@hypersoniclabs/helix-cli 0.1.7 → 0.1.23

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 (1715) hide show
  1. package/README.md +627 -6
  2. package/assets/bridge/metahuman-eye-baked.png +0 -0
  3. package/assets/item-def-sounds/Common/A_DryShot.ogg +0 -0
  4. package/assets/item-def-sounds/Common/A_LMG_CloseCoverA.ogg +0 -0
  5. package/assets/item-def-sounds/Common/A_LMG_CloseCoverB.ogg +0 -0
  6. package/assets/item-def-sounds/Common/A_LMG_InsertMag.ogg +0 -0
  7. package/assets/item-def-sounds/Common/A_LMG_RemoveMag.ogg +0 -0
  8. package/assets/item-def-sounds/Common/A_Pistol_InsertMag_001.ogg +0 -0
  9. package/assets/item-def-sounds/Common/A_Pistol_InsertMag_002.ogg +0 -0
  10. package/assets/item-def-sounds/Common/A_Pistol_InsertMag_003.ogg +0 -0
  11. package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_001.ogg +0 -0
  12. package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_002.ogg +0 -0
  13. package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_003.ogg +0 -0
  14. package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_001.ogg +0 -0
  15. package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_002.ogg +0 -0
  16. package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_003.ogg +0 -0
  17. package/assets/item-def-sounds/Common/A_Rifle_InsertMag_001.ogg +0 -0
  18. package/assets/item-def-sounds/Common/A_Rifle_InsertMag_002.ogg +0 -0
  19. package/assets/item-def-sounds/Common/A_Rifle_InsertMag_003.ogg +0 -0
  20. package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_001.ogg +0 -0
  21. package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_002.ogg +0 -0
  22. package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_003.ogg +0 -0
  23. package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_001.ogg +0 -0
  24. package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_002.ogg +0 -0
  25. package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_003.ogg +0 -0
  26. package/assets/item-def-sounds/Common/A_Sniper_ChargingHandle.ogg +0 -0
  27. package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_001.ogg +0 -0
  28. package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_002.ogg +0 -0
  29. package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_003.ogg +0 -0
  30. package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_01.ogg +0 -0
  31. package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_02.ogg +0 -0
  32. package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_03.ogg +0 -0
  33. package/assets/item-def-sounds/LMG/A_LWS-32_Shot_001.ogg +0 -0
  34. package/assets/item-def-sounds/LMG/A_LWS-32_Shot_002.ogg +0 -0
  35. package/assets/item-def-sounds/LMG/A_LWS-32_Shot_003.ogg +0 -0
  36. package/assets/item-def-sounds/Pistol/A_Gaston_Shot_001.ogg +0 -0
  37. package/assets/item-def-sounds/Pistol/A_Gaston_Shot_002.ogg +0 -0
  38. package/assets/item-def-sounds/Pistol/A_Gaston_Shot_003.ogg +0 -0
  39. package/assets/item-def-sounds/Rifle/A_KAL_Shot_001.ogg +0 -0
  40. package/assets/item-def-sounds/Rifle/A_KAL_Shot_002.ogg +0 -0
  41. package/assets/item-def-sounds/Rifle/A_KAL_Shot_003.ogg +0 -0
  42. package/assets/item-def-sounds/SMG/A_Bison_InsertMag.ogg +0 -0
  43. package/assets/item-def-sounds/SMG/A_Bison_RemoveMag.ogg +0 -0
  44. package/assets/item-def-sounds/SMG/A_Bison_Shot_001.ogg +0 -0
  45. package/assets/item-def-sounds/SMG/A_Bison_Shot_002.ogg +0 -0
  46. package/assets/item-def-sounds/SMG/A_Bison_Shot_003.ogg +0 -0
  47. package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_001.ogg +0 -0
  48. package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_002.ogg +0 -0
  49. package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_003.ogg +0 -0
  50. package/assets/item-def-sounds/Sniper/A_CS-446_Shot_001.ogg +0 -0
  51. package/assets/item-def-sounds/Sniper/A_CS-446_Shot_002.ogg +0 -0
  52. package/assets/item-def-sounds/Sniper/A_CS-446_Shot_003.ogg +0 -0
  53. package/bridge-plugins/helix.bridge.unreal/bin/unreal-skeletal-mesh-extract.js +812 -0
  54. package/bridge-plugins/helix.bridge.unreal/bridge-plugin.json +40 -0
  55. package/bridge-plugins/helix.bridge.unreal/test/exporter.test.js +418 -0
  56. package/bridge-plugins/helix.bridge.unreal/test/handler.test.js +417 -0
  57. package/bridge-plugins/helix.bridge.unreal/unreal/export_skeletal_mesh.py +384 -0
  58. package/bridge-recipes/cyberpunk/cyberpunk-female-bone-map.json +476 -0
  59. package/bridge-recipes/sims4/README.md +43 -0
  60. package/bridge-recipes/sims4/sims4-female-bone-map.json +65 -0
  61. package/bridge-recipes/unreal/character-customizer/README.md +58 -0
  62. package/bridge-recipes/unreal/character-customizer/all.json +13 -0
  63. package/bridge-recipes/unreal/character-customizer/base-male-body.json +6 -0
  64. package/bridge-recipes/unreal/character-customizer/base-male-head.json +6 -0
  65. package/bridge-recipes/unreal/character-customizer/beard.addon.json +1 -0
  66. package/bridge-recipes/unreal/character-customizer/beard.json +6 -0
  67. package/bridge-recipes/unreal/character-customizer/bottom.addon.json +1 -0
  68. package/bridge-recipes/unreal/character-customizer/bottom.json +6 -0
  69. package/bridge-recipes/unreal/character-customizer/eyewear.addon.json +1 -0
  70. package/bridge-recipes/unreal/character-customizer/eyewear.json +6 -0
  71. package/bridge-recipes/unreal/character-customizer/footwear.addon.json +1 -0
  72. package/bridge-recipes/unreal/character-customizer/footwear.json +6 -0
  73. package/bridge-recipes/unreal/character-customizer/hair.addon.json +1 -0
  74. package/bridge-recipes/unreal/character-customizer/hair.json +6 -0
  75. package/bridge-recipes/unreal/character-customizer/test/recipes.test.js +74 -0
  76. package/bridge-recipes/unreal/character-customizer/top.addon.json +1 -0
  77. package/bridge-recipes/unreal/character-customizer/top.json +6 -0
  78. package/bridge-recipes/unreal/helix-character-creator-female/README.md +57 -0
  79. package/bridge-recipes/unreal/helix-character-creator-female/all.json +18 -0
  80. package/bridge-recipes/unreal/helix-character-creator-female/back.addon.json +1 -0
  81. package/bridge-recipes/unreal/helix-character-creator-female/back.json +1 -0
  82. package/bridge-recipes/unreal/helix-character-creator-female/base-female-face.json +1 -0
  83. package/bridge-recipes/unreal/helix-character-creator-female/base-female.json +1 -0
  84. package/bridge-recipes/unreal/helix-character-creator-female/bottom.addon.json +1 -0
  85. package/bridge-recipes/unreal/helix-character-creator-female/bottom.json +1 -0
  86. package/bridge-recipes/unreal/helix-character-creator-female/eyewear.addon.json +1 -0
  87. package/bridge-recipes/unreal/helix-character-creator-female/eyewear.json +1 -0
  88. package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.addon.json +1 -0
  89. package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.json +1 -0
  90. package/bridge-recipes/unreal/helix-character-creator-female/female-batch-hair.json +23 -0
  91. package/bridge-recipes/unreal/helix-character-creator-female/female-batch-nebula-urbanghost.json +7 -0
  92. package/bridge-recipes/unreal/helix-character-creator-female/female-batch-singles.json +19 -0
  93. package/bridge-recipes/unreal/helix-character-creator-female/female-batch5.json +19 -0
  94. package/bridge-recipes/unreal/helix-character-creator-female/female-batch6.json +19 -0
  95. package/bridge-recipes/unreal/helix-character-creator-female/female-batch7.json +11 -0
  96. package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.addon.json +1 -0
  97. package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.json +1 -0
  98. package/bridge-recipes/unreal/helix-character-creator-female/female-cap.addon.json +1 -0
  99. package/bridge-recipes/unreal/helix-character-creator-female/female-cap.json +1 -0
  100. package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.addon.json +1 -0
  101. package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.json +1 -0
  102. package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.addon.json +1 -0
  103. package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.json +1 -0
  104. package/bridge-recipes/unreal/helix-character-creator-female/female-chain.addon.json +1 -0
  105. package/bridge-recipes/unreal/helix-character-creator-female/female-chain.json +1 -0
  106. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.addon.json +1 -0
  107. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.json +1 -0
  108. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.addon.json +1 -0
  109. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.json +1 -0
  110. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.addon.json +1 -0
  111. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.json +1 -0
  112. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.addon.json +1 -0
  113. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.json +1 -0
  114. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.addon.json +1 -0
  115. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.json +1 -0
  116. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.addon.json +1 -0
  117. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.json +1 -0
  118. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.addon.json +1 -0
  119. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.json +1 -0
  120. package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.addon.json +1 -0
  121. package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.json +1 -0
  122. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.addon.json +1 -0
  123. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.json +1 -0
  124. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.addon.json +1 -0
  125. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.json +1 -0
  126. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.addon.json +1 -0
  127. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.json +1 -0
  128. package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.addon.json +1 -0
  129. package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.json +1 -0
  130. package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.addon.json +1 -0
  131. package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.json +1 -0
  132. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.addon.json +1 -0
  133. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.json +1 -0
  134. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.addon.json +1 -0
  135. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.json +1 -0
  136. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.addon.json +1 -0
  137. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.json +1 -0
  138. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.addon.json +1 -0
  139. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.json +1 -0
  140. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.addon.json +1 -0
  141. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.json +1 -0
  142. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.addon.json +1 -0
  143. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.json +1 -0
  144. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.addon.json +1 -0
  145. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.json +1 -0
  146. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.addon.json +1 -0
  147. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.json +1 -0
  148. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.addon.json +1 -0
  149. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.json +1 -0
  150. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.addon.json +1 -0
  151. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.json +1 -0
  152. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.addon.json +1 -0
  153. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.json +1 -0
  154. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.addon.json +1 -0
  155. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.json +1 -0
  156. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.addon.json +1 -0
  157. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.json +1 -0
  158. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.addon.json +1 -0
  159. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.json +1 -0
  160. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.addon.json +1 -0
  161. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.json +1 -0
  162. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.addon.json +1 -0
  163. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.json +1 -0
  164. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.addon.json +1 -0
  165. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.json +1 -0
  166. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.addon.json +1 -0
  167. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.json +1 -0
  168. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.addon.json +1 -0
  169. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.json +1 -0
  170. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.addon.json +1 -0
  171. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.json +1 -0
  172. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.addon.json +1 -0
  173. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.json +1 -0
  174. package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.addon.json +1 -0
  175. package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.json +1 -0
  176. package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.addon.json +1 -0
  177. package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.json +1 -0
  178. package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.addon.json +1 -0
  179. package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.json +1 -0
  180. package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.addon.json +1 -0
  181. package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.json +1 -0
  182. package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.addon.json +1 -0
  183. package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.json +1 -0
  184. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.addon.json +1 -0
  185. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.json +1 -0
  186. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.addon.json +1 -0
  187. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.json +1 -0
  188. package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.addon.json +1 -0
  189. package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.json +1 -0
  190. package/bridge-recipes/unreal/helix-character-creator-female/female-maska.addon.json +1 -0
  191. package/bridge-recipes/unreal/helix-character-creator-female/female-maska.json +1 -0
  192. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.addon.json +1 -0
  193. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.json +1 -0
  194. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.addon.json +1 -0
  195. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.json +1 -0
  196. package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.addon.json +1 -0
  197. package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.json +1 -0
  198. package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.addon.json +1 -0
  199. package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.json +1 -0
  200. package/bridge-recipes/unreal/helix-character-creator-female/female-panama.addon.json +1 -0
  201. package/bridge-recipes/unreal/helix-character-creator-female/female-panama.json +1 -0
  202. package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.addon.json +1 -0
  203. package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.json +1 -0
  204. package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.addon.json +1 -0
  205. package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.json +1 -0
  206. package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.addon.json +1 -0
  207. package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.json +1 -0
  208. package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.addon.json +1 -0
  209. package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.json +1 -0
  210. package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.addon.json +1 -0
  211. package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.json +1 -0
  212. package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.addon.json +1 -0
  213. package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.json +1 -0
  214. package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.addon.json +1 -0
  215. package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.json +1 -0
  216. package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.addon.json +1 -0
  217. package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.json +1 -0
  218. package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.addon.json +1 -0
  219. package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.json +1 -0
  220. package/bridge-recipes/unreal/helix-character-creator-female/female-shorts-b3.addon.json +1 -0
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@@ -0,0 +1,421 @@
1
+ "use strict";
2
+ /**
3
+ * VRM SpringBone → `helix/dynamics@1`.
4
+ *
5
+ * ── WHY VRM FIRST ──────────────────────────────────────────────────────────────────────────────────────────────
6
+ * It is the only openly specified secondary-motion format with a large body of real content, the configuration
7
+ * travels INSIDE the .vrm (unlike a Unity prefab, where the parameters live in a scene file that never ships),
8
+ * and both major versions are readable without a game engine. That makes it the honest first target for an
9
+ * importer and the honest test corpus for a solver. VRChat PhysBone conversion is the same shape of problem with
10
+ * a harder extraction step, and lands on this same intermediate form.
11
+ *
12
+ * ── THE HARD PART IS UNITS, NOT STRUCTURE ──────────────────────────────────────────────────────────────────────
13
+ * Chains and colliders map across almost mechanically. The parameters do not, and this is where every naive
14
+ * converter goes wrong — including, by its own admission, VRChat's:
15
+ *
16
+ * · VRM `stiffness` is **world units per second**. It is added to the tail as `axis * stiffness * dt`, then the
17
+ * tail is projected back to its authored bone length. The projection couples stiffness, bone length and drag;
18
+ * none of the three can be converted independently without changing the response.
19
+ *
20
+ * · VRM `dragForce` is a per-FRAME velocity multiplier. Three-vrm's reference Verlet step retains
21
+ * `(1 - dragForce)` of the previous displacement once per update while stiffness and gravity are scaled by
22
+ * dt. Converting it means choosing the frame rate it was authored against; 60 Hz is the preview convention.
23
+ * We linearise that exact projected step and map its two discrete poles to the continuous spring's poles.
24
+ * This preserves both oscillation frequency and decay instead of equating velocity retention alone, which
25
+ * over-damped ordinary VRoid hair and flattened distinct authored values at the critical-damping clamp.
26
+ *
27
+ * · VRM `gravityPower` is likewise a velocity, not an acceleration, so it cannot be read as m/s². The
28
+ * conversion goes through the EQUILIBRIUM instead: in VRM the rest droop satisfies
29
+ * `tan θ ≈ gravityPower / stiffness`, and in this solver the sag is `g / (ω²L)`. Setting those equal gives
30
+ * `g = gravityPower * ω²L / stiffness`, using the bounded ω this converter actually emits. That preserves
31
+ * how far a chain hangs rather than preserving a number that means something different on each side.
32
+ *
33
+ * None of this is exact, and it is not claimed to be. The research that produced these relations fitted them
34
+ * numerically and found parameter recovery good but multi-joint waveforms drifting in phase over seconds. The
35
+ * goal is a chain that hangs and swings the way the author intended, not one that matches frame for frame.
36
+ */
37
+ Object.defineProperty(exports, "__esModule", { value: true });
38
+ exports.CENTRE_INERTIA = exports.VRM_ASSUMED_AUTHORING_HZ = void 0;
39
+ exports.omegaToStiffness = omegaToStiffness;
40
+ exports.convertSpring = convertSpring;
41
+ exports.convertGravity = convertGravity;
42
+ exports.guessImportance = guessImportance;
43
+ exports.convertVrmDynamics = convertVrmDynamics;
44
+ exports.VRM_ASSUMED_AUTHORING_HZ = 60;
45
+ /**
46
+ * Inertia given to a chain whose VRM declares a `center` node.
47
+ *
48
+ * VRoid writes a `center` BY DEFAULT — its UI calls the option "prevent excessive sway during movement" — so a
49
+ * large share of real VRM files depend on it, and a converter that ignores it produces hair that flails while
50
+ * the character merely walks. Measured across the reference set: `AvatarSample_B` centres all 11 of its groups
51
+ * and `Seed-san` 8 of its 9 springs, while `Vivi` and `AliciaSolid` centre nothing at all.
52
+ *
53
+ * True centre-space integration resolves motion against the named node — usually the hips — and is a V2 item;
54
+ * it needs the character root transform, which a chain anchored to the head does not have. This is the honest
55
+ * approximation available to a per-anchor scalar: carry most of the anchor's motion, keep some lag. It is
56
+ * deliberately not 1.0, because full carry would also cancel the head-turn response that makes hair read as
57
+ * hair, and the failure it is fixing is gross body translation, not rotation.
58
+ */
59
+ exports.CENTRE_INERTIA = 0.6;
60
+ const WORLD_GRAVITY = 9.81;
61
+ /** The ω range `helix/dynamics@1` normalises onto. MUST match `DynamicsContract.ts`. */
62
+ const STIFFNESS_MIN_OMEGA = 2;
63
+ const STIFFNESS_MAX_OMEGA = 40;
64
+ /** ω (rad/s) → the contract's normalised 0..1 stiffness. The inverse of `stiffnessToOmega`. */
65
+ function omegaToStiffness(omega) {
66
+ const clamped = Math.min(Math.max(omega, STIFFNESS_MIN_OMEGA), STIFFNESS_MAX_OMEGA);
67
+ return Math.sqrt((clamped - STIFFNESS_MIN_OMEGA) / (STIFFNESS_MAX_OMEGA - STIFFNESS_MIN_OMEGA));
68
+ }
69
+ /**
70
+ * Convert one VRM projected-Verlet joint to the continuous `helix/dynamics@1` spring.
71
+ *
72
+ * For a small angular displacement `x`, three-vrm's documented update linearises to:
73
+ *
74
+ * q = 1 + (stiffness / boneLength) dt
75
+ * x[n+1] = ((1 + retention) / q) x[n] - (retention / q) x[n-1]
76
+ *
77
+ * The roots of that recurrence are the response sampled at the authoring rate. Mapping their magnitude and
78
+ * phase to `exp((-ζω ± iωd)dt)` gives the continuous spring parameters directly. Dynamics@1 cannot express an
79
+ * overdamped response, so real positive roots map to a critical spring at the slow pole's rate. That preserves
80
+ * the visible return tail by lowering stiffness, as the contract requires, instead of clamping damping while
81
+ * retaining the geometric-mean frequency and making a heavily dragged chain snap back too quickly.
82
+ */
83
+ function convertSpring(vrmStiffness, dragForce, boneLengthM, hz = exports.VRM_ASSUMED_AUTHORING_HZ) {
84
+ const safeHz = Number.isFinite(hz) ? Math.max(hz, 1e-3) : exports.VRM_ASSUMED_AUTHORING_HZ;
85
+ const dt = 1 / safeHz;
86
+ const finiteLength = Number.isFinite(boneLengthM) ? boneLengthM : 0.07;
87
+ const length = Math.max(finiteLength, 1e-3);
88
+ const finiteStiffness = Number.isFinite(vrmStiffness) ? vrmStiffness : 0;
89
+ const restoringRate = Math.max(finiteStiffness, 0) / length;
90
+ const finiteDrag = Number.isFinite(dragForce) ? dragForce : 0.5;
91
+ const drag = Math.min(Math.max(finiteDrag, 0), 1);
92
+ const retention = 1 - drag;
93
+ const projectionScale = 1 + restoringRate * dt;
94
+ const trace = (1 + retention) / projectionScale;
95
+ const determinant = retention / projectionScale;
96
+ const discriminant = trace * trace - 4 * determinant;
97
+ let omega;
98
+ let dampingRatio;
99
+ let decayRate;
100
+ let mappedOmega;
101
+ if (retention <= Number.EPSILON) {
102
+ // dragForce=1 removes the second pole entirely. Preserve its one finite return rate with the closest
103
+ // representable response: a critically damped spring at the same slow-pole rate.
104
+ decayRate = Math.log(projectionScale) / dt;
105
+ omega = decayRate;
106
+ dampingRatio = 1;
107
+ mappedOmega = decayRate;
108
+ }
109
+ else if (discriminant < 0) {
110
+ const magnitude = Math.sqrt(determinant);
111
+ decayRate = -Math.log(magnitude) / dt;
112
+ const phase = Math.acos(Math.min(Math.max(trace / (2 * magnitude), -1), 1));
113
+ const dampedOmega = phase / dt;
114
+ omega = Math.hypot(decayRate, dampedOmega);
115
+ dampingRatio = omega > 0 ? decayRate / omega : 1;
116
+ mappedOmega = omega;
117
+ }
118
+ else {
119
+ const rootDelta = Math.sqrt(discriminant);
120
+ const slowRoot = Math.max((trace + rootDelta) / 2, Number.EPSILON);
121
+ const fastRoot = Math.max((trace - rootDelta) / 2, Number.EPSILON);
122
+ const slowRate = -Math.log(slowRoot) / dt;
123
+ const fastRate = -Math.log(fastRoot) / dt;
124
+ const rateProduct = Math.max(slowRate * fastRate, 0);
125
+ omega = Math.sqrt(rateProduct);
126
+ decayRate = (slowRate + fastRate) / 2;
127
+ dampingRatio = omega > 1e-8 ? (slowRate + fastRate) / (2 * omega) : 1;
128
+ // A critical spring has one repeated pole. Preserve the source's dominant return pole rather than its
129
+ // geometric-mean natural frequency; keeping the latter while clamping zeta to one can be many times faster.
130
+ mappedOmega = Math.max(slowRate, 0);
131
+ }
132
+ if (!Number.isFinite(omega))
133
+ omega = STIFFNESS_MAX_OMEGA;
134
+ if (!Number.isFinite(dampingRatio))
135
+ dampingRatio = 1;
136
+ if (!Number.isFinite(decayRate))
137
+ decayRate = omega;
138
+ if (!Number.isFinite(mappedOmega))
139
+ mappedOmega = STIFFNESS_MAX_OMEGA;
140
+ const engineOmega = Math.min(Math.max(mappedOmega, STIFFNESS_MIN_OMEGA), STIFFNESS_MAX_OMEGA);
141
+ const mappedDampingRatio = dampingRatio > 1 || mappedOmega <= 1e-8 ? 1 : decayRate / engineOmega;
142
+ return {
143
+ omega,
144
+ dampingRatio,
145
+ mappedOmega,
146
+ engineOmega,
147
+ mappedDampingRatio,
148
+ stiffness: omegaToStiffness(mappedOmega),
149
+ damping: Math.min(Math.max(mappedDampingRatio, 0), 1),
150
+ };
151
+ }
152
+ /** VRM `gravityPower` → a multiplier on real world gravity, via the equilibrium droop. See the header. */
153
+ function convertGravity(gravityPower, vrmStiffness, boneLengthM, engineOmega) {
154
+ if (!Number.isFinite(gravityPower) || gravityPower <= 0)
155
+ return 0;
156
+ const stiffness = Number.isFinite(vrmStiffness) ? Math.max(vrmStiffness, 0) : 0;
157
+ // Gravity with no restoring term has no finite VRM equilibrium: the joint falls as far as its length allows.
158
+ // The bounded V1 contract cannot express that exactly, so retain the fully-drooped intent with its max force.
159
+ if (stiffness <= Number.EPSILON)
160
+ return 8;
161
+ const finiteLength = Number.isFinite(boneLengthM) ? boneLengthM : 0.07;
162
+ const length = Math.max(finiteLength, 1e-3);
163
+ const finiteOmega = Number.isFinite(engineOmega) ? engineOmega : STIFFNESS_MIN_OMEGA;
164
+ const boundedOmega = Math.min(Math.max(finiteOmega, STIFFNESS_MIN_OMEGA), STIFFNESS_MAX_OMEGA);
165
+ const accel = (gravityPower * boundedOmega * boundedOmega * length) / stiffness;
166
+ return Math.min(Math.max(accel / WORLD_GRAVITY, 0), 8);
167
+ }
168
+ /**
169
+ * Guess how much a chain matters from its bone names.
170
+ *
171
+ * Importance drives the frame budget, so getting it roughly right is what lets a crowd degrade sensibly rather
172
+ * than uniformly. Nothing in VRM carries this, and asking a creator to hand-classify twenty-two chains is the
173
+ * kind of chore the platform is supposed to absorb. Names in real content are remarkably consistent — VRoid
174
+ * emits `J_Sec_Hair*`, `*Skirt*`, `*Bust*` — so a table gets most of it, and it is only ever a default.
175
+ */
176
+ function guessImportance(name) {
177
+ const lower = name.toLowerCase();
178
+ if (/bust|breast|chest|oppai/.test(lower))
179
+ return 'high';
180
+ if (/hair|ponytail|tail|ahoge|braid|mituami/.test(lower))
181
+ return 'high';
182
+ if (/skirt|coat|dress|cape|cloak|sleeve|tops/.test(lower))
183
+ return 'normal';
184
+ if (/ear|horn|antenna|wing/.test(lower))
185
+ return 'normal';
186
+ return 'decorative';
187
+ }
188
+ const isRecord = (v) => typeof v === 'object' && v !== null && !Array.isArray(v);
189
+ const numberOr = (v, fallback) => typeof v === 'number' && Number.isFinite(v) ? v : fallback;
190
+ /** glTF node name, or a stable synthetic one. Real VRM files do have named nodes; malformed ones may not. */
191
+ function nodeName(nodes, index) {
192
+ const node = nodes[index];
193
+ if (node === undefined)
194
+ return null;
195
+ return typeof node.name === 'string' && node.name.length > 0 ? node.name : `node_${index}`;
196
+ }
197
+ /** Distance from a node to its first child — the bone length the unit conversions need. */
198
+ function boneLength(nodes, index) {
199
+ const child = nodes[index]?.children?.[0];
200
+ const translation = child === undefined ? undefined : nodes[child]?.translation;
201
+ if (translation === undefined || translation.length !== 3)
202
+ return 0.07; // the VRM 0.x virtual-tail convention
203
+ return Math.hypot(translation[0], translation[1], translation[2]) || 0.07;
204
+ }
205
+ /** Names must survive the contract's `safeName` pattern; VRoid uses only safe characters, but imports may not. */
206
+ const sanitiseId = (raw, fallback) => {
207
+ const cleaned = raw.replace(/[^A-Za-z0-9_.\-]/g, '_').slice(0, 60);
208
+ return cleaned.length > 0 ? cleaned : fallback;
209
+ };
210
+ /**
211
+ * Convert the spring-bone configuration of a parsed VRM glTF document.
212
+ *
213
+ * Takes the JSON chunk, not a file path or a three.js scene, so it runs in the pipeline, in a test, and in a
214
+ * browser importer without change.
215
+ */
216
+ function convertVrmDynamics(gltf) {
217
+ const nodes = gltf.nodes ?? [];
218
+ const springBone = gltf.extensions?.VRMC_springBone;
219
+ if (isRecord(springBone))
220
+ return convertVrm1(nodes, springBone);
221
+ const vrm0 = gltf.extensions?.VRM;
222
+ if (isRecord(vrm0) && isRecord(vrm0.secondaryAnimation))
223
+ return convertVrm0(nodes, vrm0.secondaryAnimation);
224
+ return null;
225
+ }
226
+ function convertVrm1(nodes, springBone) {
227
+ const warnings = [];
228
+ const colliders = [];
229
+ const rawColliders = Array.isArray(springBone.colliders) ? springBone.colliders : [];
230
+ rawColliders.forEach((raw, index) => {
231
+ if (!isRecord(raw) || !isRecord(raw.shape))
232
+ return;
233
+ const bone = nodeName(nodes, numberOr(raw.node, -1));
234
+ if (bone === null)
235
+ return;
236
+ const id = `c${index}`;
237
+ if (isRecord(raw.shape.sphere)) {
238
+ const sphere = raw.shape.sphere;
239
+ const radius = numberOr(sphere.radius, 0);
240
+ if (radius <= 0)
241
+ return;
242
+ colliders.push({
243
+ id, bone, shape: 'sphere', radius,
244
+ ...(Array.isArray(sphere.offset) ? { offset: sphere.offset.slice(0, 3) } : {}),
245
+ ...(sphere.inside === true ? { inside: true } : {}),
246
+ });
247
+ }
248
+ else if (isRecord(raw.shape.capsule)) {
249
+ const capsule = raw.shape.capsule;
250
+ const radius = numberOr(capsule.radius, 0);
251
+ if (radius <= 0 || !Array.isArray(capsule.tail))
252
+ return;
253
+ colliders.push({
254
+ id, bone, shape: 'capsule', radius,
255
+ tail: capsule.tail.slice(0, 3),
256
+ ...(Array.isArray(capsule.offset) ? { offset: capsule.offset.slice(0, 3) } : {}),
257
+ ...(capsule.inside === true ? { inside: true } : {}),
258
+ });
259
+ }
260
+ else {
261
+ warnings.push(`collider ${index} uses an unsupported shape and was dropped`);
262
+ }
263
+ });
264
+ // A collider group is a named bundle of collider indices; a spring references groups, not colliders.
265
+ const groups = [];
266
+ for (const raw of Array.isArray(springBone.colliderGroups) ? springBone.colliderGroups : []) {
267
+ const ids = [];
268
+ if (isRecord(raw) && Array.isArray(raw.colliders)) {
269
+ for (const index of raw.colliders) {
270
+ const collider = colliders.find((c) => c.id === `c${index}`);
271
+ if (collider !== undefined)
272
+ ids.push(collider.id);
273
+ }
274
+ }
275
+ groups.push(ids);
276
+ }
277
+ const chains = [];
278
+ const springs = Array.isArray(springBone.springs) ? springBone.springs : [];
279
+ springs.forEach((raw, index) => {
280
+ if (!isRecord(raw) || !Array.isArray(raw.joints) || raw.joints.length === 0)
281
+ return;
282
+ const first = raw.joints[0];
283
+ if (!isRecord(first))
284
+ return;
285
+ const rootIndex = numberOr(first.node, -1);
286
+ const root = nodeName(nodes, rootIndex);
287
+ if (root === null)
288
+ return;
289
+ // VRM parameters are per joint; the contract's curve would carry all of them, but the ROOT joint's values
290
+ // are what govern the chain's character and every authoring tool presents them that way. Taking the root's
291
+ // and noting divergence is more honest than averaging into a number nobody chose.
292
+ const stiffnessRaw = numberOr(first.stiffness, 1);
293
+ const dragRaw = numberOr(first.dragForce, 0.5);
294
+ const gravityPower = numberOr(first.gravityPower, 0);
295
+ const length = boneLength(nodes, rootIndex);
296
+ const spring = convertSpring(stiffnessRaw, dragRaw, length);
297
+ const name = typeof raw.name === 'string' && raw.name.length > 0 ? raw.name : root;
298
+ noteSaturation(warnings, name, spring, dragRaw);
299
+ const chainColliders = [];
300
+ for (const groupIndex of Array.isArray(raw.colliderGroups) ? raw.colliderGroups : []) {
301
+ for (const id of groups[Number(groupIndex)] ?? [])
302
+ if (!chainColliders.includes(id))
303
+ chainColliders.push(id);
304
+ }
305
+ const hitRadius = numberOr(first.hitRadius, 0);
306
+ const centred = raw.center !== undefined;
307
+ chains.push({
308
+ ...(centred ? { inertia: exports.CENTRE_INERTIA } : {}),
309
+ id: sanitiseId(`${name}_${index}`, `spring_${index}`),
310
+ root,
311
+ importance: guessImportance(name),
312
+ stiffness: spring.stiffness,
313
+ damping: spring.damping,
314
+ gravity: convertGravity(gravityPower, stiffnessRaw, length, spring.engineOmega),
315
+ ...(Array.isArray(first.gravityDir) && first.gravityDir.length === 3
316
+ ? { gravityDir: first.gravityDir.slice(0, 3) } : {}),
317
+ ...(hitRadius > 0 && chainColliders.length > 0
318
+ ? { radius: hitRadius, colliders: chainColliders.slice(0, 8) } : {}),
319
+ // VRM's own 0.x-compatibility rule: the chain's last joint needs somewhere to aim.
320
+ endpoint: [0, -Math.max(length, 0.01), 0],
321
+ });
322
+ if (raw.center !== undefined)
323
+ warnings.push(centreNote(name));
324
+ });
325
+ return { contract: 'helix/dynamics@1', chains, colliders, warnings, sourceVersion: '1.0' };
326
+ }
327
+ function convertVrm0(nodes, secondary) {
328
+ const warnings = [];
329
+ const colliders = [];
330
+ const groups = [];
331
+ const rawGroups = Array.isArray(secondary.colliderGroups) ? secondary.colliderGroups : [];
332
+ rawGroups.forEach((raw, groupIndex) => {
333
+ const ids = [];
334
+ if (isRecord(raw)) {
335
+ const bone = nodeName(nodes, numberOr(raw.node, -1));
336
+ const list = Array.isArray(raw.colliders) ? raw.colliders : [];
337
+ list.forEach((collider, i) => {
338
+ if (bone === null || !isRecord(collider))
339
+ return;
340
+ const radius = numberOr(collider.radius, 0);
341
+ if (radius <= 0)
342
+ return;
343
+ const id = `g${groupIndex}_${i}`;
344
+ const offset = isRecord(collider.offset)
345
+ // VRM 0.x is left-handed: three-vrm negates Z on import and rotates the model 180 degrees about Y.
346
+ // Only the negation belongs here; the model rotation is the loader's business, not the manifest's.
347
+ ? [numberOr(collider.offset.x, 0), numberOr(collider.offset.y, 0), -numberOr(collider.offset.z, 0)]
348
+ : undefined;
349
+ colliders.push({ id, bone, shape: 'sphere', radius, ...(offset ? { offset } : {}) });
350
+ ids.push(id);
351
+ });
352
+ }
353
+ groups.push(ids);
354
+ });
355
+ const chains = [];
356
+ const boneGroups = Array.isArray(secondary.boneGroups) ? secondary.boneGroups : [];
357
+ boneGroups.forEach((raw, groupIndex) => {
358
+ if (!isRecord(raw) || !Array.isArray(raw.bones))
359
+ return;
360
+ // In 0.x a "bone group" is a set of chain ROOTS sharing one parameter block, so it becomes N chains here.
361
+ const stiffnessRaw = numberOr(raw.stiffiness, 1); // the spec's own misspelling — see three-vrm
362
+ const dragRaw = numberOr(raw.dragForce, 0.5);
363
+ const gravityPower = numberOr(raw.gravityPower, 0);
364
+ const hitRadius = numberOr(raw.hitRadius, 0);
365
+ const comment = typeof raw.comment === 'string' && raw.comment.length > 0 ? raw.comment : `group${groupIndex}`;
366
+ const hasCentre = numberOr(raw.center, -1) >= 0;
367
+ const chainColliders = [];
368
+ for (const index of Array.isArray(raw.colliderGroups) ? raw.colliderGroups : []) {
369
+ for (const id of groups[Number(index)] ?? [])
370
+ if (!chainColliders.includes(id))
371
+ chainColliders.push(id);
372
+ }
373
+ raw.bones.forEach((boneIndex, i) => {
374
+ const rootIndex = Number(boneIndex);
375
+ const root = nodeName(nodes, rootIndex);
376
+ if (root === null)
377
+ return;
378
+ const length = boneLength(nodes, rootIndex);
379
+ const spring = convertSpring(stiffnessRaw, dragRaw, length);
380
+ noteSaturation(warnings, root, spring, dragRaw);
381
+ chains.push({
382
+ ...(hasCentre ? { inertia: exports.CENTRE_INERTIA } : {}),
383
+ id: sanitiseId(`${root}_${groupIndex}_${i}`, `spring_${groupIndex}_${i}`),
384
+ root,
385
+ importance: guessImportance(`${comment} ${root}`),
386
+ stiffness: spring.stiffness,
387
+ damping: spring.damping,
388
+ gravity: convertGravity(gravityPower, stiffnessRaw, length, spring.engineOmega),
389
+ ...(isRecord(raw.gravityDir)
390
+ ? { gravityDir: [numberOr(raw.gravityDir.x, 0), numberOr(raw.gravityDir.y, -1), -numberOr(raw.gravityDir.z, 0)] }
391
+ : {}),
392
+ ...(hitRadius > 0 && chainColliders.length > 0
393
+ ? { radius: hitRadius, colliders: chainColliders.slice(0, 8) } : {}),
394
+ endpoint: [0, -Math.max(length, 0.01), 0],
395
+ });
396
+ });
397
+ if (hasCentre)
398
+ warnings.push(centreNote(comment));
399
+ });
400
+ return { contract: 'helix/dynamics@1', chains, colliders, warnings, sourceVersion: '0.x' };
401
+ }
402
+ /**
403
+ * Record where a source value fell outside the contract's expressible range.
404
+ *
405
+ * Both conversions are reported — an overdamped chain has its slow return pole preserved with lower stiffness,
406
+ * and a representable response past 40 rad/s is already visually rigid. A creator comparing side by side
407
+ * deserves to know which knob stopped mattering rather than wonder why two chains they tuned differently move
408
+ * the same.
409
+ */
410
+ function centreNote(name) {
411
+ return `'${name}': declares a center node; approximated with inertia ${exports.CENTRE_INERTIA} (true centre-space is a V2 item)`;
412
+ }
413
+ function noteSaturation(warnings, name, spring, dragForce) {
414
+ if (spring.mappedOmega > STIFFNESS_MAX_OMEGA) {
415
+ warnings.push(`'${name}': response maps to ${spring.mappedOmega.toFixed(0)} rad/s, clamped to ${STIFFNESS_MAX_OMEGA} — it will read as rigid, which is how it already read`);
416
+ }
417
+ if (spring.dampingRatio > 1) {
418
+ warnings.push(`'${name}': dragForce ${dragForce} produces an overdamped response (zeta ${spring.dampingRatio.toFixed(1)}), fitted to critical damping at its slow return rate`);
419
+ }
420
+ }
421
+ //# sourceMappingURL=vrmDynamics.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,82 @@
1
+ /**
2
+ * VRM BLEND SHAPES → `helix/avatar-face@1`.
3
+ *
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+ * The sibling of `vrmDynamics.ts`, and it exists for the same reason: a bridge that carries an avatar's bones
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+ * but not its mouth has not carried the avatar. Every VRM in the reference set declares the same five vowels
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+ * and a blink, and HELIX's own face contract names them identically — `vowel.aa/ih/ou/ee/oh` IS the VRM 1.0
7
+ * preset vocabulary, and VRM 0.x's `a/i/u/e/o` is the same five under older names. So this is a rename plus an
8
+ * index resolution, not a retarget, and there is no excuse for an imported character to arrive mute.
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+ *
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+ * What it deliberately does NOT do:
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+ *
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+ * - Invent the 15 visemes. VRM assets have five vowels; `FaceRuntime` already folds a 15-viseme provider down
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+ * onto five when that is all the asset has. Declaring `viseme.pp` against a mouth shape that cannot make a
14
+ * P would be a lie the runtime then blends.
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+ * - Carry the emotion presets (joy, angry, sorrow, fun). They are real and they are worth having, but the
16
+ * face contract is 24 channels of SPEECH and EYES; emotions belong to whatever expression system claims
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+ * them, and squatting on the contract now would make that harder, not easier.
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+ * - Guess. If the file has no expression block, this returns null and the caller ships an avatar with no face
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+ * manifest, which is honest. A name-based fallback for VRoid's `Fcl_MTH_*` exists but runs only when the
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+ * file's own declaration is missing, and says so in the warnings.
21
+ */
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+ import type { ExpressionId } from '../faceManifest';
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+ export interface GltfLike {
24
+ meshes?: Array<{
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+ name?: string;
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+ extras?: {
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+ targetNames?: string[];
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+ };
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+ primitives?: Array<{
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+ extras?: {
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+ targetNames?: string[];
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+ };
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+ }>;
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+ }>;
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+ nodes?: Array<{
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+ name?: string;
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+ mesh?: number;
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+ }>;
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+ extensions?: Record<string, unknown>;
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+ }
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+ /** The subset of `helix/avatar-face@1` this converter can produce. */
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+ export type VrmFaceSemantic = 'vowel.aa' | 'vowel.ih' | 'vowel.ou' | 'vowel.ee' | 'vowel.oh' | 'blink.left' | 'blink.right';
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+ export interface VrmFaceChannel {
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+ kind: 'morph';
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+ name: string;
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+ mesh?: string;
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+ scale: number;
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+ }
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+ export interface VrmFaceResult {
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+ sourceVersion: '0.x' | '1.0';
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+ channels: Partial<Record<VrmFaceSemantic, VrmFaceChannel>>;
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+ expressions: Partial<Record<ExpressionId, VrmFaceChannel>>;
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+ warnings: string[];
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+ }
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+ /**
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+ * Read a VRM's expressions and return the HELIX face channels, or null if it declares none this can use.
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+ *
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+ * NO `jawOpen`, deliberately, and it took building the wrong thing first to see why. VRM has no jaw channel, and
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+ * the face runtime's cheap LOD rung drives `jawOpen` alone — so deriving it from the "aa" morph looked like free
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+ * fidelity at distance. It is not: two semantics bound to the SAME morph both write it, so driving "ih" or "oh"
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+ * also opened the "A" shape all the way. Measured on the reference avatar — `vowel.ih` at 1.0 left `Fcl_MTH_A`
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+ * at 1.0 — which is a mouth stuck in one vowel for every sound it makes.
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+ *
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+ * A still mouth at forty pixels is a smaller lie than the wrong mouth shape at four hundred — and it is not
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+ * even that, because `FaceRuntime` already handles the absence properly: at the jaw rung, an asset with no
66
+ * `jawOpen` binding has its `vowel.aa` target driven by the jaw signal instead ("their broadest open-mouth
67
+ * target, never a blink/expression or an arbitrary first morph"). So the fallback exists where it belongs, at
68
+ * the rung that needs it, instead of corrupting the full rung as an aliased channel did. An asset with a
69
+ * genuine, distinct jaw morph can still declare `jawOpen` in a hand-authored manifest; this converter will not
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+ * invent one by aliasing a vowel.
71
+ */
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+ export declare function convertVrmFace(gltf: GltfLike): VrmFaceResult | null;
73
+ /** The `helix/avatar-face@1` manifest for a converted face, ready for `attachFaceManifest`. */
74
+ export declare function faceManifestFrom(result: VrmFaceResult): {
75
+ contract: 'helix/avatar-face@1';
76
+ channels: Partial<Record<VrmFaceSemantic, VrmFaceChannel>>;
77
+ expressions?: Partial<Record<ExpressionId, VrmFaceChannel>>;
78
+ lod: {
79
+ fullMinPixels: number;
80
+ jawMinPixels: number;
81
+ };
82
+ };