measure the target frame and write the answers beside it in the GDD's place row:
|
|
15
|
+
|
|
16
|
+
| Read | Example (one game, f3_walk) |
|
|
17
|
+
|---|---|
|
|
18
|
+
| Horizon height, share of frame from the top | 0.42 |
|
|
19
|
+
| Hero height, share of frame | 0.22, standing left of centre |
|
|
20
|
+
| Layers, near to far | crust and ruts · dunes · ridge silhouettes · relay on the horizon · planet · sky |
|
|
21
|
+
| Light: direction, colour, the one warm accent | low from the right, cold violet; the cradle's amber window |
|
|
22
|
+
| Haze colour at the horizon (pick it from the picture) | `#6d6a9c` |
|
|
23
|
+
| What moves | dust in the wind, a crab crossing, the cradle's glow breathing |
|
|
24
|
+
|
|
25
|
+
## Camera before scenery
|
|
26
|
+
|
|
27
|
+
A wide lens flattens a painted scene and empties it. Start with a vertical FOV of 35 to 50
|
|
28
|
+
degrees, then put the camera where the hero is the target's size:
|
|
29
|
+
|
|
30
|
+
```ts
|
|
31
|
+
// hero height h (m) fills share s of the frame's height at vertical fov f (degrees)
|
|
32
|
+
const dist = h / (2 * Math.tan(THREE.MathUtils.degToRad(f) / 2) * s);
|
|
33
|
+
```
|
|
34
|
+
|
|
35
|
+
Pitch the camera until the horizon sits on the target's line, then check both framings: phone
|
|
36
|
+
landscape 852×393 and desktop 1280×720. Three keeps the vertical FOV, so a wider screen shows
|
|
37
|
+
more at the sides: give that extra width something to show (scatter, a second landmark), not
|
|
38
|
+
bare ground.
|
|
39
|
+
|
|
40
|
+
## Haze that is the sky
|
|
41
|
+
|
|
42
|
+
The fog colour is the sky's colour at the horizon, exactly, or every far object sits in a grey
|
|
43
|
+
box. Use the same value in three places: `scene.fog`, the bottom of the sky dome or gradient,
|
|
44
|
+
and the clear colour.
|
|
45
|
+
|
|
46
|
+
```ts
|
|
47
|
+
const HAZE = new THREE.Color('#6d6a9c');
|
|
48
|
+
scene.fog = new THREE.Fog(HAZE, 30, 220); // far layers fade into the sky, not to grey
|
|
49
|
+
renderer.setClearColor(HAZE);
|
|
50
|
+
```
|
|
51
|
+
|
|
52
|
+
Far things are lighter and lower in contrast than near ones (aerial perspective). If the far
|
|
53
|
+
ridge reads as dark as the near rocks, the depth is gone.
|
|
54
|
+
|
|
55
|
+
## Ground with height, in layers
|
|
56
|
+
|
|
57
|
+
A flat plane under a painted sky is the tech-demo look. Build three bands:
|
|
58
|
+
- **Near (0–20 m):** terrain with noise height (0.3 to 2 m), ruts or a path the hero follows,
|
|
59
|
+
instanced scatter thickest beside the path (rocks, tufts, debris; one `InstancedMesh` per kind).
|
|
60
|
+
- **Middle (20–120 m):** dunes or ridges a few metres high that cross the view, so the eye
|
|
61
|
+
climbs over them; one or two landmarks that break the horizon (the relay, a wreck, a tower).
|
|
62
|
+
- **Far (beyond the fog's far):** a backdrop: the target's far band (cut the top of a generated
|
|
63
|
+
environment plate) on a cylinder around the camera, unlit and fogless
|
|
64
|
+
(`MeshBasicMaterial`, `fog: false`), its horizon lined up with the camera's. Big sky objects
|
|
65
|
+
(a planet, a moon) are sprites on it or just inside it, moved with the camera so they never
|
|
66
|
+
get closer.
|
|
67
|
+
|
|
68
|
+
Each band is lighter and lower in contrast than the one in front of it.
|
|
69
|
+
|
|
70
|
+
## A light rig, not one lamp
|
|
71
|
+
|
|
72
|
+
- `HemisphereLight` with the target's sky colour above and its ground bounce below.
|
|
73
|
+
- A key `DirectionalLight` from the target's light direction; shadows on the hero and the near
|
|
74
|
+
band only (a tight shadow camera), never the whole world.
|
|
75
|
+
- A rim light behind the hero, so a flat cut-out separates from the ground.
|
|
76
|
+
- The one warm accent as a small `PointLight` with a slow breath (±15% over 2 to 4 s).
|
|
77
|
+
- `ACESFilmicToneMapping`, sRGB output; tune exposure with the target beside the capture, never
|
|
78
|
+
alone.
|
|
79
|
+
|
|
80
|
+
## Ambient motion from the first frame
|
|
81
|
+
|
|
82
|
+
At least three things move on their own before the player touches anything: dust or motes
|
|
83
|
+
drifting, grass or cloth swaying (a vertex shader or a few sine offsets), clouds or the backdrop
|
|
84
|
+
sliding slowly, a creature on a path, a light that breathes, the hero's idle. `funtools life`
|
|
85
|
+
counts what moves; `funtools hook` reads the first minutes and warns when they are still or empty.
|
|
86
|
+
|
|
87
|
+
## Compare at fixed framings, every pass
|
|
88
|
+
|
|
89
|
+
`npx @funpixel/tools compare --target design/first-look/f3_walk.png --view play` writes a strip,
|
|
90
|
+
today beside the target, at both framings. Judge mood, light, value steps, the hero's size and
|
|
91
|
+
how full the frame is. Keep the strips (before and after) in `design/look/`; a pass that cannot
|
|
92
|
+
point at a closed gap in its strip did not close it.
|
|
93
|
+
|
|
94
|
+
# A walk that reads as a person, in one piece
|
|
95
|
+
|
|
96
|
+
The owner, after that game: "better walking animations, not like a robot; smooth movement like
|
|
97
|
+
us humans." A robot walk is limbs swinging at a constant speed about fixed points while the body
|
|
98
|
+
glides. A person's walk is the body falling forward and catching itself.
|
|
99
|
+
|
|
100
|
+
## The human walk first
|
|
101
|
+
|
|
102
|
+
- **Weight shifts side to side:** the hips move over the planted foot, a few centimetres each
|
|
103
|
+
step; the body is never centred between the feet for long.
|
|
104
|
+
- **A gentle vertical bob:** lowest as the feet pass wide apart (the contact), highest as one leg
|
|
105
|
+
passes under the body; two bobs per stride, about 2 to 4% of the height.
|
|
106
|
+
- **Hips and shoulders counter-rotate:** the hips turn toward the leg that swings forward, the
|
|
107
|
+
shoulders the other way; the head stays level.
|
|
108
|
+
- **Heel to toe, and a planted foot never slides:** the heel lands, the foot rolls flat, the toe
|
|
109
|
+
pushes off. While planted it stays still on the ground; the body moves over it. Drive the
|
|
110
|
+
stride by distance walked, not time.
|
|
111
|
+
- **Arms swing opposite the legs,** lagging a little; under a load (a pack frame, a cradle) the
|
|
112
|
+
hands brace the straps instead and the swing moves to the elbows and shoulders.
|
|
113
|
+
- **Eased starts and stops:** two or three steps to reach speed and to settle, never a full
|
|
114
|
+
stride on the first frame.
|
|
115
|
+
- **A lean that builds and settles:** into a slope, a turn or a weight, over a few tenths of a
|
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116
|
+
second, then back; overshoot a little on the way back (follow-through on the head and the load).
|
|
117
|
+
- **No linear angles:** every joint eases in and out (sine or a curve), never a triangle wave.
|
|
118
|
+
|
|
119
|
+
These numbers are a preset in every starter's `src/motion.ts` (walk, run, sneak, carry, limp, old,
|
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|
+
child, a quadruped, a flyer's beat), with bounded dials, a stride driven by distance and a
|
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121
|
+
strike's timed phases in `src/strike.ts`: skill `funpixel-game-feel`, references/motion.md.
|
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122
|
+
|
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123
|
+
## Two routes; pick what reads as a person on a phone
|
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124
|
+
|
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125
|
+
**A cut-out rig done properly.** Cut the sheet into parts (`npx @funpixel/tools parts sheet.png`):
|
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126
|
+
hips, torso, head, upper and lower arms and legs, plus what the hero carries. One hierarchy
|
|
127
|
+
(hips → torso → head and arms; hips → thighs → shins → feet), so a parent's turn carries its
|
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|
+
children.
|
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129
|
+
- **Pivots at the joints, never at a part's centre** (`geometry.translate(0, -len / 2, 0)` for a
|
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130
|
+
limb hanging from its top).
|
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131
|
+
- **Overlap at every joint:** cut each limb 10 to 15% longer into its parent and draw it behind (a
|
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|
+
0.001 depth step or `renderOrder`), so a bend never opens a gap.
|
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+
- **Face the camera as one.** Only the root turns toward the camera; parts stay in the root's
|
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134
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+
plane. Billboarding parts one by one is how limbs drift off the body.
|
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135
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+
- **Secondary motion:** the head, hair, scarf and load follow the torso 60 to 100 ms late; a
|
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+
stumble is one keyed curve of about 0.4 s (dip, catch, recover).
|
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+
- When the poses must change shape (turning, a big reach), whole-body pose flipbooks from the
|
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+
locked reference sheet (6 to 8 walk frames, `parts --grid`), swapped by distance walked at 8 to
|
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139
|
+
12 a second, keep identity best and cannot come apart.
|
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140
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+
|
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141
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+
**A rigged 3D character with real walk clips.** `generate_3d_model` with animation (the Meshy rig
|
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|
+
and its clips, [models](models.md)) gives walk, run and idle made by motion data: weight,
|
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143
|
+
bob and counter-rotation come with it. Blend clips (`AnimationMixer` cross-fades of 0.2 to
|
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144
|
+
0.3 s), scale the clip's speed to the ground speed so feet do not skate, lean the root into
|
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|
+
turns. Cost is a paid model and a phone budget ([bench](bench.md)).
|
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|
+
|
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147
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+
Choose by a capture at phone size: the one that reads as a person walking at the hero's real
|
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|
+
size on screen wins, whichever took less work.
|
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149
|
+
|
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150
|
+
## Many painted cut-outs, one draw call
|
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151
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+
|
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152
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+
A painted world of props, creatures and folk drawn as one `THREE.Sprite` each costs a draw call
|
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|
+
each: one build reached 164 against its budget of 150 with about 200 cut-outs. The 3D
|
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+
world starter's `src/cutouts.ts` draws every cut-out that shares an atlas as one instanced mesh, so
|
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155
|
+
300 cut-outs are one draw call. Cut the figures with `npx @funpixel/tools cut sheet.jpg` (clean
|
|
156
|
+
alpha, no paper or floor patches), build the atlas in the page with `atlasFrom([...pngs])` (or use
|
|
157
|
+
a grid sheet as it is), then `cutouts(scene, atlas.texture, { cols, rows })`; each `add()` takes a
|
|
158
|
+
place, a height, a tint, a frame, a mirror and a sway. The shader turns each one round the
|
|
159
|
+
vertical axis to the camera and bends it from a planted foot (`sway`, `squash`): a breathing
|
|
160
|
+
person, grass or a flag that bends, not a card that bobs. `walk(i, cycle, distance, moving)` steps
|
|
161
|
+
a frame cycle by distance walked (`src/cutout-math.ts`), so a crab's scuttle or a walker's steps
|
|
162
|
+
keep pace with the ground and stop when it stops. A cut-out that only slides or bobs reads as a
|
|
163
|
+
picture on a stick: give it frames or a bend.
|
|
164
|
+
|
|
165
|
+
## The cheap check
|
|
166
|
+
|
|
167
|
+
```ts
|
|
168
|
+
// test/rig.test.ts: sample the walk, the lean and the stumble; every part stays attached, a planted
|
|
169
|
+
// foot stays put, the body bobs, and joints ease rather than swing at a constant speed.
|
|
170
|
+
for (const clip of ['walk', 'lean', 'stumble']) for (let t = 0; t < 1; t += 0.02) {
|
|
171
|
+
rig.pose(clip, t); rig.root.updateMatrixWorld(true);
|
|
172
|
+
for (const p of rig.parts) if (p.parent) {
|
|
173
|
+
const gap = p.joint.getWorldPosition(a).distanceTo(p.parent.socketFor(p).getWorldPosition(b));
|
|
174
|
+
assert.ok(gap < 0.01, `${clip} ${t.toFixed(2)}: ${p.name} is ${gap.toFixed(3)} m off ${p.parent.name}`);
|
|
175
|
+
}
|
|
176
|
+
}
|
|
177
|
+
const walk = sampleWalk(rig, 50); // per step: hips y, foot world x/z while planted, knee angle
|
|
178
|
+
assert.ok(walk.bob > 0.02 * rig.height, 'no vertical bob: the body glides');
|
|
179
|
+
assert.ok(walk.plantedSlide < 0.01, `a planted foot slides ${walk.plantedSlide} m`);
|
|
180
|
+
assert.ok(walk.kneeEase > 0.2, 'knee angle moves at a constant speed: a robot swing');
|
|
181
|
+
```
|
|
182
|
+
|
|
183
|
+
`kneeEase` is how far the angle's speed varies over the cycle (0 for a triangle wave). Then look:
|
|
184
|
+
`npx @funpixel/tools capture --view play --burst 12` at phone size while walking.
|
|
@@ -0,0 +1,41 @@
|
|
|
1
|
+
# Reading the bench
|
|
2
|
+
|
|
3
|
+
Detail for steps 1 and 3 of [bench](bench.md): what each finding means for the player, the
|
|
4
|
+
answer to it, and how to read a measurement that is missing. `inspect_model` answers
|
|
5
|
+
`<path>: nothing obviously broken.` or `<path> — N finding(s):`, one bullet each, then the facts.
|
|
6
|
+
|
|
7
|
+
## Finding to answer
|
|
8
|
+
|
|
9
|
+
| Finding | What the player sees | Answer |
|
|
10
|
+
|---|---|---|
|
|
11
|
+
| a material at alpha 0 | nothing; the model loads and draws no pixel | `finalize_model`, or set `opacity = 1` and `transparent = false` on load and name it |
|
|
12
|
+
| near-black with no texture | a flat black silhouette under any light | `finalize_model`, or a palette base colour on load; confirm the textures decoded |
|
|
13
|
+
| no armature | a still mesh (fine for a prop) | a character that must move: `rig_model` (a donor, or regenerate with `animations`), or code motion |
|
|
14
|
+
| a rig with no clips that drive it | "rigged" means bones exist; nobody posed them | `rig_model` with no donor on a biped, or code motion; never re-buy the mesh |
|
|
15
|
+
| a mesh over 5% unweighted | that part stays in bind pose while the rest moves | if the limb was fused at generation, regenerate from a better concept; otherwise live with it and name it |
|
|
16
|
+
| clips that animate nothing | nothing visible; megabytes of download | `finalize_model` with `keep_clips` naming the ones the code plays |
|
|
17
|
+
|
|
18
|
+
## `audit_clips`, clip by clip
|
|
19
|
+
|
|
20
|
+
| Reading | What it breaks | Answer |
|
|
21
|
+
|---|---|---|
|
|
22
|
+
| root motion | the clip walks the body and the game moves it again: double speed, a drift | zero the root in code, or stop moving the object while that clip plays |
|
|
23
|
+
| a planted foot slides | skating on the ground | tie the clip's `timeScale` to move speed ([models](models.md)), or pick another clip |
|
|
24
|
+
| holds one pose | a frozen character in that state | drop it from `keep_clips` and animate the state in code |
|
|
25
|
+
| an expected name missing | the state never plays, with no error | rename in code to the file's clip, or author it with `rig_model` |
|
|
26
|
+
| one name inside another (`run` in `run_fast`, `walk` in `walkback`) | a loose lookup (`includes`, a prefix, a regex) plays the wrong clip, with no error | give each a word of its own and look clips up by exact name; `funtools model clips <file>` lists collisions, free and local |
|
|
27
|
+
|
|
28
|
+
Facts are reported, not judged: a standing humanoid's height over footprint reads well above 1,
|
|
29
|
+
and a car is legitimately wider than tall.
|
|
30
|
+
|
|
31
|
+
## Three-state, never two
|
|
32
|
+
|
|
33
|
+
`-1` in any field means not measured: no armature to weigh against, alpha driven by a node, a
|
|
34
|
+
file the bench could not read. It is no information: never a zero, never a pass and never a
|
|
35
|
+
finding. "Could not be measured" is an answer about the file (not a model, a broken export), not
|
|
36
|
+
an outage; the same bytes give the same answer.
|
|
37
|
+
|
|
38
|
+
## Repairs
|
|
39
|
+
|
|
40
|
+
Repairs write GLB and refuse to overwrite a `.gltf` or `.fbx`, so convert those to a `.glb` path
|
|
41
|
+
first: GLB bytes behind a text content type would break a model that used to load.
|
|
@@ -0,0 +1,85 @@
|
|
|
1
|
+
# Skin that reads, the same way across a cast
|
|
2
|
+
|
|
3
|
+
A cast that feels like one world is part of what makes Hades memorable: its characters were
|
|
4
|
+
sculpted from two base bodies and hand-painted to match one set of portraits, so the family reads
|
|
5
|
+
before a word is said. A generated character often arrives with skin that is not quite skin: the face greyer than the
|
|
6
|
+
hands, a blotch where the texture seam falls, one character warm and the next one waxy. Players
|
|
7
|
+
read faces first, so it shows in every close shot. The bench fixes it as a pass, not by hand: it
|
|
8
|
+
photographs the character from fixed views, a vision pass marks the bare skin, and the bench paints
|
|
9
|
+
exactly those surfaces one tone, keeping their light and dark. Eyes, lips, brows and clothing keep
|
|
10
|
+
their own colours because they are not skin-coloured.
|
|
11
|
+
|
|
12
|
+
## Tools
|
|
13
|
+
|
|
14
|
+
- `author_skin` takes a character you made and a `tone` (`#rrggbb`) and returns `model.glb` and
|
|
15
|
+
`proof.png` (front, face and both hands after the change). About 3 credits, held at 9.
|
|
16
|
+
`npx @funpixel/tools model skin <file|asset-id> --tone #8d5524`.
|
|
17
|
+
- `retexture_model` gives the same mesh a new look: its four sides repainted by the image model
|
|
18
|
+
(your game's style lock when you name the game), projected back onto its own materials.
|
|
19
|
+
`npx @funpixel/tools model retexture <file> "a snowy winter coat" --game-id <id>`.
|
|
20
|
+
- `inspect_model` and `render_model` before and after; `capture_view` in the game, or
|
|
21
|
+
`npx @funpixel/tools capture`.
|
|
22
|
+
- `get_job` collects a finished job again by id.
|
|
23
|
+
|
|
24
|
+
## The checklist
|
|
25
|
+
|
|
26
|
+
1. **A cast table in the design note.** One row per character: its tone as a hex, and its
|
|
27
|
+
variants. One tone per character, reused for every variant, with characters differing on
|
|
28
|
+
purpose, keeps the cast one cast; a tone decided per job drifts, and the cast stops looking
|
|
29
|
+
like one game. Skin may be any colour the world allows: a green orc is still skin.
|
|
30
|
+
|
|
31
|
+
2. **Inspect before painting** ([bench](bench.md)). The model faces +Z (the glTF front),
|
|
32
|
+
stands upright, and is not invisible or black. Views are taken from fixed sides: a character
|
|
33
|
+
lying down or facing backwards gets its back called "front", and the proof shows it.
|
|
34
|
+
|
|
35
|
+
3. **Retexture before skin.** `retexture_model` repaints every surface, skin included, so a
|
|
36
|
+
skin pass made before it is lost. Make the variant first (its prompt names the clothes and
|
|
37
|
+
materials, the shape stays), then run `author_skin` on the variant with the character's tone.
|
|
38
|
+
Naming the game with `game_id` makes the repaint follow the style lock and anchors.
|
|
39
|
+
|
|
40
|
+
4. **Run `author_skin` with the table's tone.** Omit `tone` only to even out the model's own
|
|
41
|
+
skin colour. A model with no bare skin (a robot, a knight in full plate) fails, not charged
|
|
42
|
+
for the result; that is an answer about the model, not a bug.
|
|
43
|
+
|
|
44
|
+
5. **Read the result before the picture.**
|
|
45
|
+
- `marks` lists the cells the vision pass called skin, per view; empty `face` or `hand_*` on a
|
|
46
|
+
human is a miss worth looking at.
|
|
47
|
+
- `detail_texels_kept` above zero is expected: eyes, lips and brows inside a marked cell.
|
|
48
|
+
- A finding such as `31% of the textured surface no view saw` means the underside of the arms
|
|
49
|
+
or the soles kept their old colour.
|
|
50
|
+
|
|
51
|
+
6. **Look at `proof.png`.** It is right when the face, both hands and the front read as one skin; the
|
|
52
|
+
eyes are still eyes; no sleeve or collar turned skin-coloured. A clothing edge painted by
|
|
53
|
+
mistake is a reason to run it again: a hand-painted texture drifts from the next run's.
|
|
54
|
+
|
|
55
|
+
7. **Prove it in the game.** `capture_view` the character at the camera you ship, under the
|
|
56
|
+
game's own light and material. Skin that reads on the bench's flat light can go grey under
|
|
57
|
+
a dark scene: fix the scene light, not the tone per shot.
|
|
58
|
+
|
|
59
|
+
8. **Hand back the cast table** with each character's tone, the variants made, and anything the
|
|
60
|
+
proof still shows (a missed ear, an unseen sole).
|
|
61
|
+
|
|
62
|
+
## Worked example
|
|
63
|
+
|
|
64
|
+
A four-person heist crew, all generated:
|
|
65
|
+
1. Note: Ada `#8d5524`, Bo `#e0ac69`, Cy `#c68642`, Dee `#5c3a21`; Bo also gets a winter variant.
|
|
66
|
+
2. `inspect_model` on each: all upright, facing +Z, textures present.
|
|
67
|
+
3. `retexture_model` on Bo: "a quilted winter parka, wool scarf" with the game's `game_id`;
|
|
68
|
+
`proof.png` shows the parka on all four sides.
|
|
69
|
+
4. `author_skin` on Ada, Bo, Bo-winter, Cy and Dee with their tones.
|
|
70
|
+
5. Ada's result: marks on face, both hands and the front's forearms; `detail_texels_kept` 412
|
|
71
|
+
(eyes and lips). Dee's: `hand_r` empty — the proof shows a glove, which is right.
|
|
72
|
+
6. In the game, the vault is dark: the four faces go grey. The key light is raised; the tones stay.
|
|
73
|
+
7. Hand-back: the table with five tones, one variant, and "Bo-winter's soles kept the old colour
|
|
74
|
+
(no view sees them)."
|
|
75
|
+
|
|
76
|
+
## Common mistakes
|
|
77
|
+
|
|
78
|
+
- A new tone per job for the same character: its face changes between cutscenes.
|
|
79
|
+
- Running `author_skin` before `retexture_model`: the repaint paints over the skin.
|
|
80
|
+
- Hand-editing a texture after a pass: the next pass paints over the edit.
|
|
81
|
+
- Judging the result from its numbers alone: `skin_share` cannot show a sleeve painted as skin.
|
|
82
|
+
- Treating "no exposed skin" as a failure to retry: a fully clothed model has none.
|
|
83
|
+
|
|
84
|
+
Where this comes from: cast consistency (one tone, one reference across characters) is adapted from
|
|
85
|
+
scenario-labs/skills (MIT; THIRD_PARTY_NOTICES.md); the bench pass, its views and its checks are ours.
|
|
@@ -0,0 +1,65 @@
|
|
|
1
|
+
# Skies: the free one first, a painted one when it pays
|
|
2
|
+
|
|
3
|
+
**The default is free.** The 3D starter's `sky.ts` draws the sky procedurally in one draw call:
|
|
4
|
+
|
|
5
|
+
- a dome shaded from the horizon colour up to the top colour;
|
|
6
|
+
- a sun or moon disc with a glow, placed where the key light comes from, so the light and the shadows
|
|
7
|
+
agree with the sky;
|
|
8
|
+
- a soft band of cloud that drifts;
|
|
9
|
+
- stars when the place is dark (`moonlit-spot`, or a fill under 0.6).
|
|
10
|
+
|
|
11
|
+
Its colours come from the place's palette (`sky-top`, `sky-horizon`). The fog and the clear colour
|
|
12
|
+
are the horizon colour too, so the world's edge melts into the sky. Change a place's sky by changing
|
|
13
|
+
its palette and its light's `keyElevation` and `keyAzimuth`; there is no picture to make.
|
|
14
|
+
|
|
15
|
+
## When a painted sky is worth paying for
|
|
16
|
+
|
|
17
|
+
Pay for a sky only when it carries something the procedural dome cannot, and the player sees it most
|
|
18
|
+
of the play:
|
|
19
|
+
|
|
20
|
+
- a skyline with a story: a distant city, a mountain range you will climb, a lighthouse;
|
|
21
|
+
- a painted style the rest of the world is drawn in;
|
|
22
|
+
- a title or menu backdrop the cover also uses.
|
|
23
|
+
|
|
24
|
+
When the camera mostly looks down at the ground, the procedural sky is the right one.
|
|
25
|
+
|
|
26
|
+
## The paid route (the creator's choice, priced first)
|
|
27
|
+
|
|
28
|
+
`generate_skybox` (MCP) or `npx @funpixel/tools gen skybox` makes an equirectangular panorama. Price
|
|
29
|
+
it first and pass `confirm_cost` only when the creator allows. The steps:
|
|
30
|
+
|
|
31
|
+
1. **Write the brief from the game's own files, not new words.**
|
|
32
|
+
- The palette: the place's `sky-top` and `sky-horizon` as named colours.
|
|
33
|
+
- The time of day: the light preset.
|
|
34
|
+
- Where the sun or moon sits: `keyAzimuth` and `keyElevation`.
|
|
35
|
+
- The style: the style lock in `assets/assets.json` or the GDD's look.
|
|
36
|
+
- The reference image, when the plan has one.
|
|
37
|
+
- One line for what the horizon holds.
|
|
38
|
+
2. **Keep the horizon low and plain.** The fog meets the sky at the horizon, so the lowest band of
|
|
39
|
+
the panorama should be close to the `sky-horizon` colour. Detail belongs above it.
|
|
40
|
+
3. **Size for the device.**
|
|
41
|
+
- Desktop: 4096 × 2048.
|
|
42
|
+
- Phone: 2048 × 1024, loaded by tier (`budget.tier()`).
|
|
43
|
+
- Anything bigger costs memory and buys nothing at play distance.
|
|
44
|
+
4. **Check the seam before wiring it.** Put the left and right edges side by side (`look --sheet` on
|
|
45
|
+
the two crops): a visible step means regenerate or blend the seam. Check that the sun in the
|
|
46
|
+
picture is where the key light is; a sky lit from the left over shadows cast to the left reads
|
|
47
|
+
wrong at once.
|
|
48
|
+
5. **Wire it as a background and a light source.**
|
|
49
|
+
- Load it with `TextureLoader` and set `mapping = EquirectangularReflectionMapping` and
|
|
50
|
+
`colorSpace = SRGBColorSpace`.
|
|
51
|
+
- Set it as `scene.background`, and through `PMREMGenerator` as `scene.environment`, so the
|
|
52
|
+
models pick up its colour.
|
|
53
|
+
- Hide the procedural dome (`stage.sky.mesh.visible = false`).
|
|
54
|
+
- Keep the fog colour equal to the panorama's horizon.
|
|
55
|
+
6. **Keep the free sky as the fallback.** When the picture fails to load, the procedural dome stays
|
|
56
|
+
on and the game says so once in the console.
|
|
57
|
+
7. **Measure it.** Run `funtools score --target` on the place with the plan's frame and
|
|
58
|
+
`funtools profile` on a phone. The sky should move `palette_light` without moving the frame time.
|
|
59
|
+
|
|
60
|
+
## Free alternatives before paying
|
|
61
|
+
|
|
62
|
+
- Poly Haven HDRIs (`find_material` / `get_material`, CC0) as `scene.environment` only, with the
|
|
63
|
+
procedural dome kept as the background. Real reflections, the game's own sky colours.
|
|
64
|
+
- A painted backdrop cylinder (unlit, fogless) for a skyline. This is one texture of the place's
|
|
65
|
+
landmark range, the painted-target recipe's far band ([painted target](painted-target.md)).
|