@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 +1,678 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.WEARABLE_BUDGET = exports.HERO_BUDGET = exports.YAW_FLIP = void 0;
4
+ exports.readGlbJson = readGlbJson;
5
+ exports.vrmBoneMap = vrmBoneMap;
6
+ exports.collapseIdenticalSkins = collapseIdenticalSkins;
7
+ exports.bakeYawFlip = bakeYawFlip;
8
+ exports.makeVrmCharacter = makeVrmCharacter;
9
+ const node_fs_1 = require("node:fs");
10
+ const core_1 = require("@gltf-transform/core");
11
+ const extensions_1 = require("@gltf-transform/extensions");
12
+ const conform_1 = require("./stages/conform");
13
+ const retarget_1 = require("./stages/retarget");
14
+ const resizeTextures_1 = require("./stages/resizeTextures");
15
+ const simplifyMesh_1 = require("./stages/simplifyMesh");
16
+ const report_1 = require("./stages/report");
17
+ const mat4_1 = require("./mat4");
18
+ const vrmDynamics_1 = require("./stages/vrmDynamics");
19
+ const faceManifest_1 = require("./faceManifest");
20
+ const vrmFace_1 = require("./stages/vrmFace");
21
+ const functions_1 = require("@gltf-transform/functions");
22
+ const atlasMaterials_1 = require("./stages/atlasMaterials");
23
+ const firstPersonHide_1 = require("./stages/firstPersonHide");
24
+ /**
25
+ * VRM → a playable HELIX character, secondary motion and all.
26
+ *
27
+ * `character-pipeline make-vrm-character <avatar.vrm> --canonical <body-m-default.web.glb> -o <out.glb>`
28
+ *
29
+ * Three things have to survive this conversion for the result to be worth anything, and each is a place the
30
+ * obvious implementation loses one of them:
31
+ *
32
+ * 1. The BODY has to end up on `helix-humanoid@1` so the platform's own locomotion clips drive it. That is
33
+ * `conformToHelixRest` in 'embed' mode — it fits the canonical skeleton to the source's joint positions
34
+ * rather than re-posing the mesh, so the character keeps its own proportions and silhouette.
35
+ *
36
+ * 2. The HAIR, EARS, TAIL, SKIRT and accessory joints have to survive as joints. Conform's default is to
37
+ * resolve every unmapped joint to its nearest mapped ancestor, which turns a nineteen-chain hairstyle into
38
+ * one rigid lump welded to `head`. `preserveAuxiliary` is what stops that.
39
+ *
40
+ * 3. The SPRING CONFIGURATION has to come across pointing at those same joints. It does, because the
41
+ * auxiliary joints keep their source names, so the importer's chain roots resolve unchanged.
42
+ *
43
+ * The humanoid bone map is derived from the file's own `VRMC_vrm`/`VRM` humanoid block rather than guessed from
44
+ * naming conventions — every VRM carries an explicit map, which is exactly what makes VRM the sane import
45
+ * target and a raw FBX not.
46
+ */
47
+ /** VRM humanoid bone id → `helix-humanoid@1` joint. VRM's three-segment spine spreads across helix's five. */
48
+ const HUMANOID_TO_HELIX = {
49
+ hips: 'pelvis', spine: 'spine_01', chest: 'spine_03', upperChest: 'spine_05',
50
+ neck: 'neck_01', head: 'head',
51
+ leftShoulder: 'clavicle_l', leftUpperArm: 'upperarm_l', leftLowerArm: 'lowerarm_l', leftHand: 'hand_l',
52
+ rightShoulder: 'clavicle_r', rightUpperArm: 'upperarm_r', rightLowerArm: 'lowerarm_r', rightHand: 'hand_r',
53
+ leftUpperLeg: 'thigh_l', leftLowerLeg: 'calf_l', leftFoot: 'foot_l', leftToes: 'ball_l',
54
+ rightUpperLeg: 'thigh_r', rightLowerLeg: 'calf_r', rightFoot: 'foot_r', rightToes: 'ball_r',
55
+ };
56
+ /**
57
+ * Finger bones, which are the ONE part of the humanoid vocabulary the two VRM versions disagree about.
58
+ *
59
+ * 0.x names the thumb's three segments Proximal / Intermediate / Distal, like every other digit. 1.0 renamed
60
+ * them Metacarpal / Proximal / Distal to match the anatomy — the thumb has no intermediate phalanx, and what
61
+ * 0.x called `Proximal` is really the metacarpal. So `leftThumbProximal` exists in BOTH versions and means a
62
+ * DIFFERENT bone in each, which is why this cannot be one flat table.
63
+ *
64
+ * Reading a 0.x file through the 1.0 table is not a near miss. `leftThumbProximal` lands on `thumb_02_l`, the
65
+ * whole thumb shifts one segment out, `leftThumbIntermediate` matches nothing and survives as a stray
66
+ * auxiliary joint, and `thumb_01_l` — the joint every authored hand pose actually rotates — drives nothing.
67
+ */
68
+ function fingerBoneMap(version) {
69
+ const map = {};
70
+ for (const side of ['left', 'right']) {
71
+ const s = side === 'left' ? 'l' : 'r';
72
+ for (const [vrm, helix] of [['Thumb', 'thumb'], ['Index', 'index'], ['Middle', 'middle'], ['Ring', 'ring'], ['Little', 'pinky']]) {
73
+ const segments = vrm !== 'Thumb'
74
+ ? ['Proximal', 'Intermediate', 'Distal']
75
+ : version === '1.0' ? ['Metacarpal', 'Proximal', 'Distal'] : ['Proximal', 'Intermediate', 'Distal'];
76
+ segments.forEach((segment, i) => { map[`${side}${vrm}${segment}`] = `${helix}_0${i + 1}_${s}`; });
77
+ }
78
+ }
79
+ return map;
80
+ }
81
+ /** Read the JSON chunk out of a GLB/VRM without a full parse — the humanoid map lives there. */
82
+ function readGlbJson(path) {
83
+ const buffer = (0, node_fs_1.readFileSync)(path);
84
+ const total = buffer.readUInt32LE(8);
85
+ let offset = 12;
86
+ while (offset < total) {
87
+ const length = buffer.readUInt32LE(offset);
88
+ const type = buffer.readUInt32LE(offset + 4);
89
+ if (type === 0x4e4f534a)
90
+ return JSON.parse(buffer.subarray(offset + 8, offset + 8 + length).toString('utf8'));
91
+ offset += 8 + length;
92
+ }
93
+ throw new Error(`${path}: no glTF JSON chunk`);
94
+ }
95
+ /** Build a `BoneMap` from the VRM's own humanoid block. Handles both the 0.x array and the 1.0 object form. */
96
+ function vrmBoneMap(json, label) {
97
+ const nodes = json.nodes ?? [];
98
+ const vrm1 = json.extensions?.VRMC_vrm?.humanoid?.humanBones;
99
+ const vrm0 = json.extensions?.VRM?.humanoid?.humanBones;
100
+ const map = {};
101
+ // The finger half of the vocabulary is version-dependent, so the version is resolved BEFORE any lookup.
102
+ const version = Array.isArray(vrm0) ? '0.x' : '1.0';
103
+ const humanoid = { ...HUMANOID_TO_HELIX, ...fingerBoneMap(version) };
104
+ if (Array.isArray(vrm0)) {
105
+ for (const entry of vrm0) {
106
+ const helix = humanoid[entry.bone];
107
+ const name = nodes[entry.node]?.name;
108
+ if (helix !== undefined && name !== undefined)
109
+ map[name] = helix;
110
+ }
111
+ }
112
+ else if (vrm1 !== undefined) {
113
+ for (const [bone, ref] of Object.entries(vrm1)) {
114
+ const helix = humanoid[bone];
115
+ const name = nodes[ref.node]?.name;
116
+ if (helix !== undefined && name !== undefined)
117
+ map[name] = helix;
118
+ }
119
+ }
120
+ else {
121
+ throw new Error(`${label}: no VRM humanoid block — this is not a VRM`);
122
+ }
123
+ // Everything above the hips maps onto `root`, or conform hits an unmapped top-level ancestor and refuses.
124
+ const hipsName = Object.keys(map).find((name) => map[name] === 'pelvis');
125
+ let cursor = nodes.findIndex((n) => n.name === hipsName);
126
+ for (let guard = 0; guard < 8 && cursor >= 0; guard++) {
127
+ const parent = nodes.findIndex((n) => (n.children ?? []).includes(cursor));
128
+ if (parent < 0)
129
+ break;
130
+ const name = nodes[parent]?.name;
131
+ if (name !== undefined && map[name] === undefined)
132
+ map[name] = 'root';
133
+ cursor = parent;
134
+ }
135
+ return { name: `VRM → helix-humanoid@1 (${label})`, version: '1.0.0', map };
136
+ }
137
+ /**
138
+ * Point every skinned mesh at ONE skin when the file's skins are interchangeable.
139
+ *
140
+ * VRoid exports the body, the face and the hair as separate meshes with separate `Skin` objects that share an
141
+ * identical joint list and identical inverse bind matrices — three names for one skeleton. `conformToHelixRest`
142
+ * reads `listSkins()[0]` and rebinds only the meshes using it, so on a file like that it silently converts a
143
+ * third of the character and leaves the rest bound to a rig it then deletes. The result loads, and the hair is
144
+ * in the wrong place forever.
145
+ *
146
+ * Collapsing only happens when the skins are provably the same skeleton — same joints in the same order, same
147
+ * bind matrices. Anything else is left alone and reported, because merging genuinely different skins is a
148
+ * different and much harder operation than this.
149
+ */
150
+ function collapseIdenticalSkins(document) {
151
+ const skins = document.getRoot().listSkins();
152
+ if (skins.length < 2)
153
+ return 0;
154
+ const signature = (skin) => {
155
+ const joints = skin.listJoints().map((j) => j.getName()).join('|');
156
+ const ibm = skin.getInverseBindMatrices()?.getArray();
157
+ // Bind matrices are compared at float32 precision, which is the precision they are stored at.
158
+ return `${joints}#${ibm === null || ibm === undefined ? 'none' : Array.from(ibm).join(',')}`;
159
+ };
160
+ const first = skins[0];
161
+ const target = signature(first);
162
+ const duplicates = skins.slice(1).filter((skin) => signature(skin) === target);
163
+ if (duplicates.length === 0)
164
+ return 0;
165
+ const dead = new Set(duplicates);
166
+ for (const node of document.getRoot().listNodes()) {
167
+ const skin = node.getSkin();
168
+ if (skin !== null && dead.has(skin))
169
+ node.setSkin(first);
170
+ }
171
+ for (const skin of duplicates)
172
+ skin.dispose();
173
+ return duplicates.length;
174
+ }
175
+ function measureRigFidelity(document, renamed, canonWorldByName, pre = null) {
176
+ const joints = new Set();
177
+ for (const skin of document.getRoot().listSkins())
178
+ for (const joint of skin.listJoints())
179
+ joints.add(joint);
180
+ let max = 0, sum = 0, count = 0, worst = '(none)';
181
+ for (const joint of joints) {
182
+ const helix = renamed[joint.getName()] ?? joint.getName();
183
+ const canonRaw = canonWorldByName.get(helix);
184
+ if (canonRaw === undefined)
185
+ continue;
186
+ // The reference has to live in the same space as the rig: a flipped import is compared against a flipped
187
+ // canonical, or every bone reads as ~180 degrees wrong and the metric measures its own miscalibration.
188
+ const canonical = pre === null ? canonRaw : (0, mat4_1.mul4)(pre, canonRaw);
189
+ // LOCAL rest rotation, not world. A clip stores per-bone LOCAL rotations, so a rig that is globally
190
+ // rotated but locally consistent plays clips perfectly — comparing world frames measures a difference the
191
+ // animation never sees, and reports a correct rig as tens of degrees wrong.
192
+ const parentNode = [...joint.listParents()].find((c) => joints.has(c));
193
+ const parentWorld = parentNode === undefined ? null : parentNode.getWorldMatrix();
194
+ const world = joint.getWorldMatrix();
195
+ const local = parentWorld === null ? world : (0, mat4_1.mul4)((0, mat4_1.invert4)(parentWorld), world);
196
+ const canonParent = parentNode === undefined ? undefined
197
+ : canonWorldByName.get(renamed[parentNode.getName()] ?? parentNode.getName());
198
+ const canonLocal = canonParent === undefined ? canonical : (0, mat4_1.mul4)((0, mat4_1.invert4)(canonParent), canonical);
199
+ let trace = 0;
200
+ for (let c = 0; c < 3; c++)
201
+ for (let r = 0; r < 3; r++)
202
+ trace += local[c * 4 + r] * canonLocal[c * 4 + r];
203
+ const degrees = (Math.acos(Math.min(1, Math.max(-1, (trace - 1) / 2))) * 180) / Math.PI;
204
+ sum += degrees;
205
+ count++;
206
+ if (degrees > max) {
207
+ max = degrees;
208
+ worst = helix;
209
+ }
210
+ }
211
+ return { maxDegrees: +max.toFixed(1), meanDegrees: +(count > 0 ? sum / count : 0).toFixed(1), worst };
212
+ }
213
+ /**
214
+ * Re-orient the renamed joints onto the CANONICAL rest orientations, keeping their positions, and recompute the
215
+ * bind matrices so the mesh does not move.
216
+ *
217
+ * This is the whole reason a rename alone is not enough. A locomotion clip stores, per bone, a LOCAL rotation
218
+ * expressed in that bone's rest frame. `helix-humanoid@1`'s pelvis rest frame and a VRoid avatar's hips rest
219
+ * frame differ by about ninety degrees, so playing an idle authored for the first on the second lays the
220
+ * character flat on her back — which is exactly what it did.
221
+ *
222
+ * The fix is cheap because rest ORIENTATION and rest POSITION are separable. Give every mapped joint the
223
+ * canonical orientation, keep its own position (so the avatar keeps its proportions and silhouette), and set the
224
+ * inverse bind matrix to the inverse of that new rest world. At rest `world · IBM` is still the identity, so the
225
+ * mesh renders byte-identically; what changed is only the frame the clips are interpreted in.
226
+ *
227
+ * Auxiliary joints — hair, ears, tail, skirt — keep their own orientation untouched. Nothing addresses them by
228
+ * name from a clip, and their springs were authored against exactly the frames they already have.
229
+ *
230
+ * The canonical orientation is AIMED before it is used. Copying it wholesale gives every mapped bone the frame
231
+ * the canonical body has, which is only correct if the avatar's limbs point where the canonical body's do — and
232
+ * they do not: a VRoid avatar stands closer to a T-pose than `helix-humanoid@1` does, so the arms end up held
233
+ * out sideways through the whole run cycle. Rotating the canonical frame by the arc from the canonical bone's
234
+ * own rest direction to THIS avatar's rest direction keeps the canonical twist convention (which is what the
235
+ * clips address) while pointing the bone down the limb that actually exists.
236
+ */
237
+ function reorientToCanonicalRest(document, renamed, canonWorldByName, pre = null) {
238
+ const joints = new Set();
239
+ for (const skin of document.getRoot().listSkins())
240
+ for (const joint of skin.listJoints())
241
+ joints.add(joint);
242
+ // Parent-first, so a joint's new parent world is known before its local is derived.
243
+ const parentOf = new Map();
244
+ for (const joint of joints) {
245
+ let parent = null;
246
+ for (const candidate of joint.listParents()) {
247
+ if (candidate instanceof Object && joints.has(candidate)) {
248
+ parent = candidate;
249
+ break;
250
+ }
251
+ }
252
+ parentOf.set(joint, parent);
253
+ }
254
+ const ordered = [];
255
+ const placed = new Set();
256
+ let progress = true;
257
+ while (ordered.length < joints.size && progress) {
258
+ progress = false;
259
+ for (const joint of joints) {
260
+ if (placed.has(joint))
261
+ continue;
262
+ const parent = parentOf.get(joint) ?? null;
263
+ if (parent !== null && !placed.has(parent))
264
+ continue;
265
+ ordered.push(joint);
266
+ placed.add(joint);
267
+ progress = true;
268
+ }
269
+ }
270
+ // `pre` is the forward-convention flip. Applying it to every joint world here is the skeleton half of the
271
+ // rotation whose vertex half `bakeYawFlip` performed; doing them in one pass is what keeps the binding valid.
272
+ const oldWorld = new Map(ordered.map((j) => {
273
+ const world = [...j.getWorldMatrix()];
274
+ return [j, pre === null ? world : (0, mat4_1.mul4)(pre, world)];
275
+ }));
276
+ const newWorld = new Map();
277
+ let reoriented = 0;
278
+ let flipped = false;
279
+ const helixOf = (joint) => renamed[joint.getName()] ?? (canonWorldByName.has(joint.getName()) ? joint.getName() : undefined);
280
+ const posOf = (m) => [m[12], m[13], m[14]];
281
+ const sub = (a, b) => [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
282
+ // A joint's aim child: the first MAPPED child, so the arc is measured between corresponding segments.
283
+ const aimChild = new Map();
284
+ for (const joint of ordered) {
285
+ const parent = parentOf.get(joint) ?? null;
286
+ if (parent === null || aimChild.has(parent))
287
+ continue;
288
+ if (helixOf(parent) !== undefined && helixOf(joint) !== undefined)
289
+ aimChild.set(parent, joint);
290
+ }
291
+ for (const joint of ordered) {
292
+ const current = oldWorld.get(joint);
293
+ const helix = helixOf(joint);
294
+ const canonical = helix === undefined ? undefined : canonWorldByName.get(helix);
295
+ let world;
296
+ if (canonical === undefined) {
297
+ world = current; // auxiliary: unchanged
298
+ }
299
+ else {
300
+ let oriented = [...canonical];
301
+ const child = aimChild.get(joint);
302
+ const childHelix = child === undefined ? undefined : helixOf(child);
303
+ const childCanon = childHelix === undefined ? undefined : canonWorldByName.get(childHelix);
304
+ if (child !== undefined && childCanon !== undefined) {
305
+ // MEASURED: aiming with the source direction as-is scores 36.5 degrees mean divergence from the
306
+ // canonical frames; carrying it back through the forward flip first — which looks more principled —
307
+ // scores 56. The spaces here are genuinely subtle and the number is the arbiter, not the argument.
308
+ const srcDir = sub(posOf(oldWorld.get(child)), posOf(current));
309
+ const canonDir = sub(posOf(childCanon), posOf(canonical));
310
+ if (Math.hypot(...srcDir) > 1e-6 && Math.hypot(...canonDir) > 1e-6) {
311
+ oriented = (0, mat4_1.mul4)((0, mat4_1.shortestArc4)((0, mat4_1.normalize3)(canonDir), (0, mat4_1.normalize3)(srcDir)), oriented);
312
+ }
313
+ }
314
+ world = oriented;
315
+ world[12] = current[12];
316
+ world[13] = current[13];
317
+ world[14] = current[14];
318
+ reoriented++;
319
+ }
320
+ newWorld.set(joint, world);
321
+ const parent = parentOf.get(joint) ?? null;
322
+ const parentWorld = parent === null ? [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1] : newWorld.get(parent);
323
+ joint.setMatrix((0, mat4_1.mul4)((0, mat4_1.invert4)(parentWorld), world));
324
+ }
325
+ for (const skin of document.getRoot().listSkins()) {
326
+ const list = skin.listJoints();
327
+ const ibm = new Float32Array(list.length * 16);
328
+ list.forEach((joint, i) => ibm.set((0, mat4_1.invert4)(newWorld.get(joint)), i * 16));
329
+ skin.getInverseBindMatrices()?.setArray(ibm);
330
+ }
331
+ return reoriented;
332
+ }
333
+ /**
334
+ * VRM 0.x models face +Z. glTF, three.js and `helix-humanoid@1` all face −Z.
335
+ *
336
+ * ── WHY THIS IS BAKED INTO THE GEOMETRY AND NOT APPLIED AT RUNTIME ─────────────────────────────────────────────
337
+ * The obvious fix is a 180° wrapper node above the skeleton. It is wrong, and wrong in a way that looks right
338
+ * standing still: the wrapper rotates the animated RESULT, so the character faces the correct way but every clip
339
+ * plays mirrored — she runs backwards, and her heels lead. The locomotion system then turns the model to face
340
+ * its velocity, which hides the cause and leaves only the symptom.
341
+ *
342
+ * The convention has to be normalised into the asset instead. Rotating a skinned character by `R` means rotating
343
+ * three things together, or the binding breaks:
344
+ *
345
+ * v_bind' = R·v_bind the vertices
346
+ * jointWorld' = R·jointWorld the skeleton
347
+ * IBM' = inverse(jointWorld') the bind matrices, which follow
348
+ *
349
+ * Then `jointWorld'·IBM'·v_bind'` reduces to `R·(jointWorld·IBM·v_bind)`: the whole character turns around and
350
+ * every weight still means what it meant. This function does the vertices; `reorientToCanonicalRest` does the
351
+ * skeleton and the bind matrices in the same pass, which is why the two are always called together.
352
+ *
353
+ * The skeleton half CANNOT live on the root bone. Platform clips carry `root:rotation` and `pelvis:rotation`
354
+ * tracks — verified, not assumed — so a rotation written there is overwritten by the mixer on the first frame.
355
+ */
356
+ exports.YAW_FLIP = [-1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1];
357
+ /** Rotate every vertex position, normal and tangent 180° about Y, in place. */
358
+ function bakeYawFlip(document) {
359
+ let primitives = 0;
360
+ const seen = new Set();
361
+ for (const mesh of document.getRoot().listMeshes()) {
362
+ for (const primitive of mesh.listPrimitives()) {
363
+ for (const semantic of ['POSITION', 'NORMAL', 'TANGENT']) {
364
+ const accessor = primitive.getAttribute(semantic);
365
+ if (accessor === null || seen.has(accessor))
366
+ continue;
367
+ seen.add(accessor);
368
+ const array = accessor.getArray();
369
+ if (array === null)
370
+ continue;
371
+ const stride = accessor.getElementSize();
372
+ // (x, y, z) → (−x, y, −z). A tangent's fourth component is a handedness sign and must not be touched.
373
+ for (let i = 0; i < array.length; i += stride) {
374
+ array[i] = -array[i];
375
+ array[i + 2] = -array[i + 2];
376
+ }
377
+ accessor.setArray(array);
378
+ }
379
+ // Morph targets ride the same space as the base geometry.
380
+ for (const target of primitive.listTargets()) {
381
+ for (const semantic of ['POSITION', 'NORMAL']) {
382
+ const accessor = target.getAttribute(semantic);
383
+ if (accessor === null || seen.has(accessor))
384
+ continue;
385
+ seen.add(accessor);
386
+ const array = accessor.getArray();
387
+ if (array === null)
388
+ continue;
389
+ for (let i = 0; i < array.length; i += 3) {
390
+ array[i] = -array[i];
391
+ array[i + 2] = -array[i + 2];
392
+ }
393
+ accessor.setArray(array);
394
+ }
395
+ }
396
+ primitives++;
397
+ }
398
+ }
399
+ return primitives;
400
+ }
401
+ /**
402
+ * The hero budget from the character architecture: 15k triangles for a fully dressed character, and the 512-pixel
403
+ * canonical character texture size. Well inside the validator's 60k/10 MB avatar ceiling, which is a refusal threshold rather than a
404
+ * target.
405
+ */
406
+ /**
407
+ * The hero import budget.
408
+ *
409
+ * `maxMaterials` is the platform publish gate's own number (`AVATAR_MAX_MATERIALS`), not a pipeline preference:
410
+ * an import that clears triangles and bytes but ships 28 materials is refused at upload, and the creator learns
411
+ * that after the round trip rather than here.
412
+ */
413
+ exports.HERO_BUDGET = { triangles: 15_000, textureSize: 512, maxMaterials: 8 };
414
+ /**
415
+ * The wearable budget — roughly a third of an avatar's, because several are worn on one at a time.
416
+ *
417
+ * The platform's own `WEARABLE_MAX_*` ceilings are 20,000 triangles and 6 MB; this aims under them for the same
418
+ * reason `HERO_BUDGET` aims under the avatar's, so a garment that later gains a layer does not immediately
419
+ * breach the gate.
420
+ */
421
+ exports.WEARABLE_BUDGET = { triangles: 8_000, textureSize: 512, maxMaterials: 4 };
422
+ /**
423
+ * Keep only the surfaces whose material name matches, dropping the rest.
424
+ *
425
+ * How a WEARABLE is cut from a source avatar: the same conversion runs — the flip, the conform, the spring
426
+ * bones, the budget — and then everything that is not the garment is deleted. Re-deriving a separate extraction
427
+ * path would mean two implementations of the hard parts (forward axis, skeleton rebuild, chain survival) and
428
+ * only one of them getting fixed when either is wrong.
429
+ *
430
+ * Selection is by MATERIAL name because that is what a VRoid export actually organises by: `_CLOTH`, `_SKIN`,
431
+ * `_HAIR`, `_FACE`, and a garment slot inside that (`Tops`, `Onepiece`, `Shoes`, `Accessory`).
432
+ */
433
+ function keepMatchingPrimitives(document, keep) {
434
+ let kept = 0;
435
+ let dropped = 0;
436
+ for (const mesh of document.getRoot().listMeshes()) {
437
+ for (const primitive of mesh.listPrimitives()) {
438
+ const name = primitive.getMaterial()?.getName() ?? '';
439
+ if (keep.test(name)) {
440
+ kept++;
441
+ continue;
442
+ }
443
+ mesh.removePrimitive(primitive);
444
+ primitive.dispose();
445
+ dropped++;
446
+ }
447
+ if (mesh.listPrimitives().length === 0) {
448
+ // A mesh with nothing left takes its node with it, or the export carries an empty skinned mesh that
449
+ // every downstream validator then complains about.
450
+ for (const node of document.getRoot().listNodes())
451
+ if (node.getMesh() === mesh)
452
+ node.dispose();
453
+ mesh.dispose();
454
+ }
455
+ }
456
+ return { kept, dropped };
457
+ }
458
+ /**
459
+ * Joint names any remaining geometry actually has weight on.
460
+ *
461
+ * The skeleton survives a primitive deletion untouched — it must, because the wearable binds to the host's
462
+ * bones — so "is this joint in the skin" cannot tell a garment's own chains from its donor's. Weight can.
463
+ */
464
+ function weightedJoints(document) {
465
+ const names = new Set();
466
+ for (const skin of document.getRoot().listSkins()) {
467
+ const joints = skin.listJoints();
468
+ for (const node of document.getRoot().listNodes()) {
469
+ if (node.getSkin() !== skin)
470
+ continue;
471
+ const mesh = node.getMesh();
472
+ if (mesh === null)
473
+ continue;
474
+ for (const primitive of mesh.listPrimitives()) {
475
+ const jointsAttr = primitive.getAttribute('JOINTS_0');
476
+ const weightsAttr = primitive.getAttribute('WEIGHTS_0');
477
+ if (jointsAttr === null || weightsAttr === null)
478
+ continue;
479
+ const jointSlot = [0, 0, 0, 0];
480
+ const weightSlot = [0, 0, 0, 0];
481
+ // The primitive's OWN vertices: VRoid shares skin accessors across a mesh's primitives, so reading the
482
+ // whole attribute would hand a pair of shoes every joint the body is weighted to.
483
+ for (const vertex of (0, firstPersonHide_1.primitiveVertices)(primitive)) {
484
+ jointsAttr.getElement(vertex, jointSlot);
485
+ weightsAttr.getElement(vertex, weightSlot);
486
+ for (let slot = 0; slot < 4; slot++) {
487
+ if (weightSlot[slot] > 0) {
488
+ const joint = joints[jointSlot[slot]];
489
+ if (joint !== undefined)
490
+ names.add(joint.getName());
491
+ }
492
+ }
493
+ }
494
+ }
495
+ }
496
+ }
497
+ return names;
498
+ }
499
+ /** Whether `rootName` or anything under it carries skin weight in what remains. */
500
+ function subtreeIsWeighted(document, rootName, weighted) {
501
+ const start = document.getRoot().listNodes().find((node) => node.getName() === rootName);
502
+ if (start === undefined)
503
+ return false;
504
+ const stack = [start];
505
+ while (stack.length > 0) {
506
+ const node = stack.pop();
507
+ if (weighted.has(node.getName()))
508
+ return true;
509
+ stack.push(...node.listChildren());
510
+ }
511
+ return false;
512
+ }
513
+ async function makeVrmCharacter(vrmPath, canonicalPath, outPath, options = {}) {
514
+ const mode = options.mode ?? 'conform';
515
+ const budget = options.budget === undefined ? exports.HERO_BUDGET : options.budget;
516
+ const io = new core_1.NodeIO().registerExtensions(extensions_1.ALL_EXTENSIONS);
517
+ const label = vrmPath.split('/').pop() ?? vrmPath;
518
+ const json = readGlbJson(vrmPath);
519
+ const boneMap = vrmBoneMap(json, label);
520
+ const dynamics = (0, vrmDynamics_1.convertVrmDynamics)(json);
521
+ const canon = (0, conform_1.extractCanonicalSkeleton)(await io.read(canonicalPath));
522
+ const document = await io.read(vrmPath);
523
+ const collapsed = collapseIdenticalSkins(document);
524
+ let auxiliaryJoints;
525
+ let unitScale = 1;
526
+ let renamed = {};
527
+ let reoriented = 0;
528
+ let flipped = false;
529
+ if (mode === 'rename') {
530
+ const retarget = (0, retarget_1.retargetSkeleton)(document, boneMap);
531
+ renamed = retarget.renamed;
532
+ // VRM 0.x faces +Z; 1.0 already faces −Z. The flip is baked into vertices and skeleton together.
533
+ flipped = json.extensions?.VRM !== undefined;
534
+ if (flipped)
535
+ bakeYawFlip(document);
536
+ reoriented = reorientToCanonicalRest(document, renamed, canon.worldByName, flipped ? exports.YAW_FLIP : null);
537
+ // Everything the map did NOT rename is auxiliary by definition — it kept its source name, which is exactly
538
+ // the name the spring configuration refers to.
539
+ const mapped = new Set(Object.keys(renamed));
540
+ auxiliaryJoints = [...new Set(document.getRoot().listSkins().flatMap((skin) => skin.listJoints().map((j) => j.getName())))].filter((name) => !mapped.has(name) && !Object.values(renamed).includes(name));
541
+ }
542
+ else {
543
+ // conform REBUILDS the skeleton on canonical frames, which already face −Z. The mesh does not move in
544
+ // 'embed' mode, so a VRM 0.x source would be left with a +Z mesh on a −Z rig. Flip the vertices, and flip
545
+ // the source skeleton it measures joint positions from — that rig is discarded during the rebuild, so
546
+ // rotating it costs nothing and keeps positions in the same space as the geometry.
547
+ flipped = json.extensions?.VRM !== undefined;
548
+ if (flipped) {
549
+ bakeYawFlip(document);
550
+ const sourceRoot = document.getRoot().listSkins()[0]?.getSkeleton()
551
+ ?? document.getRoot().listScenes()[0]?.listChildren().find((c) => c.getName() === 'Root');
552
+ if (sourceRoot !== undefined && sourceRoot !== null) {
553
+ sourceRoot.setMatrix((0, mat4_1.mul4)(exports.YAW_FLIP, sourceRoot.getMatrix()));
554
+ }
555
+ }
556
+ const conformed = (0, conform_1.conformToHelixRest)(document, canon, boneMap, { mode: 'embed', preserveAuxiliary: true });
557
+ auxiliaryJoints = conformed.auxiliaryJoints;
558
+ unitScale = conformed.unitScale;
559
+ // conform renames by rebuilding, so the collider bone names it produced are the canonical ones already.
560
+ renamed = Object.fromEntries(Object.entries(boneMap.map));
561
+ }
562
+ // ── CUT THE WEARABLE OUT, BEFORE ANYTHING IS DECIDED ABOUT IT ───────────────────────────────────────────
563
+ // Immediately after the conform and before every downstream decision, because all of them are answers about
564
+ // WHAT SHIPS: which spring chains have geometry to move, which surfaces the first-person camera sits inside,
565
+ // how many triangles and materials the budget has to reduce. Cutting later gave a pair of shoes its donor's
566
+ // eighteen hair chains and gave a cat-ear accessory no first-person declaration at all.
567
+ if (options.keepMaterials !== undefined) {
568
+ const selection = keepMatchingPrimitives(document, options.keepMaterials);
569
+ if (selection.kept === 0) {
570
+ throw new Error(`no material matched ${String(options.keepMaterials)} — nothing to publish`);
571
+ }
572
+ }
573
+ // Only chains whose root actually survived can be simulated. A chain rooted on a joint conform dropped is a
574
+ // chain that would silently do nothing, and silence is the failure mode this whole system is built to avoid.
575
+ const kept = new Set(auxiliaryJoints);
576
+ // AND the geometry has to be there. A wearable cut from an avatar keeps the whole skeleton, so a garment
577
+ // would otherwise ship its donor's hair, ear and tail chains — simulating bones that move nothing, out of a
578
+ // frame budget shared with everything the player is actually wearing. Measured on the first outfit cut from
579
+ // this avatar: 48 chains declared, 8 of them with any of the garment's weight on them.
580
+ // A chain's ROOT often carries no skin weight itself — it is the pivot, and the weight lives further down
581
+ // the strand. Filtering on the root alone dropped 30 of this avatar's 48 chains, every one of which moves
582
+ // geometry that is still there. The question is whether anything in the chain's SUBTREE is weighted.
583
+ const weighted = weightedJoints(document);
584
+ const afterKept = (dynamics?.chains ?? []).filter((chain) => kept.has(chain.root));
585
+ const chains = afterKept.filter((chain) => weighted.size === 0 || subtreeIsWeighted(document, chain.root, weighted));
586
+ // `VRM_DEBUG_CHAINS=1` prints what survived and what did not. Kept because the answer to "why does her hair
587
+ // not move" is a list of chain names, and reconstructing that list from the outside means rebuilding the
588
+ // whole conversion with a patch in it — which is how this filter's own two bugs were found.
589
+ if (process.env['VRM_DEBUG_CHAINS'] === '1') {
590
+ console.error(`[chains] source ${(dynamics?.chains ?? []).length} -> kept ${afterKept.length} -> weighted ${chains.length}`);
591
+ console.error(` kept: ${chains.map((c) => c.root).join(', ')}`);
592
+ const droppedRoots = afterKept.filter((c) => !chains.includes(c)).map((c) => c.root);
593
+ console.error(` dropped(${droppedRoots.length}): ${droppedRoots.join(', ')}`);
594
+ }
595
+ // Colliders hang off CANONICAL bones — head, chest, hips — and those are exactly the names that just changed.
596
+ // A collider still pointing at `J_Bip_C_Head` resolves to nothing and the chain silently stops colliding,
597
+ // which is the quiet-failure shape this system keeps trying to design out.
598
+ const usedColliders = new Set(chains.flatMap((chain) => chain.colliders ?? []));
599
+ const colliders = (dynamics?.colliders ?? [])
600
+ .filter((collider) => usedColliders.has(collider.id))
601
+ .map((collider) => ({ ...collider, bone: renamed[collider.bone] ?? collider.bone }));
602
+ if (chains.length > 0) {
603
+ for (const scene of document.getRoot().listScenes()) {
604
+ scene.setExtras({
605
+ ...scene.getExtras(),
606
+ helixDynamics: { contract: 'helix/dynamics@1', chains, colliders, lod: { minPixels: 14 } },
607
+ });
608
+ }
609
+ }
610
+ // ── BUDGET ──────────────────────────────────────────────────────────────────────────────────────────────────
611
+ // An imported avatar has to clear the SAME publish gate a first-party one does: the validator caps an avatar
612
+ // at 60,000 triangles and 10 MB, and the architecture's hero budget is tighter still. A stock VRoid export is
613
+ // ~60k triangles and 14 MB of textures before it starts, so an importer that does not decimate produces
614
+ // content the platform would refuse — the creator-facing failure this pipeline exists to absorb.
615
+ const fidelity = measureRigFidelity(document, renamed, canon.worldByName, null);
616
+ const trianglesBefore = (0, report_1.countTriangles)(document);
617
+ let trianglesAfter = trianglesBefore;
618
+ let texturesResized = 0;
619
+ let materialsBefore = document.getRoot().listMaterials().length;
620
+ let materialsAfter = materialsBefore;
621
+ if (budget !== null) {
622
+ texturesResized = (await (0, resizeTextures_1.resizeTextures)(document, budget.textureSize)).resized.length;
623
+ trianglesAfter = (await (0, simplifyMesh_1.simplifyToTarget)(document, budget.triangles, 0.02, false)).after;
624
+ // AFTER decimation: atlasing rewrites UVs, and a decimator that runs afterwards would weld across tile
625
+ // seams and pull texels from a neighbouring surface's tile.
626
+ const atlas = await (0, atlasMaterials_1.atlasMaterials)(document, {
627
+ maxMaterials: budget.maxMaterials,
628
+ maxEdge: budget.textureSize * 4,
629
+ });
630
+ materialsBefore = atlas.materialsBefore;
631
+ materialsAfter = atlas.materialsAfter;
632
+ }
633
+ // ── FACE ────────────────────────────────────────────────────────────────────────────────────────────────────
634
+ // AFTER the budget stage on purpose: `attachFaceManifest` verifies every declared morph still exists, so if
635
+ // decimation ever drops or renames a mouth shape the import fails here rather than shipping a manifest that
636
+ // points at nothing. A face that silently does not move is the same class of quiet failure as hair that
637
+ // silently does not swing, and this pipeline keeps choosing the loud version.
638
+ // Through the STRICT parser before it is attached. `attachFaceManifest` only proves the named morphs exist;
639
+ // it does not apply the contract's name rule, so a manifest could pass the build and still be refused at load
640
+ // — which is what happened: a mesh named `Face (merged).baked` produced a face block the runtime dropped on
641
+ // the floor, and the character loaded with `capability: none` and no complaint from anyone.
642
+ // Declared AFTER atlasing, which renames nothing but does rewrite primitives — the names are read from the
643
+ // final document so what ships is what the runtime will see.
644
+ const firstPerson = (0, firstPersonHide_1.declareFirstPersonHide)(document);
645
+ //
646
+ // A WEARABLE carries no face: its morph targets went with the head that was deleted. Skipping is right, and
647
+ // skipping only here keeps the avatar path's failure LOUD — an avatar whose visemes did not survive
648
+ // decimation must stop the build, not ship a manifest pointing at morphs that no longer exist.
649
+ const face = options.keepMaterials === undefined ? (0, vrmFace_1.convertVrmFace)(json) : null;
650
+ let faceMorphsRemoved = 0;
651
+ if (face !== null) {
652
+ const manifest = (0, faceManifest_1.parseFaceManifest)((0, vrmFace_1.faceManifestFrom)(face));
653
+ (0, faceManifest_1.attachFaceManifest)(document, manifest);
654
+ // PRUNE, and it is the single largest saving in this pipeline. A VRoid face carries 57 blend shapes and
655
+ // the contract can drive 13 of them — five vowels, two blinks, six expressions. The other 44 are shapes
656
+ // an FX layer used to reach and nothing here can: 1.24 MB of morph deltas, 30% of the whole character,
657
+ // paid for on every load to move nothing. Measured on the reference avatar: 4.07 -> 2.57 MB.
658
+ //
659
+ // AFTER `attachFaceManifest`, which has already proved every declared morph exists, so this can only ever
660
+ // remove targets the manifest does not name.
661
+ faceMorphsRemoved = (0, faceManifest_1.pruneUnusedFaceMorphTargets)(document, manifest).removed;
662
+ }
663
+ // Deleting primitives leaves their vertex data in the buffer — a pair of shoes cut from this avatar still
664
+ // weighed 9.1 MB against a 6 MB wearable cap, because it was carrying the whole body it was cut from.
665
+ await document.transform((0, functions_1.prune)(), (0, functions_1.dedup)());
666
+ await io.write(outPath, document);
667
+ return {
668
+ collapsedSkins: collapsed, auxiliaryJoints, reoriented, flipped,
669
+ trianglesBefore, trianglesAfter, texturesResized, fidelity,
670
+ chains: chains.length, colliders: colliders.length, materialsBefore, materialsAfter,
671
+ firstPersonHide: firstPerson.meshes,
672
+ faceChannels: Object.keys(face?.channels ?? {}),
673
+ faceExpressions: Object.keys(face?.expressions ?? {}),
674
+ faceMorphsRemoved,
675
+ warnings: [...(dynamics?.warnings ?? []), ...(face?.warnings ?? [])], unitScale,
676
+ };
677
+ }
678
+ //# sourceMappingURL=vrmCharacter.js.map