@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 +1,109 @@
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
66
+ saver or a low GPU gets `phone`; `high` needs a GPU known to be high
67
+ (`levelSignals(renderer.getContext())` reads it) and 8 GB; everything else `desktop`. A phone never
68
+ downloads the desktop set. No manifest (a model never cut) loads the plain file, as before.
69
+
70
+ ## Measured on that game's sources (29 Sep 2026)
71
+
72
+ Release build of the engine on a shared M-series laptop; the time is mostly KTX2 texture encoding.
73
+
74
+ | Source | Level | Triangles | Textures | Bytes | Time |
75
+ |---|---|---|---|---|---|
76
+ | 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 |
77
+ | 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 |
78
+ | 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 |
79
+ | 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 |
80
+ | rigged walker, 14.5K, 80 MB | phone / desktop | 9,327 (seams) / 14,512 | 1024 / 2048 | 1.6 / 5.4 MB | 13 / 37 s |
81
+
82
+ "(bound)" is a level the error bound stopped above its budget: a detailed crate cannot become
83
+ 2,500 triangles inside 2% of its size, and a phone that must hold 2,500 wants a code-built crate
84
+ instead. The rigged walker's phone level deforms like its source under the same pose.
@@ -0,0 +1,141 @@
1
+ # Light, dressing and places: directing the world
2
+
3
+ A world reads as shapes when it is evenly lit, sparsely dressed and the same everywhere. One heist
4
+ game's plan was dark and moonlit, with spot-lit art and deep shadow, and its first build came back
5
+ bright and evenly lit. Silt & Signal, by contrast, puts 42k instanced flowers along a clear road and
6
+ gives each of its seven places its own light. The 3D starter (`funtools init --framework three-world`)
7
+ directs all three from data, so you change values instead of writing a renderer:
8
+
9
+ | Part | File | What you change |
10
+ |---|---|---|
11
+ | The light and the grade | `src/look.json` `"light"` | a mood preset and a few keys |
12
+ | The places | `src/places.json` | one row per place: light, palette, ground, kit, landmark, road, density |
13
+ | The machinery | `light-math.ts`, `light.ts`, `post.ts`, `sky.ts`, `surfaces.ts`, `dressing*.ts`, `stage.ts` | rarely |
14
+
15
+ ## The light block
16
+
17
+ A preset is a whole light. A block names a preset and changes only a few keys:
18
+
19
+ ```json
20
+ "light": { "preset": "moonlit-spot", "exposure": 0.9, "spots": 3 }
21
+ ```
22
+
23
+ | Preset | Reads as | Key light | Fill floor | Spots | Grade |
24
+ |---|---|---|---|---|---|
25
+ | `dusk` | warm, low sun, long shadows | #ffc58f, 16° up | 1.0 | 0 | +sat, warm tint, vignette 0.3 |
26
+ | `moonlit-spot` | dark room, lit art, deep shadow | cool, 0.8 | 0.7 | 3 warm pools | contrast 1.15, cool tint, vignette 0.55 |
27
+ | `overcast` | soft and even, grey-green | 0.9, high | 1.8 | 0 | −sat, low contrast |
28
+ | `studio` | clean showroom | white, 2.2 | 0.9 | 0 | neutral |
29
+ | `noon` | hard sun, short shadows | 3.0, 72° up | 1.4 | 0 | +sat |
30
+ | `dawn` | pink and cool, long light | 1.8, 10° up | 1.1 | 0 | rose tint |
31
+
32
+ The keys are: `exposure`; `key`, `keyIntensity`, `keyElevation`, `keyAzimuth`; `fill`, `fillIntensity`;
33
+ `rim`, `rimIntensity`; `sky`, `bounce`, `ambient`; `fogNear`, `fogFar`; `shadow` (`soft`, `hard` or
34
+ `off`); `spots`, `spot`, `spotIntensity`; `saturation`, `contrast`, `tint`, `tintAmount`, `vignette`;
35
+ `bloom`, `bloomThreshold`.
36
+
37
+ Set one key with `npx @funpixel/tools look set light.exposure=0.85`, which validates the value. The
38
+ validator refuses `ambient` under 0.15: a black floor is unreadable, not moody.
39
+
40
+ Rules that come from our games:
41
+
42
+ - **The fog is always the horizon colour.** It is also the scene's clear colour and the bottom of the
43
+ sky, so the edge of the world melts into the sky.
44
+ - **One shadow map, on the key light only.** Its box follows the hero. Pools of light come from spots
45
+ without shadows. A light that is added or removed recompiles every lit material, so the rig makes
46
+ its spots once and dims the unused ones to 0.
47
+ - **Spot the play first.** Pools go on the platforms nearest the play, then the landmark, then the
48
+ lanterns. That is the moonlit-spot look: the eye goes where the light is.
49
+ - **The grade is CSS.** Saturation and contrast are a filter on the stage; the tint and vignette are
50
+ one overlay below the HUD. The compositor applies it, so a phone pays no draw call and no render
51
+ target, the HUD keeps its own contrast, and every capture shows it. The Pixi starter reads the same
52
+ keys (`gradeFromLook`).
53
+ - **Bloom only where it is affordable.** It runs at half resolution on desktop and high, before the
54
+ tone mapping. A phone that runs long drops bloom first, then the shadows, then the pixel ratio
55
+ (`budget.ts` `shedders`).
56
+
57
+ ## Tiers: the phone stays at 60 fps
58
+
59
+ `budget.tier()` decides by the same rule and storage key as `pickLevel` in `@funpixel/sdk/device`:
60
+ the player's setting first (`funpixel.quality`), then the GPU (phone-class by GPU, never by pointer),
61
+ memory and save-data.
62
+
63
+ | Tier | Shadow map | Soft | Spots | Bloom | Dressing share | Instance cap |
64
+ |---|---|---|---|---|---|---|
65
+ | phone | 1024 | no | 1 | no | 0.5 | 6,000 |
66
+ | desktop | 2048 | yes | 3 | yes | 1 | 16,000 |
67
+ | high | 2048 | yes | 4 | yes | 1 | 24,000 |
68
+
69
+ The frame budget stays 120 draw calls and 300k triangles. The starter's three dressed places measure
70
+ 70–90 calls and 40–170k triangles.
71
+
72
+ ## Dressing: a kit per place, by rule
73
+
74
+ A place's `kit` is a list of slots:
75
+
76
+ ```json
77
+ { "role": "ground", "kind": "tuft", "density": 120, "scale": [0.7, 1.4], "clump": 0.7, "patch": 4, "roadside": 0.4 }
78
+ ```
79
+
80
+ - **`role`** is one of four:
81
+ - `ground`: cover, which also dresses the play;
82
+ - `mid`: props, trees and rocks beyond the edge;
83
+ - `landmark`: one per place, at the road's end;
84
+ - `life`: lanterns and the like, which also dress the play.
85
+ - **`density`** is instances per 100 m²; `count` is a fixed number.
86
+ - **`clump`** (0 to 1) puts that share of the slot in patches `patch` metres across. Real ground cover
87
+ grows in patches; even noise reads as a carpet.
88
+ - **`roadside`** (0 to 1) keeps a thing nearer the road's edges.
89
+ - **The scatter is seeded, so a place looks the same every run.**
90
+ - It keeps the road (`road.width`) and every solid clear. The test is `onRoad` 0.
91
+ - Each thing stands at the lowest ground under its footprint (`footing`). The ground mesh and every
92
+ prop read the same `heightAt`, so nothing floats over the facets.
93
+ - A phone dresses half the small things.
94
+ - **One InstancedMesh per kind.** 10k tufts are one draw call. Ground cover and life sway in the
95
+ vertex shader with the foot planted.
96
+ - **Your own model replaces a stand-in.** A `public/assets/models/<kind>.glb` takes the kind's place
97
+ (its largest mesh, instanced) with no code. The built-in shapes are `tuft`, `reeds`, `flower`,
98
+ `rock`, `bush`, `tree`, `lantern` and `column`, in the place's palette.
99
+
100
+ Density targets to start from (things per 100 m² over the dressed disc):
101
+
102
+ | Place | Target |
103
+ |---|---|
104
+ | a meadow or square | 120–160 |
105
+ | a grove | 100–120 |
106
+ | a stone court or interior | 30–60 |
107
+
108
+ Silt's first chapter is the ceiling to aim at: about 42k flowers and 782 landmark details, at 260–600
109
+ draw calls on a desktop.
110
+
111
+ ## Places as data
112
+
113
+ Write one row of `src/places.json` per `## Places` row of the GDD. Make the fields the plan's words:
114
+ the room's name; its light as a preset plus the two or three keys the target frame asks for; its
115
+ palette (`sky-top`, `sky-horizon`, `ground`, `ground-2`, `stone`, `accent`, `glow`); its `surface`
116
+ (`grass`, `sand`, `cobble`, `flagstone`, `snow` or `moss`); its kit; its landmark; its road; its
117
+ `density` target; and its `target` picture when the plan has one.
118
+
119
+ One heist game's spec is the model for a row: each room has a size and shape, a material, an era, a
120
+ light and a colour, and differs from the others in all five. For example:
121
+
122
+ - "Long Gallery, oxblood velvet, cool moonlight from the lunette against warm gold picture lights"
123
+ becomes `moonlit-spot`, `spot` #ffd9a0, `key` #9db4d6, palette oxblood.
124
+ - "Cabinet rooms, candle-warm and dark green" becomes `dusk`, `exposure` 0.75, `spots` 3, palette
125
+ slate-green.
126
+
127
+ Winning a round travels to the next place. The views `place-<id>` enter each place directly, so the
128
+ checks can set every place side by side.
129
+
130
+ ## Checking it (free, local)
131
+
132
+ - **`funtools places`** enters every place and compares each pair in colour (ΔE), layout and light.
133
+ Alike in colour and light means one place repainted. The bar is at least 3 distinct places in the
134
+ first fifteen minutes.
135
+ - **`funtools boxes` and `walk`** add a dressing check: things per 100 m² round the player, against
136
+ the place's target. It warns when the place reads bare (under 60% of its target), when dressing
137
+ stands on the road, and, with `--viewport phone`, when the frame is over the phone's budget.
138
+ - **`funtools score --target <picture> --view place-<id>`** prints light moves in these keys. Example:
139
+ "the frame is 25 L* brighter than the target: change light.exposure ×0.4". Apply the top two or
140
+ three moves, then score again. Stop when `palette_light` holds or after five differences fixed.
141
+ - **`funtools profile --views place-<id>`** and `--viewport phone` give the frame time and calls.
@@ -0,0 +1,111 @@
1
+ # Generate and load 3D models
2
+
3
+ A generated GLB is paid, slow and can load without an error while it renders flat grey, stands
4
+ frozen or sinks into the floor; beside code-built props with their own materials it reads as a
5
+ second game. This skill picks the lane per object, the cost, one shared look, and the loading
6
+ contract. For the heroes (player, rivals, bosses: what the camera frames most) the default is the
7
+ hero route and 3D look checklist in [hero-route.md](hero-route.md); the
8
+ person's locked choices override it.
9
+
10
+ ## Tools
11
+
12
+ - `generate_3d_model`: a prompt or image URL to a GLB. `style`: `standard` (textured, ~30K
13
+ triangles, ~160 credits), `hero` (static, 300K–500K, cut to levels) or `lowpoly` (grey
14
+ clay, ~45). `animations` rigs a humanoid biped; `engine` (`rodin`: hard
15
+ surface) and `raw` keep a close-up's detail ([hero-route.md](hero-route.md)). Long
16
+ runs return a job id.
17
+ - `generate_image` makes the concept image.
18
+ - `list_characters`, `get_character` (free), `restyle_character`: rigged characters that
19
+ already move; [characters.md](characters.md).
20
+ - `get_material` (after `find_material`): free CC0 HDRIs, PBR sets, models.
21
+ `generate_skybox`: a 360° sky.
22
+ - `get_job` collects a job by id. A timed-out job still runs, paid for: collect it, never
23
+ resubmit (that pays twice).
24
+ - `inspect_model`, `optimize_model` and `finalize_model` check and ship the result (skill
25
+ [bench](bench.md), which owns the order and the device budgets).
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
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
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,
120
+ child, a quadruped, a flyer's beat), with bounded dials, a stride driven by distance and a
121
+ strike's timed phases in `src/strike.ts`: skill `funpixel-game-feel`, references/motion.md.
122
+
123
+ ## Two routes; pick what reads as a person on a phone
124
+
125
+ **A cut-out rig done properly.** Cut the sheet into parts (`npx @funpixel/tools parts sheet.png`):
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
128
+ children.
129
+ - **Pivots at the joints, never at a part's centre** (`geometry.translate(0, -len / 2, 0)` for a
130
+ limb hanging from its top).
131
+ - **Overlap at every joint:** cut each limb 10 to 15% longer into its parent and draw it behind (a
132
+ 0.001 depth step or `renderOrder`), so a bend never opens a gap.
133
+ - **Face the camera as one.** Only the root turns toward the camera; parts stay in the root's
134
+ plane. Billboarding parts one by one is how limbs drift off the body.
135
+ - **Secondary motion:** the head, hair, scarf and load follow the torso 60 to 100 ms late; a
136
+ stumble is one keyed curve of about 0.4 s (dip, catch, recover).
137
+ - When the poses must change shape (turning, a big reach), whole-body pose flipbooks from the
138
+ locked reference sheet (6 to 8 walk frames, `parts --grid`), swapped by distance walked at 8 to
139
+ 12 a second, keep identity best and cannot come apart.
140
+
141
+ **A rigged 3D character with real walk clips.** `generate_3d_model` with animation (the Meshy rig
142
+ and its clips, [models](models.md)) gives walk, run and idle made by motion data: weight,
143
+ bob and counter-rotation come with it. Blend clips (`AnimationMixer` cross-fades of 0.2 to
144
+ 0.3 s), scale the clip's speed to the ground speed so feet do not skate, lean the root into
145
+ turns. Cost is a paid model and a phone budget ([bench](bench.md)).
146
+
147
+ Choose by a capture at phone size: the one that reads as a person walking at the hero's real
148
+ size on screen wins, whichever took less work.
149
+
150
+ ## Many painted cut-outs, one draw call
151
+
152
+ A painted world of props, creatures and folk drawn as one `THREE.Sprite` each costs a draw call
153
+ each: one build reached 164 against its budget of 150 with about 200 cut-outs. The 3D
154
+ world starter's `src/cutouts.ts` draws every cut-out that shares an atlas as one instanced mesh, so
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
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+
167
+ ```ts
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+ // test/rig.test.ts: sample the walk, the lean and the stumble; every part stays attached, a planted
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+ // 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');
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+ 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.