@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 +1,104 @@
1
+ # The hero route and the 3D look
2
+
3
+ The default path for every hero of a 3D game: the player, the rivals, the bosses, and the key
4
+ prop the player stares at. A choice the person locked (a code-built toy style, a budget of zero
5
+ credits, a library character) overrides it. Environment and background may stay procedural.
6
+
7
+ Why it exists: a phone racer was offered `generate_3d_model` in three creator rounds
8
+ and never called it. Its boats and world were boxes, cones and extrusions; stills of tidy
9
+ primitives read as a style, and the blind panel scored the look above 7 while the owner saw "a
10
+ shapes game". Another game, rooms of code geometry, reached 7.28 against Monument Valley 2's 8.60.
11
+
12
+ ## Declared, proven, or named
13
+
14
+ `npx @funpixel/tools look --3d` reads what the heroes are made of: primitive constructors by
15
+ kind, hand-built buffers, a loaded model, the models shipped under `public/`, and with a build,
16
+ each hero node live (meshes, triangles, screen share). Its line reaches the critic seats as a
17
+ numbered fact. Three honest states for a code-built hero:
18
+
19
+ - **Declared and proven.** funpixel.json:
20
+ `"art3d": { "heroes": "procedural", "why": "paper-fold toy boats: the facets are the look", "proof": "design/target.png" }`.
21
+ The proof frame shows the style at its best; the target frame (skill `funpixel-art`)
22
+ usually serves. A declaration without a proof on disk proves nothing.
23
+ - **Named stand-ins.** `"art3d": { "stand_ins": ["skiff hulls: code until skiff.glb passes judge identity"] }`,
24
+ and the same words in the hand-back.
25
+ - Neither: `look --3d` fails and the hand-back check asks for the names.
26
+
27
+ ## The route, per hero
28
+
29
+ 1. **Pick the heroes by what the camera sees most.** A chase camera shows a boat's stern and
30
+ flank for most of a race; a puzzle camera shows the whole diorama from one high angle. Write
31
+ one line per hero: its view, its size on a phone screen, the lane (this skill's lane table).
32
+ 2. **A multi-angle concept, approved.** One `generate_image` per hero from the most-seen angle
33
+ first, then front and side on the same sheet or as siblings, all in the frozen style words;
34
+ plain background, flat light ([concept-image.md](concept-image.md)). Approval is the person's
35
+ yes, or the concept set against the target frame. Rivals of one family share a concept and
36
+ differ by trim and colour, which is one model and a material swap, not four generations.
37
+ 3. **Generate from the image.** `generate_3d_model` with `image_url` and `style: "standard"`;
38
+ price first, `confirm_cost` on a yes. Start every hero at once; write the scene meanwhile.
39
+ `style: "hero"` is for a static hero the camera frames close, cut to quality levels after
40
+ ([levels.md](levels.md)): 300K triangles on Meshy 7.1 (the default engine, 2048 px maps,
41
+ about 160 credits), 500K faces and 4096 px PNG maps with `engine: "hunyuan"` (about 135), or
42
+ 500K triangles and 4096 px PBR maps with `engine: "rodin"` (about 240; the hard-surface take:
43
+ one game kept Rodin's crate, door, lockers and bell). A rigged hero stays `standard`, and
44
+ never Rodin (it has no rig).
45
+
46
+ Rodin 2.5 (`engine: "rodin"`) runs only when named and never falls back: static only (with
47
+ `animations` it is a 400), the front and every view in one job, `standard` 50K triangles and
48
+ 2048 px PBR maps (~80 credits), `hero` 500K with 4096 px maps (~240), `lowpoly` 8K triangles,
49
+ untextured (~20). Pick it for machines, doors, crates and set pieces; Meshy 7.1 stays the
50
+ character engine (the most faithful from every side in the 4 Oct bake-off). For a first-person viewmodel or a close-up character, add
51
+ `raw: true`: the engine's file untouched (the optimized copy clamps maps to 1024 px), then
52
+ cut it to the device yourself. `npx @funpixel/tools gen model3d --image-asset front.png
53
+ --back-asset back.png --style hero --engine hunyuan --raw` does all of it from the CLI.
54
+ **Fidelity against the views** (one game's hero, 10 Oct 2026, `npx @funpixel/tools fidelity`):
55
+ from one view the model is a slab whose end views score ~46%; four views (front, back, both
56
+ ends) fix the depth. Projecting the views onto the mesh was the largest single gain (a profile
57
+ 84 → 91%), and generation plus projection plateaued near 73% (Hunyuan from four views 72.8%,
58
+ Meshy hero 73.3%: Meshy keeps profiles sharper, Hunyuan the ends). Check the views agree
59
+ first: `fidelity` names views no one object can match (the hero's drawings drew the drum two
60
+ sizes, which capped even a hand-built mesh at ~74%). For 95% (reached, 95.0% mean), the studio
61
+ order: block the shape in Blender from primitives measured off the views (6.4K faces); render
62
+ the plain mesh in four orthographic views; `gen edit` each render into a paintover in the house
63
+ style ("keep the silhouette and every part exactly", from the cast master, ~5 credits each);
64
+ project the paintovers back and bake; score against the paintover sheet, which becomes the
65
+ master only on the person's yes. Score at the references' own size (512 px against 1024 px
66
+ references cost ~2 points), project every visible face (facing dot 0.08, not 0.35: +0.9), add
67
+ `--outline` for inked views (+0.4), `--own-axes` for a mesh built square to its axes, `--roll`
68
+ for a deep model squared onto its side.
69
+ 4. **Bench it** ([bench](bench.md)): `inspect_model`, `rig_model` when a biped must move,
70
+ `optimize_model` to the budget below, `finalize_model`, then `render_model` for a turntable.
71
+ 5. **Judge identity against the concept:** `npx @funpixel/tools judge identity hero.glb --concept
72
+ concept.png`. A major drift (lost fin, wrong colour, wrong proportions) is a regeneration from
73
+ a clearer image or a bench repair, not a pass.
74
+ 6. **Load it right** ([three-loading.md](three-loading.md)): `GLTFLoader` with the decoders the
75
+ file needs (meshopt, Draco, KTX2), the root named, grounded by its posed bounds, one clone per
76
+ copy (`cloneSkinned` when rigged), rivals tinted by cloned materials.
77
+ 7. **Prove it:** `look --3d` passes, captures at the most-seen view, `npx @funpixel/tools profile`
78
+ at the busiest moment.
79
+
80
+ The environment may be procedural when it shares one style source with the heroes: a palette
81
+ module and one material factory that both the code-built world and the loaded models' retuned
82
+ materials come from.
83
+
84
+ ## The 3D look checklist
85
+
86
+ Starting numbers, not rules; each one is checkable in a capture or a profile.
87
+
88
+ | Lever | Starting point | Check |
89
+ |---|---|---|
90
+ | Environment map | `scene.environment` from `PMREMGenerator` on `RoomEnvironment`, or a CC0 sky from `get_material`; `envMapIntensity` 0.3–1 | PBR metal is not black; highlights exist |
91
+ | Tone mapping | `ACESFilmicToneMapping` or `AgXToneMapping` for PBR; Neutral when the palette must stay true; none for flat toon; exposure 0.9–1.1; `outputColorSpace` sRGB | whites are not milky, darks not crushed |
92
+ | Racer camera | chase, 5–7 m behind and 1.5–2.5 m up for a 4 m vehicle (about 0.4–0.6 of its length), looking a few metres ahead; FOV 60–70, up to +10 with speed; damped follow | the vehicle fills 15–25% of a phone frame; the road ahead reads |
93
+ | Puzzle diorama | orthographic, or FOV 20–35 from 30–45° above | every piece of the room in one frame |
94
+ | Third person / platformer | 6–10 m behind, 2–4 m up, FOV 50–60 | the next jump is visible |
95
+ | Top-down arena | 55–70° pitch, FOV 40–50 | the player and the nearest threat on screen |
96
+ | Fog | `THREE.Fog` in the palette's horizon colour; near about a third of the view distance, far just inside `camera.far` | distance fades into the sky, never to a clip line |
97
+ | Sky and ground | a gradient dome, a generated skybox or a CC0 sky; ground with texture or vertex-colour variation; three depth layers (near props, middle, far silhouettes) | no flat void or single-colour plane |
98
+ | One material rule | every material from one palette module and one shading model; loaded models' colours and roughness retuned to it | a loaded hero and a code prop look lit by one world |
99
+ | Hero budget | about 15K triangles in at most 8 material batches for a hero vehicle (the figure OpenAI's Astra write-up gives, a guide); 6K for a rigged phone character ([bench](bench.md), its budgets reference) | `look --3d` live counts, `funtools scene` draw calls |
100
+ | Scene budget | a phone scene near 250K triangles shipped; draw calls that grow with kinds of thing, not their count | `npx @funpixel/tools profile` p95 frame time at the busiest view |
101
+ | Shadows | one directional shadow map (1024–2048) or a blob under each actor | every actor touches the ground |
102
+
103
+ Measure before and after each lever at the same view and seed: a change that only moved the
104
+ numbers the panel cannot see is not worth its frame time.
@@ -0,0 +1,109 @@
1
+ # Build a 3D level from a spec
2
+
3
+ Use the Blender bench's declarative level spec when its geometry fits the task. Code-built,
4
+ imported and manually authored levels are also valid; they still need usable routes, colliders
5
+ and in-engine inspection. The bench returns a GLB with named parts plus proof pictures. Check
6
+ those before relying on its markers, then test real traversal in the game.
7
+
8
+ ## Tools
9
+
10
+ - `build_level` takes the spec and returns `level.glb`, `plan.png` (from above, north up) and
11
+ `view.png` (a raised corner), plus the marker list and the collider audit's findings. About 1
12
+ credit. Locally, free, on your own Blender:
13
+ `npx @funpixel/tools model --local level design/level.json`; hosted:
14
+ `npx @funpixel/tools model level design/level.json`.
15
+ - `capture_view` and `inspect_scene` show the level inside the running game; locally
16
+ `npx @funpixel/tools capture` and `npx @funpixel/tools scene`.
17
+ - `generate_3d_model` for a hero prop the kit does not have, then `optimize_model` to a budget.
18
+
19
+ ## The checklist
20
+
21
+ 1. **The place as a table before the spec.** Areas with sizes, which doors join which areas,
22
+ the routes a player needs to walk, and every named point the code will ask for: spawns, the
23
+ exit, pickups, enemy posts, checkpoints, lights. A point the code reads but the table never
24
+ declared is a point nothing checks.
25
+
26
+ 2. **Write the spec in `design/level.json`** (the JSON Schema is in the `build_level` tool entry).
27
+ Metres, +Y up, the ground plane X/Z; north is -Z. Plan numbers sit on the 0.25 m grid. Rooms
28
+ get walls and `openings` by side; yards, paths and water are open ground; `walls` are free runs
29
+ along X or Z (fences, partitions); `ramps` rise at most 40°, stairs (`steps` 2–64) at most 50°.
30
+ Names are identifiers (`a-z`, `0-9`, `_`), unique across the level; the validator refuses prose.
31
+ A marker's `rot` (degrees) turns it counter-clockwise seen from above. In the engine it faces
32
+ its local +Z (Three: `marker.getWorldDirection(v)`): 0 faces south (+Z), 90 east (+X), 180
33
+ north (−Z), −90 west. Give a door, portal or spawn the `rot` a player walks out of it along,
34
+ and read that direction from the marker instead of re-deriving it from the walls.
35
+
36
+ 3. **Blockout first: areas, walls, ramps, platforms and markers, no props.** Props placed before
37
+ the routes are walked get moved twice. A refusal names the field (`spec.areas[2].openings[0]: runs 5–7 m
38
+ along a wall 6 m long`): fix that number and build again. Look at `plan.png`: a green pin is a
39
+ spawn, red an exit, gold a pickup, magenta an enemy; a red ring means nothing stands under it.
40
+
41
+ 4. **Play it in the game before dressing it.** `npx @funpixel/tools reach` first names markers
42
+ or rooms nothing reaches. Load `level.glb`, place the player at the spawn, walk every route.
43
+ The `colliders` node is the collision shape, hidden: the art mesh as a collision shape snags
44
+ and tunnels. `capture_view` the spawn and each room.
45
+ A mesh level has no floor outside it, so a kill plane a few metres under its lowest floor that
46
+ respawns the player keeps a fall recoverable.
47
+
48
+ 5. **Dress it with the kit.** 18 prop kinds (crate, barrel, table, chair, bench, bed, shelf,
49
+ counter, pillar, lamp, tree, bush, rock, planter, fence, sign, chest, pot), placed by
50
+ `at`, `rot` and `scale`. Place props for the intended routes and encounters; preserve the required clearances.
51
+ `collide: false` for what a player walks through (bushes, lamps). Aim for zero findings: a
52
+ prop blocking a door or a marker inside a prop is a level the player cannot finish.
53
+
54
+ 6. **One material style.** The palette's ten roles (floor, wall, trim, ground, path, water, prop,
55
+ foliage, accent, ink) are every material the level has; take them from the design note's AD
56
+ rules or the game's style lock. `shading: "toon"` with `outline: true` is one supported look,
57
+ not a requirement. Its `funpixel_shading` marker enables a runtime material swap; the ink is
58
+ an inverted hull. Choose the supported material settings for the brief and keep changes
59
+ reproducible in the spec or documented runtime treatment.
60
+
61
+ 7. **Read markers by name, and fail loudly.** Each marker is an empty `marker_<kind>_<name>`
62
+ under `markers`. A lookup that misses throws with the names the level has, so a typo cannot
63
+ put the boss at the origin:
64
+
65
+ ```ts
66
+ const level = gltf.scene.getObjectByName('level_keep')!;
67
+ level.getObjectByName('colliders')!.visible = false;
68
+ const at = (kind: string, name: string) => {
69
+ const m = level.getObjectByName(`marker_${kind}_${name}`);
70
+ if (!m) throw new Error(`no ${kind} ${name}: ${level.getObjectByName('markers')!.children.map((c) => c.name).join(', ')}`);
71
+ return m.getWorldPosition(new THREE.Vector3());
72
+ };
73
+ ```
74
+
75
+ 8. **Prove it.** The plan and the view, then `capture_view` from the spawn at phone size. The
76
+ hand-back names the level file, its markers and anything the audit still reports.
77
+
78
+ ## Worked example
79
+
80
+ A heist in a two-room cottage with a garden:
81
+ 1. Table: `hall` 6×5 m (door south, window east), `garden` 14×8 m, a fence with a gate, stairs up
82
+ to a `deck`; points: `spawn p1` in the garden, `exit door_out` on the deck, `pickup key` on the
83
+ hall bed.
84
+ 2. `design/level.json`: two areas, one wall run, one flight of six steps, one platform, three
85
+ markers; palette from the note (plaster walls, oak trim, moss ground).
86
+ 3. Blockout built: `plan.png` shows the three pins, none ringed.
87
+ 4. In the game: the player spawns in the garden, walks through the gate and up the stairs; the
88
+ kill plane catches a jump off the deck.
89
+ 5. Dressed: bed, table, shelf, two trees, a crate. The audit answers
90
+ `prop 'crate_1' blocks a door of 'hall'`; the crate moves 1 m east; built again, no findings.
91
+ 6. Hand-back: "`public/assets/models/cottage.glb`, markers p1, door_out, key; no findings."
92
+
93
+ ## Common mistakes
94
+
95
+ - Colliding against the art: a character snags on every table leg and falls through foliage.
96
+ - Colliders for the hero but not the camera: one game's shoulder camera entered walls six
97
+ times in one blind phone run and lost her; cast it against the walls and planes at the kit's faces.
98
+ - Dressing before walking the blockout: every prop moved twice.
99
+ - A marker the code asks for that the spec never declared.
100
+ - Deleting the prop the audit named instead of moving it: the room loses what it was for.
101
+ - Two areas at the same height overlapping: their floors flicker. Offset one, or make it a path.
102
+ - Positions typed into game code instead of read from markers: the next build moves them.
103
+
104
+ A scene that must match a painted target (camera, haze, layered ground, backdrop, light rig) and a generated 2D hero animated in 3D without coming apart:
105
+ [painted target](painted-target.md). Light, dressing and places as data:
106
+ [light and places](light-and-places.md); skies: [skyboxes](skyboxes.md).
107
+
108
+ For Blender-to-engine boundaries and a requested Unity assessment, read
109
+ [engine targets](engine-targets.md). Unity is not a shipped target.
@@ -0,0 +1,84 @@
1
+ # Quality levels: one source, a cut per device
2
+
3
+ One game decimated every model once for every device (the station kit 150,000 → 4,000
4
+ triangles, characters → 13,000, props → 1,200–3,000, textures 4096² → 512–1024²). Next to its
5
+ target frames it read flat and melted on a desktop that had headroom to spare, and the untouched
6
+ generations survived only in a git-ignored temporary folder. Levels are the other way to do it:
7
+ keep the source, cut `phone`, `desktop` and `high` from it, and let each device fetch only its own.
8
+
9
+ ## What a level is
10
+
11
+ | Level | Triangles (× the class's phone budget) | Textures | Error bound |
12
+ |---|---|---|---|
13
+ | `phone` | ×1 | 1024 px | 2% of the mesh's size |
14
+ | `desktop` | ×4 | 2048 px | 1% |
15
+ | `high` | ×16 | 4096 px | 0.5% |
16
+
17
+ The phone budgets are the bench's (the [bench](bench.md) skill, `references/budgets.md`):
18
+ character 6,000, prop 2,500, set piece (kit pieces, walls) 9,000, thin-walled 7,000, food 1,500.
19
+ A skinned model is a character unless you say otherwise; anything else is a prop, so a kit wall
20
+ wants `--class set_piece` (or `kit`).
21
+
22
+ The simplifier only ever removes triangles onto vertices that already exist: skin joints and
23
+ weights are copied, never blended, so a rig still deforms; each mesh, node and material stays
24
+ separate (severable pieces, emissive parts); morph targets are kept; UV seams stay seams. The
25
+ error bound wins over the budget: a level that cannot reach its budget without melting stops and
26
+ says why (the bound, or seams with nothing left to collapse). Treat that as information, not a
27
+ failure: the level is the most the source allows at that quality.
28
+
29
+ ## Cutting them
30
+
31
+ - Local and free: `npx @funpixel/tools optimize optimize-mesh <source.glb> --levels
32
+ phone,desktop,high [--class set_piece] [--out-dir public/assets/models] --write`. A dry run
33
+ (no `--write`) prints each level's triangles, texture size, bytes and time first.
34
+ - In the Studio or a session: `optimize_asset` with `levels` (and `class`), or the asset panel's
35
+ "Quality levels" box. A generated model is cut from its kept source, not the shipped copy.
36
+ - Either way you get `name.phone.glb`, `name.desktop.glb`, `name.high.glb` and
37
+ `name.levels.json` beside the model (or in `--out-dir`). The model file itself never changes, so
38
+ nothing that loads it today breaks. A rerun replaces the levels.
39
+
40
+ Where the source lives is your call. A generation made with `gen model3d` keeps the provider's
41
+ untouched GLB in `.funtools/sources/models/` (never published); the platform keeps its own copy
42
+ beside the shipped one. Cut from that, never from a file you already decimated: a level cut from
43
+ its shipped walker (18K triangles) reached only 16K on phone, because the detail it needed
44
+ to trade was already gone.
45
+
46
+ A `hero` generation (`style: "hero"`) is the source this is built for, cut down per device
47
+ rather than generated low: 300K triangles on Meshy 7.1 (the default, 2048 px maps, about 160
48
+ credits), 500K faces and 4096 px PNG maps with `engine: "hunyuan"` (about 135), or 500K
49
+ triangles and 4096 px PBR maps with `engine: "rodin"` (about 240, static only). With
50
+ `raw: true` the job's `model.glb` is that source itself, and no second copy comes back.
51
+
52
+ ## Loading one
53
+
54
+ ```ts
55
+ import { loadLevel } from '@funpixel/sdk/assets';
56
+ import { quality } from '@funpixel/sdk/device';
57
+
58
+ const { asset: gltf, level } = await loadLevel('/assets/models/walker.glb', {
59
+ load: (url) => loader.loadAsync(url), // the same GLTFLoader with its decoders
60
+ });
61
+ // A settings menu: quality.set('phone' | 'desktop' | 'high' | 'auto'), then reload the scene.
62
+ ```
63
+
64
+ `loadLevel` fetches the small manifest, then exactly one GLB: the level `pickLevel()` chooses —
65
+ the player's saved setting first; otherwise a touch-first device, 4 GB or less of memory, data
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.