@genex-ai/cli-demo 0.36.0 → 0.38.0

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@@ -68,6 +68,16 @@ export interface FootIKOptions {
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  * so airborne legs keep their jump pose). Default: always active.
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  */
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  isActive?: () => boolean;
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+ /**
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+ * Gate for the terrain-relative reach (downward offsets + pelvis drop, and
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+ * full plant-up). Return false while a full-body one-shot is playing
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+ * (`() => !anims.oneShotActive`): those clips are choreography — a foot
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+ * swinging over a lower step must not drag the pelvis down into a staircase,
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+ * and a raised stance foot must not be yanked a full step up. While gated,
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+ * feet are lifted only as much as needed to keep the sole out of the contact
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+ * under them (anti dig-in). Default: always allowed.
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+ */
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+ allowReachDown?: () => boolean;
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  }
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  // three-vrm's own node type — same THREE.Object3D at runtime, but using the
@@ -96,6 +106,12 @@ const NORMAL_DAMPING = 12; // ground-normal smoothing
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  const PLANTED_LIFT_MIN = 0.04; // below this lift the foot is fully planted (align at full weight)
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  const PLANTED_LIFT_MAX = 0.16; // above this lift the foot is fully lifted (no align)
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  const MAX_FOOT_TILT = 0.6; // clamp foot-to-slope tilt (rad)
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+ const PENETRATION_SLACK = 0.02; // ankle may dip this far below rest before the no-sink lift kicks in
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+ // Max anti-dig-in lift while reach-down is gated (one-shots). Retarget dips are
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+ // a few cm; a hard cap keeps a stance foot carried INTO a stair riser by the
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+ // choreography from being lifted a whole step ("knee to the chest") — beyond
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+ // the cap it stays buried, which the step itself mostly occludes.
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+ const GATED_LIFT_CAP = 0.12;
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  const MIN_BONE_LENGTH = 1e-4;
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  const IK_EPSILON = 1e-4;
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@@ -136,6 +152,7 @@ export class FootIK {
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  #pelvisDrop: boolean;
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  #alignFeet: boolean;
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  #isActive: (() => boolean) | undefined;
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+ #allowReachDown: (() => boolean) | undefined;
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  #enabled = true;
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  #weight = 0;
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  #restFootHeight = 0;
@@ -148,6 +165,7 @@ export class FootIK {
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  this.#pelvisDrop = options.pelvisDrop ?? true;
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  this.#alignFeet = options.alignFeet ?? true;
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  this.#isActive = options.isActive;
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+ this.#allowReachDown = options.allowReachDown;
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  this.#modelRoot = vrm.scene;
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  const h = vrm.humanoid;
@@ -157,7 +175,14 @@ export class FootIK {
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  const lower = h.getNormalizedBoneNode(l);
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  const foot = h.getNormalizedBoneNode(f);
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  return upper && lower && foot
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- ? { upper, lower, foot, offset: 0, normal: new THREE.Vector3(0, 1, 0), animFootPos: new THREE.Vector3() }
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+ ? {
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+ upper,
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+ lower,
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+ foot,
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+ offset: 0,
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+ normal: new THREE.Vector3(0, 1, 0),
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+ animFootPos: new THREE.Vector3(),
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+ }
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  : null;
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  };
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  const left = mk(VRMHumanBoneName.LeftUpperLeg, VRMHumanBoneName.LeftLowerLeg, VRMHumanBoneName.LeftFoot);
@@ -192,14 +217,27 @@ export class FootIK {
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  const k = 1 - Math.exp(-this.#smoothing * dt);
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  const kNormal = 1 - Math.exp(-NORMAL_DAMPING * dt);
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+ const reachDown = this.#allowReachDown?.() ?? true;
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  // 1. Sample the ground under each ANIMATED foot; smooth offset + normal.
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- // The offset is TERRAIN-relative — the ground height under the foot vs the
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- // body root (the VRM origin = its floor/sole level), NOT vs the animated
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- // foot. That's the load-bearing choice: it's independent of the foot's
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- // stride phase, so a lifted swing foot keeps its animation (no dragging /
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- // sinking while running) while a planted foot still lands on its step, and
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- // it self-corrects any residual capsule-float gap (feet reach true ground).
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+ // Two lift signals, merged:
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+ // - TERRAIN-relative plant: the ground height under the foot vs the body
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+ // root (the VRM origin = its floor/sole level), NOT vs the animated
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+ // foot. Stride-phase independent a lifted swing foot keeps its
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+ // animation (no dragging/sinking while running) while a planted foot
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+ // still lands on its step, and it self-corrects any residual
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+ // capsule-float gap (feet reach true ground).
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+ // - needLift: raise the ankle ONLY as much as needed so the sole clears
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+ // the contact under it — the anti-dig-in floor for poses that dip the
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+ // animated feet below the clip's own ground (weapon recoil etc. on
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+ // differently-proportioned avatars).
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+ // With reach-down gated off (full-body one-shots), ONLY needLift
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+ // applies, capped at GATED_LIFT_CAP: choreography feet are left alone
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+ // unless they'd clip into a step, and a foot the stance carries INTO a
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+ // riser gets at most a small hop, not a knee-to-the-chest fold. The
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+ // lift-only offsets also mean min(0,offset)=0 keeps the pelvis drop
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+ // off. Smoothing eases every transition (one-shot start/end, a ray
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+ // crossing a step edge) without pops.
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  for (const leg of this.#legs) {
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  leg.foot.getWorldPosition(leg.animFootPos);
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  const sample = active ? this.#query(leg.animFootPos) : null;
@@ -207,14 +245,30 @@ export class FootIK {
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  _normalTarget.copy(
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  sample !== null && typeof sample !== "number" && sample.normal ? sample.normal : UP,
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  );
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- const desired =
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- groundY === null
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- ? 0
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- : THREE.MathUtils.clamp(
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- groundY + this.#soleClearance - _rootPos.y,
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- -this.#maxOffset,
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- this.#maxOffset,
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- );
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+ let desired = 0;
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+ if (groundY !== null) {
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+ // Anti-dig-in signal: how much lift (if any) the ankle needs so the
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+ // sole clears the contact under it. NEGATIVE when the foot is safely
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+ // above the contact — and it must stay negative: flooring it at zero
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+ // here would win every Math.max below and silently kill the downward
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+ // reach (and with it the pelvis drop) for the whole planter.
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+ const needLift =
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+ groundY +
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+ this.#soleClearance +
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+ this.#restFootHeight -
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+ PENETRATION_SLACK -
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+ leg.animFootPos.y;
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+ desired = reachDown
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+ ? Math.max(
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+ THREE.MathUtils.clamp(
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+ groundY + this.#soleClearance - _rootPos.y,
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+ -this.#maxOffset,
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+ this.#maxOffset,
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+ ),
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+ Math.min(needLift, this.#maxOffset),
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+ )
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+ : THREE.MathUtils.clamp(needLift, 0, GATED_LIFT_CAP);
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+ }
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  leg.offset += (desired - leg.offset) * k;
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  leg.normal.lerp(_normalTarget, kNormal).normalize();
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  }
@@ -229,6 +283,8 @@ export class FootIK {
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  }
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  // 3. Per-leg two-bone IK to the grounded target, then flatten planted feet.
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+ // (Anti-dig-in is already folded into the smoothed offset — needLift in
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+ // step 1 — so the target needs no extra instant clamp here.)
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  for (const leg of this.#legs) {
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  _target.copy(leg.animFootPos);
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  _target.y += leg.offset * this.#weight;
@@ -1,6 +1,9 @@
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  // SPDX-License-Identifier: MIT
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- // Retarget Quaternius Universal Animation Library clips (Blender Rigify `DEF-`
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- // rig) onto a three-vrm normalized humanoid rig (Genex AG-747). Adapted from the
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+ // Retarget Quaternius Universal Animation Library clips onto a three-vrm
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+ // normalized humanoid rig (Genex AG-747/AG-775). Two source rigs are supported
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+ // and auto-detected: the free UAL's Blender Rigify `DEF-*` skeleton and the UAL
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+ // Pro's UE-mannequin-style skeleton (`pelvis`/`spine_01`/…) that the bundled
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+ // core library and every CDN animation pack use. Adapted from the
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  // official three-vrm Mixamo retarget recipe (@pixiv/three-vrm examples, MIT):
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  // rewrite each bone track into the VRM's normalized-bone local space using the
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  // SOURCE rig's rest-pose world rotations, and scale the hips translation by the
@@ -56,26 +59,81 @@ const DEF_TO_VRM: Record<string, VrmBone> = {
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  "DEF-toe.R": VRMHumanBoneName.RightToes,
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  };
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+ // Quaternius UAL Pro (UE-mannequin-style skeleton) -> VRM humanoid bone. Bone
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+ // names verified against the UAL1 master GLB ("Head" really is capitalized).
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+ // Fingers are omitted, same policy as the DEF map.
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+ const UE_TO_VRM: Record<string, VrmBone> = {
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+ pelvis: VRMHumanBoneName.Hips,
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+ spine_01: VRMHumanBoneName.Spine,
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+ spine_02: VRMHumanBoneName.Chest,
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+ spine_03: VRMHumanBoneName.UpperChest,
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+ neck_01: VRMHumanBoneName.Neck,
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+ Head: VRMHumanBoneName.Head,
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+ clavicle_l: VRMHumanBoneName.LeftShoulder,
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+ upperarm_l: VRMHumanBoneName.LeftUpperArm,
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+ lowerarm_l: VRMHumanBoneName.LeftLowerArm,
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+ hand_l: VRMHumanBoneName.LeftHand,
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+ clavicle_r: VRMHumanBoneName.RightShoulder,
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+ upperarm_r: VRMHumanBoneName.RightUpperArm,
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+ lowerarm_r: VRMHumanBoneName.RightLowerArm,
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+ hand_r: VRMHumanBoneName.RightHand,
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+ thigh_l: VRMHumanBoneName.LeftUpperLeg,
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+ calf_l: VRMHumanBoneName.LeftLowerLeg,
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+ foot_l: VRMHumanBoneName.LeftFoot,
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+ ball_l: VRMHumanBoneName.LeftToes,
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+ thigh_r: VRMHumanBoneName.RightUpperLeg,
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+ calf_r: VRMHumanBoneName.RightLowerLeg,
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+ foot_r: VRMHumanBoneName.RightFoot,
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+ ball_r: VRMHumanBoneName.RightToes,
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+ };
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+
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+ /**
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+ * Pick the source-rig bone map by looking for each rig's hips bone in the
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+ * scene: `DEF-hips` -> Rigify (free UAL), `pelvis` -> UE-style (UAL Pro).
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+ * Returns null for unrecognized rigs.
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+ */
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+ export function detectBoneMap(sourceRoot: THREE.Object3D): Record<string, VrmBone> | null {
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+ let map: Record<string, VrmBone> | null = null;
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+ sourceRoot.traverse((object) => {
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+ if (map !== null) return;
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+ if (object.name === "DEF-hips") map = DEF_TO_VRM;
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+ else if (object.name === "pelvis") map = UE_TO_VRM;
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+ });
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+ return map;
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+ }
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+
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  /**
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  * Retarget UAL clips onto `vrm`.
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  * @param vrm the loaded VRM (already through {@link loadVrm}).
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- * @param animationRoot the animation-library GLB's scene — its `DEF-` bones in
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- * rest pose supply the source frame the tracks are relative to.
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- * @param clips that GLB's animations (all 46 UAL clips).
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+ * @param animationRoot the animation GLB's scene — its bones in rest pose
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+ * supply the source frame the tracks are relative to.
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+ * @param clips that GLB's animations.
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+ * @param boneMap source-bone-name -> VRM humanoid bone. Defaults to
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+ * {@link detectBoneMap} on `animationRoot` (Rigify or
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+ * UE-style rigs bind automatically).
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  * @returns new clips whose tracks target the VRM's normalized humanoid bones.
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  */
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  export function retargetClips(
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  vrm: VRM,
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  animationRoot: THREE.Object3D,
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  clips: THREE.AnimationClip[],
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+ boneMap?: Record<string, VrmBone>,
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  ): THREE.AnimationClip[] {
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+ const sourceToVrm = boneMap ?? detectBoneMap(animationRoot);
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+ if (sourceToVrm === null) {
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+ console.warn(
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+ "[vrm-retarget] unrecognized animation rig (no DEF-hips or pelvis bone found) — returning no clips; pass an explicit boneMap to retargetClips.",
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+ );
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+ return [];
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+ }
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+
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  animationRoot.updateWorldMatrix(true, true);
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  vrm.scene.updateWorldMatrix(true, true);
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  // three's GLTFLoader SANITIZES node names in animation track targets
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  // (PropertyBinding strips `[].:/ ` and turns spaces into `_`), so a Rigify bone
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  // "DEF-upper_arm.L" shows up in tracks as "DEF-upper_armL". Map those sanitized
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- // names back to the real bones, whose actual names carry the dots DEF_TO_VRM
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+ // names back to the real bones, whose actual names carry the dots the map
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  // keys on. (Mixamo names are dotless, so the upstream recipe never needed this.)
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  const sanitize = (name: string): string => name.replace(/\s/g, "_").replace(/[[\]./:]/g, "");
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  const sourceByTrackName = new Map<string, THREE.Object3D>();
@@ -83,9 +141,9 @@ export function retargetClips(
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  if (o.name) sourceByTrackName.set(sanitize(o.name), o);
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  });
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  // glTF load sanitizes bone names too, so `source.name` is already dot-stripped —
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- // key the VRM-bone lookup by the sanitized DEF name, matching the track's nodeName.
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- const sanitizedDefToVrm: Record<string, VrmBone> = {};
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- for (const [def, bone] of Object.entries(DEF_TO_VRM)) sanitizedDefToVrm[sanitize(def)] = bone;
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+ // key the VRM-bone lookup by the sanitized source name, matching the track's nodeName.
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+ const sanitizedSourceToVrm: Record<string, VrmBone> = {};
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+ for (const [src, bone] of Object.entries(sourceToVrm)) sanitizedSourceToVrm[sanitize(src)] = bone;
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147
 
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  // Reusable bind-pose quaternions. Both rigs are at rest here (nothing has
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  // animated them yet), so getWorldQuaternion reads the bind pose.
@@ -99,8 +157,10 @@ export function retargetClips(
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  // hips' vertical bob/crouch on the target hips as a rest-relative DELTA, so
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  // the physics controller still owns the whole-body base translation while the
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  // pose keeps the pelvis (and therefore the feet) at the right height.
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- const HIPS_SANITIZED = sanitize("DEF-hips");
103
- const srcHips = sourceByTrackName.get(HIPS_SANITIZED) ?? null;
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+ const hipsSourceName = Object.entries(sanitizedSourceToVrm).find(
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+ ([, bone]) => bone === VRMHumanBoneName.Hips,
162
+ )?.[0];
163
+ const srcHips = (hipsSourceName ? sourceByTrackName.get(hipsSourceName) : undefined) ?? null;
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  const tgtHips = vrm.humanoid.getNormalizedBoneNode(VRMHumanBoneName.Hips);
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  const hipsSrcParentWorld = new THREE.Quaternion();
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  const hipsTgtParentWorldInv = new THREE.Quaternion();
@@ -128,7 +188,7 @@ export function retargetClips(
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  const nodeName = track.name.slice(0, lastDot);
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  const prop = track.name.slice(lastDot + 1);
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  const source = sourceByTrackName.get(nodeName);
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- const vrmBone = sanitizedDefToVrm[nodeName];
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+ const vrmBone = sanitizedSourceToVrm[nodeName];
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  if (!source || !vrmBone) continue;
133
193
 
134
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  const target = vrm.humanoid.getNormalizedBoneNode(vrmBone);
@@ -0,0 +1,181 @@
1
+ ---
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+ name: genex-ai-image
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+ description: Generate a real image (PNG/JPEG) from a text prompt with `npx genex image`, then load it into Three.js on any mesh, plane, or sprite. Use for posters, paintings, billboards, signs, logos, sprites, card/item art, loading screens, textures for in-game screens, and decals/stickers ("wanted poster", "arcade cabinet marquee", "neon graffiti tag") rather than a procedural/shader look. Pass `--transparent` for anything with an alpha channel.
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+ ---
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+
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+ # Genex AI · Image
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+
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+ Turn a prompt into a real raster image and put it anywhere in the game — a poster,
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+ a painting, a billboard, a sign, a logo, a sprite, card/item art, a loading screen,
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+ art on an in-game screen, or a decal/sticker.
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+
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+ ## When to use this vs. procedural materials
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+
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+ - **Use `npx genex image`** for a specific, recognizable picture you can describe —
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+ "vintage travel poster of Mars", "guild crest with crossed swords", "arcade
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+ marquee art". You get a real image.
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+ - **Use `$genex-threejs-procedural-materials`** for stylized/abstract or fully
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+ parametric surfaces authored in shaders. Use `$genex-ai-texture` for a *tiling*
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+ PBR surface (floors, ground, walls) — this skill is for a single flat picture.
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+
21
+ ## Run
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+
23
+ ```bash
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+ npx genex image "<prompt>"
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+ npx genex image "neon graffiti tag, spray-paint style" --transparent # PNG with alpha (decals/stickers/logos)
26
+ ```
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+
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+ Blocks until ready, then prints its public URL:
29
+
30
+ ```
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+ https://assets.genex.technology/generations/<id>/image-main
32
+ ```
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+
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+ The image lives in Genex storage (R2) and loads straight from that URL — you don't
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+ download it and nothing is committed to your repo. The URL is permanent (local dev,
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+ published game, and remixes alike).
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+
38
+ ## Load it into the scene
39
+
40
+ Load the image and apply it to any mesh, plane, or sprite:
41
+
42
+ ```ts
43
+ import * as THREE from "three";
44
+
45
+ // the URL `npx genex image` printed (R2 sends CORS headers, so cross-origin works):
46
+ const IMAGE_URL = "https://assets.genex.technology/generations/<id>/image-main";
47
+ const map = await new THREE.TextureLoader().loadAsync(IMAGE_URL);
48
+ map.colorSpace = THREE.SRGBColorSpace; // pictures are sRGB — without this they look washed/dark
49
+ map.anisotropy = renderer.capabilities.getMaxAnisotropy(); // stays sharp at grazing angles
50
+
51
+ // a poster/painting/sign on a wall — a flat plane:
52
+ const poster = new THREE.Mesh(
53
+ new THREE.PlaneGeometry(2, 3), // match the image aspect (w:h)
54
+ new THREE.MeshStandardMaterial({ map, roughness: 0.9, metalness: 0 }),
55
+ );
56
+ scene.add(poster);
57
+ ```
58
+
59
+ For a `--transparent` PNG, set `transparent: true` on the material so the alpha shows.
60
+ For a screen-space sprite (HUD art, an icon) use `new THREE.Sprite(new THREE.SpriteMaterial({ map }))`.
61
+ For art that must glow (a lit sign, a screen) use `MeshBasicMaterial` (unlit) so scene lighting doesn't darken it.
62
+
63
+ ## Decals & stickers
64
+
65
+ **Anything applied *on top* of a surface — a decal, sticker, spray tag, logo, or
66
+ bullet hole — needs an alpha channel, so always generate it with `--transparent`.**
67
+ Without alpha you get an opaque rectangle instead of a shaped mark.
68
+
69
+ Project it onto the target mesh with `DecalGeometry` (the canonical spray-paint look —
70
+ clips to the surface and wraps around corners):
71
+
72
+ ```ts
73
+ import * as THREE from "three";
74
+ import { DecalGeometry } from "three/addons/geometries/DecalGeometry.js";
75
+
76
+ // ONE shared texture + material for all sprays (generated with --transparent):
77
+ const map = await new THREE.TextureLoader().loadAsync(IMAGE_URL);
78
+ map.colorSpace = THREE.SRGBColorSpace;
79
+ map.anisotropy = renderer.capabilities.getMaxAnisotropy();
80
+ const sprayMat = new THREE.MeshStandardMaterial({
81
+ map, transparent: true, depthTest: true, depthWrite: false,
82
+ polygonOffset: true, polygonOffsetFactor: -4, // pulls the decal forward — kills z-fighting
83
+ });
84
+
85
+ const raycaster = new THREE.Raycaster();
86
+ const helper = new THREE.Object3D(); // orientation scratch — never added to the scene
87
+ const decals: THREE.Mesh[] = [];
88
+ const MAX_DECALS = 20;
89
+
90
+ function spray(): void {
91
+ raycaster.setFromCamera(new THREE.Vector2(0, 0), camera); // screen centre
92
+ const hit = raycaster.intersectObjects(sprayables, false)[0]; // sprayables = your wall meshes
93
+ if (!hit || !hit.face) return;
94
+ const n = hit.face.normal.clone() // face.normal is LOCAL space —
95
+ .applyNormalMatrix(new THREE.Matrix3().getNormalMatrix(hit.object.matrixWorld)); // must transform it
96
+ helper.position.copy(hit.point);
97
+ helper.lookAt(hit.point.clone().add(n));
98
+ const S = 1; // metres; for non-square art size.y = S * imgH/imgW
99
+ const geom = new DecalGeometry(hit.object as THREE.Mesh, hit.point,
100
+ helper.rotation.clone(), new THREE.Vector3(S, S, S * 0.5)); // size.z = wrap depth
101
+ const decal = new THREE.Mesh(geom, sprayMat);
102
+ decal.renderOrder = 100 + decals.length; // newer sprays draw on top
103
+ (hit.object as THREE.Mesh).attach(decal); // verts are world-space; attach keeps them correct
104
+ decals.push(decal);
105
+ if (decals.length > MAX_DECALS) { // FIFO cap — dispose the oldest
106
+ const old = decals.shift()!;
107
+ old.removeFromParent();
108
+ old.geometry.dispose(); // geometry is per-spray — MUST dispose; the shared material/map are never disposed here
109
+ }
110
+ }
111
+
112
+ window.addEventListener("keydown", (e) => {
113
+ if (e.code === "KeyT" && !e.repeat) spray();
114
+ });
115
+ ```
116
+
117
+ Gotchas (all bite in practice):
118
+
119
+ - **`hit.face.normal` is LOCAL space** — apply the normal-matrix from `matrixWorld`.
120
+ Skipping it "works by accident" only on an unrotated, unscaled wall; any rotated
121
+ wall gets the decal facing the wrong way.
122
+ - **`depthWrite: false` means overlap order is draw order** — increment `renderOrder`
123
+ per spray, or stacked decals flicker and sort wrongly.
124
+ - **One decal clips against ONE mesh** — a spray straddling two wall meshes gets cut
125
+ at the boundary. Pass the single `hit.object`, or make walls separate meshes.
126
+ - **`size.z` too large on a thin wall wraps the decal onto the back face** (visible
127
+ from behind). Keep `size.z` below the wall thickness.
128
+ - **`DecalGeometry` is static-mesh only** — no `SkinnedMesh`/morph targets. For a
129
+ moving or skinned target, use a small `PlaneGeometry` quad offset along the normal
130
+ (`hit.point + n * 0.01`, `quad.lookAt(hit.point.clone().add(n))`) instead.
131
+
132
+ ## Multiplayer
133
+
134
+ The asset URL is public, permanent, and CORS-open, so it is safe to broadcast the
135
+ string to every player. A placed-at-runtime mark (a decal included) is static shared
136
+ world state — put it on `room.shared`, **not** `objects` (no movement to smooth) and
137
+ **not** `send` (late joiners would see a bare wall; `shared` keys replay on connect).
138
+
139
+ Use a **fixed ring of slots** and overwrite the oldest — **never a fresh key per
140
+ spray**. The relay caps game-writable `shared` keys at **256 per room, keys are
141
+ permanent and undeletable, and new keys past the cap are silently dropped forever**,
142
+ so a new key per spray eventually breaks the game:
143
+
144
+ ```ts
145
+ let next = 0;
146
+ const RING = 32; // decal:0 .. decal:31
147
+ function placeShared(url: string, hit: { point: THREE.Vector3; normal: THREE.Vector3 }) {
148
+ room.shared.set(`decal:${next % RING}`, { url, p: hit.point.toArray(), n: hit.normal.toArray() });
149
+ next++;
150
+ }
151
+ room.on("shared", (key, value) => { // every player (incl. late joiners) rebuilds the decal
152
+ if (key.startsWith("decal:") && value) spawnDecalFromShared(value);
153
+ });
154
+ ```
155
+
156
+ See `$genex-threejs-multiplayer` for the `shared` channel rules and the room API.
157
+
158
+ ## Publish checklist
159
+
160
+ - Load it from the **URL** the command printed — absolute and permanent, so it resolves
161
+ the same in local dev, the published game, and remixes. Nothing to commit.
162
+ - Don't copy the image into `public/assets/` — generated assets live in R2, not the repo.
163
+
164
+ ## Options
165
+
166
+ - `--transparent` — PNG with an alpha channel (mandatory for decals/stickers/logos —
167
+ anything laid on top of a surface).
168
+ - `--aspect <ratio>` — image shape (e.g. `square`, `16:9`, `9:16`); default is square.
169
+ - `--no-wait` — enqueue and return immediately (the file won't be downloaded;
170
+ re-run without `--no-wait` to fetch it).
171
+ - `--api-url <url>` — override the API base (local dev).
172
+
173
+ ## Troubleshooting
174
+
175
+ - **"Not authorized"** — run `npx @genex-ai/cli-demo@latest init` first (it writes your `GENEX_TOKEN`).
176
+ - **"Prompt rejected"** — the provider's content-safety filter blocked the prompt.
177
+ This is non-retryable; retrying the same wording fails again. Rewrite the prompt.
178
+ - **Decal is an opaque rectangle** — the image has no alpha. Regenerate with
179
+ `--transparent`.
180
+ - **Colors look washed/dark** — ensure `map.colorSpace = THREE.SRGBColorSpace`.
181
+ - **Decal blurs at oblique angles** — set `map.anisotropy = renderer.capabilities.getMaxAnisotropy()`.
@@ -0,0 +1,148 @@
1
+ ---
2
+ name: genex-ai-video
3
+ description: Generate a real video clip (H.264 mp4) from a text prompt with `npx genex video`, then play it in Three.js on any surface via VideoTexture. Use for in-game TVs/screens/monitors, animated billboards, cutscene clips, ambient backdrops, portals, and video decals ("news broadcast on a TV", "swirling portal", "animated arcade attract screen") rather than a static image or shader effect. Pass `--loop` for a seamless loop.
4
+ ---
5
+
6
+ # Genex AI · Video
7
+
8
+ Turn a prompt into a real mp4 clip and play it anywhere in the game — an in-game
9
+ TV/screen/monitor, an animated billboard, a cutscene, an ambient backdrop, a portal,
10
+ or a video decal.
11
+
12
+ ## When to use this vs. a static image or shader
13
+
14
+ - **Use `npx genex video`** for moving footage you can describe — "static-y CRT
15
+ news broadcast", "swirling neon portal", "rain running down glass". You get a real
16
+ mp4.
17
+ - **Use `$genex-ai-image`** for a single still picture, or
18
+ `$genex-threejs-procedural-vfx` for parametric real-time effects (particles,
19
+ trails, shockwaves) authored in code.
20
+
21
+ ## Run
22
+
23
+ ```bash
24
+ npx genex video "<prompt>"
25
+ npx genex video "swirling neon plasma, seamless loop" --loop # seamless loop for screens/backdrops
26
+ ```
27
+
28
+ Video takes a **minute or two** end to end (queue + generation). If you're building
29
+ other things meanwhile, add `--no-wait` to enqueue and come back for it. Blocks until
30
+ ready, then prints its public URL:
31
+
32
+ ```
33
+ https://assets.genex.technology/generations/<id>/video-mp4
34
+ ```
35
+
36
+ The clip lives in Genex storage (R2) and loads straight from that URL — you don't
37
+ download it and nothing is committed to your repo. The URL is permanent (local dev,
38
+ published game, and remixes alike).
39
+
40
+ > **Cost & length:** the default is a **5-second, 720p** clip, and that IS the right
41
+ > default for a looping screen or backdrop — only pass `--duration` when the content
42
+ > genuinely needs to be longer (a cutscene). Longer, higher-res clips cost more and
43
+ > take longer. mp4 has **no alpha channel**, so a video is always a full rectangle
44
+ > (there are no transparent video decals).
45
+
46
+ ## Play it in Three.js
47
+
48
+ Video needs an `HTMLVideoElement`, and browsers block autoplay — the first
49
+ `video.play()` must run inside a user gesture (any click or keypress). Wrap it in a
50
+ `VideoTexture` and put it on any surface:
51
+
52
+ ```ts
53
+ import * as THREE from "three";
54
+
55
+ // the URL `npx genex video` printed (R2 sends CORS headers, so cross-origin works):
56
+ const VIDEO_URL = "https://assets.genex.technology/generations/<id>/video-mp4";
57
+ const video = document.createElement("video");
58
+ video.src = VIDEO_URL;
59
+ video.crossOrigin = "anonymous"; // REQUIRED to upload cross-origin video to WebGL (else a tainted-source error)
60
+ video.muted = true; // muted is what lets it play under autoplay policy
61
+ video.loop = true;
62
+ video.playsInline = true; // iOS: no fullscreen takeover
63
+
64
+ const texture = new THREE.VideoTexture(video); // auto-updates every frame — no per-frame code
65
+ texture.colorSpace = THREE.SRGBColorSpace;
66
+
67
+ // an in-game TV / animated billboard — MeshBasicMaterial so it glows regardless of scene lighting:
68
+ const screen = new THREE.Mesh(
69
+ new THREE.PlaneGeometry(3.2, 1.8), // 16:9
70
+ new THREE.MeshBasicMaterial({ map: texture }),
71
+ );
72
+ scene.add(screen);
73
+
74
+ // start playback on a user gesture (never swallow the rejection):
75
+ window.addEventListener("keydown", () => {
76
+ video.play().catch((e) => console.warn("video play", e));
77
+ }, { once: true });
78
+ ```
79
+
80
+ One `VideoTexture` can feed **many** surfaces — a bank of monitors, N sprays. Cost is
81
+ per distinct `<video>` element (media decode + one GPU upload per frame), **not** per
82
+ surface, so sharing one element for every screen is nearly free (all play in sync).
83
+ Keep clips **≤720p**. Pause the element (`video.pause()`) when no video surface is
84
+ visible.
85
+
86
+ ## Video decals
87
+
88
+ A video decal is the same `DecalGeometry` projection as an image decal — read the
89
+ **Decals & stickers** section of `$genex-ai-image` for the full recipe and gotchas —
90
+ with one change: swap the `TextureLoader` map for the `VideoTexture` above, and call
91
+ `video.play().catch(...)` inside the spray handler (the keypress is the user gesture).
92
+ All decals can share the one `VideoTexture`. Because mp4 has no alpha, a video decal
93
+ is a full rectangle (fine for a screen-shaped mark; use `$genex-ai-image --transparent`
94
+ for a shaped sticker). **Layering gotcha:** an opaque video decal draws in the opaque
95
+ pass — *before* any `transparent: true` image decal — so image decals always land on
96
+ top regardless of spray order or `renderOrder`. If you mix both and need strict
97
+ newest-on-top, set `transparent: true` on the video decal material too.
98
+
99
+ ## Multiplayer
100
+
101
+ The asset URL is public, permanent, and CORS-open, so it is safe to broadcast the
102
+ string to every player. A placed-at-runtime surface (a video decal included) is static
103
+ shared world state — put it on `room.shared`, **not** `objects` (no movement to smooth)
104
+ and **not** `send` (late joiners would see a bare wall; `shared` keys replay on connect).
105
+
106
+ Use a **fixed ring of slots** and overwrite the oldest — **never a fresh key per
107
+ placement**. The relay caps game-writable `shared` keys at **256 per room, keys are
108
+ permanent and undeletable, and new keys past the cap are silently dropped forever**:
109
+
110
+ ```ts
111
+ let next = 0;
112
+ const RING = 32; // decal:0 .. decal:31
113
+ function placeShared(url: string, hit: { point: THREE.Vector3; normal: THREE.Vector3 }) {
114
+ room.shared.set(`decal:${next % RING}`, { url, p: hit.point.toArray(), n: hit.normal.toArray() });
115
+ next++;
116
+ }
117
+ room.on("shared", (key, value) => { // every player (incl. late joiners) rebuilds it
118
+ if (key.startsWith("decal:") && value) spawnVideoDecalFromShared(value);
119
+ });
120
+ ```
121
+
122
+ See `$genex-threejs-multiplayer` for the `shared` channel rules and the room API.
123
+
124
+ ## Publish checklist
125
+
126
+ - Load it from the **URL** the command printed — absolute and permanent, so it resolves
127
+ the same in local dev, the published game, and remixes. Nothing to commit.
128
+ - Don't copy the mp4 into `public/assets/` — generated assets live in R2, not the repo.
129
+
130
+ ## Options
131
+
132
+ - `--loop` — a seamless loop (for screens, ambient backdrops, video decals).
133
+ - `--duration <sec>` — clip length 1–15; default 5. Only raise it when the content
134
+ genuinely needs more — longer clips cost more and take longer.
135
+ - `--no-wait` — enqueue and return immediately (the file won't be downloaded;
136
+ re-run without `--no-wait` to fetch it). Handy for video since it takes a minute or two.
137
+ - `--api-url <url>` — override the API base (local dev).
138
+
139
+ ## Troubleshooting
140
+
141
+ - **"Not authorized"** — run `npx @genex-ai/cli-demo@latest init` first (it writes your `GENEX_TOKEN`).
142
+ - **"Prompt rejected"** — the provider's content-safety filter blocked the prompt.
143
+ This is non-retryable; retrying the same wording fails again. Rewrite the prompt.
144
+ - **Nothing plays / black surface** — the first `video.play()` must run inside a user
145
+ gesture (click/keydown); confirm it's called and its promise rejection is logged.
146
+ - **Tainted-source / security error** — set `video.crossOrigin = "anonymous"` before
147
+ `video.src`.
148
+ - **Colors look washed/dark** — ensure `texture.colorSpace = THREE.SRGBColorSpace`.
@@ -37,13 +37,16 @@ npx genex model "weathered wooden barrel" # a 3D mesh (GLB)
37
37
  npx genex skybox "golden hour over mountains" # a 360° sky + lighting
38
38
  npx genex sfx "punchy laser zap" --duration 2 # a sound effect (mp3)
39
39
  npx genex texture "mossy cobblestone" --terrain # a tiling surface texture
40
+ npx genex image "vintage travel poster" # a picture (poster/sign/sprite/decal)
41
+ npx genex video "swirling neon portal" --loop # a video clip (screen/backdrop)
40
42
  ```
41
43
 
42
44
  (Run them inside your project — the `@genex-ai/cli-demo` dev dependency makes
43
45
  `npx genex` resolve to the right CLI.)
44
46
 
45
47
  Each has a focused skill with the exact loader code — `$genex-ai-model`,
46
- `$genex-ai-skybox`, `$genex-ai-sfx`, `$genex-ai-texture`.
48
+ `$genex-ai-skybox`, `$genex-ai-sfx`, `$genex-ai-texture`, `$genex-ai-image`,
49
+ `$genex-ai-video`.
47
50
 
48
51
  ## Identity & saves (every game)
49
52