@voqalize/avatar 0.4.1 → 0.4.3

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Files changed (203) hide show
  1. package/LICENSE-APACHE-2.0 +201 -0
  2. package/README.md +26 -95
  3. package/assets/README.md +30 -18
  4. package/assets/tanvi.glb +0 -0
  5. package/assets/tanya.glb +0 -0
  6. package/assets/tara.glb +0 -0
  7. package/assets/tess.glb +0 -0
  8. package/assets/tushar.glb +0 -0
  9. package/client/internal.ts +24 -0
  10. package/client/supports.ts +6 -7
  11. package/client/three/assets.ts +7 -3
  12. package/client/three/budgets.ts +1 -1
  13. package/client/three/{tara-rig.ts → character-rig.ts} +682 -540
  14. package/client/three/createCharacter.ts +109 -0
  15. package/client/three/holds.ts +8 -3
  16. package/client/three/internal.ts +8 -7
  17. package/client/three/motion-limits.json +10 -2
  18. package/client/three/sequences.ts +5 -5
  19. package/client/three/tanvi-asset.ts +6 -0
  20. package/client/three/tanvi.ts +30 -0
  21. package/client/three/tanya.ts +18 -58
  22. package/client/three/tara.ts +19 -60
  23. package/client/three/tess-asset.ts +6 -0
  24. package/client/three/tess.ts +30 -0
  25. package/client/three/tushar.ts +18 -55
  26. package/dist/internal.d.ts +2 -2
  27. package/dist/internal.d.ts.map +1 -1
  28. package/dist/internal.js +16 -1
  29. package/dist/internal.js.map +1 -1
  30. package/dist/supports.d.ts +6 -7
  31. package/dist/supports.d.ts.map +1 -1
  32. package/dist/supports.js +6 -7
  33. package/dist/supports.js.map +1 -1
  34. package/dist/three/assets.d.ts +2 -0
  35. package/dist/three/assets.d.ts.map +1 -1
  36. package/dist/three/assets.js +7 -3
  37. package/dist/three/assets.js.map +1 -1
  38. package/dist/three/budgets.d.ts +1 -1
  39. package/dist/three/budgets.js +1 -1
  40. package/dist/three/character-rig.d.ts +366 -0
  41. package/dist/three/character-rig.d.ts.map +1 -0
  42. package/dist/three/{tara-rig.js → character-rig.js} +633 -526
  43. package/dist/three/character-rig.js.map +1 -0
  44. package/dist/three/createCharacter.d.ts +60 -0
  45. package/dist/three/createCharacter.d.ts.map +1 -0
  46. package/dist/three/createCharacter.js +84 -0
  47. package/dist/three/createCharacter.js.map +1 -0
  48. package/dist/three/holds.d.ts +7 -2
  49. package/dist/three/holds.d.ts.map +1 -1
  50. package/dist/three/holds.js +8 -3
  51. package/dist/three/holds.js.map +1 -1
  52. package/dist/three/internal.d.ts +7 -7
  53. package/dist/three/internal.d.ts.map +1 -1
  54. package/dist/three/internal.js +6 -6
  55. package/dist/three/internal.js.map +1 -1
  56. package/dist/three/motion-limits.json +10 -2
  57. package/dist/three/sequences.d.ts +5 -5
  58. package/dist/three/sequences.js +5 -5
  59. package/dist/three/tanvi-asset.d.ts +7 -0
  60. package/dist/three/tanvi-asset.d.ts.map +1 -0
  61. package/dist/three/tanvi-asset.js +7 -0
  62. package/dist/three/tanvi-asset.js.map +1 -0
  63. package/dist/three/tanvi.d.ts +24 -0
  64. package/dist/three/tanvi.d.ts.map +1 -0
  65. package/dist/three/tanvi.js +24 -0
  66. package/dist/three/tanvi.js.map +1 -0
  67. package/dist/three/tanya.d.ts +16 -28
  68. package/dist/three/tanya.d.ts.map +1 -1
  69. package/dist/three/tanya.js +15 -43
  70. package/dist/three/tanya.js.map +1 -1
  71. package/dist/three/tara.d.ts +17 -22
  72. package/dist/three/tara.d.ts.map +1 -1
  73. package/dist/three/tara.js +16 -45
  74. package/dist/three/tara.js.map +1 -1
  75. package/dist/three/tess-asset.d.ts +7 -0
  76. package/dist/three/tess-asset.d.ts.map +1 -0
  77. package/dist/three/tess-asset.js +7 -0
  78. package/dist/three/tess-asset.js.map +1 -0
  79. package/dist/three/tess.d.ts +24 -0
  80. package/dist/three/tess.d.ts.map +1 -0
  81. package/dist/three/tess.js +24 -0
  82. package/dist/three/tess.js.map +1 -0
  83. package/dist/three/tushar.d.ts +16 -25
  84. package/dist/three/tushar.d.ts.map +1 -1
  85. package/dist/three/tushar.js +15 -40
  86. package/dist/three/tushar.js.map +1 -1
  87. package/package.json +10 -49
  88. package/src/avatar.d.ts +67 -2
  89. package/src/avatar.js +131 -255
  90. package/src/faces.js +1 -1
  91. package/src/gaze.js +20 -47
  92. package/src/idle.js +69 -27
  93. package/src/prosody.js +109 -15
  94. package/src/rig.d.ts +7 -0
  95. package/src/speech-timing.js +9 -0
  96. package/src/visemes.js +107 -13
  97. package/client/arjun.ts +0 -26
  98. package/client/createCanvasAvatar.ts +0 -72
  99. package/client/interviewer-female.ts +0 -4
  100. package/client/interviewer-male.ts +0 -4
  101. package/client/ishita.ts +0 -26
  102. package/client/kabir.ts +0 -26
  103. package/client/meera.ts +0 -26
  104. package/client/naina.ts +0 -26
  105. package/client/professional-female-a.ts +0 -4
  106. package/client/professional-female-b.ts +0 -4
  107. package/client/professional-male-a.ts +0 -4
  108. package/client/professional-male-b.ts +0 -4
  109. package/client/vikram.ts +0 -26
  110. package/dist/arjun.d.ts +0 -7
  111. package/dist/arjun.d.ts.map +0 -1
  112. package/dist/arjun.js +0 -20
  113. package/dist/arjun.js.map +0 -1
  114. package/dist/createCanvasAvatar.d.ts +0 -22
  115. package/dist/createCanvasAvatar.d.ts.map +0 -1
  116. package/dist/createCanvasAvatar.js +0 -47
  117. package/dist/createCanvasAvatar.js.map +0 -1
  118. package/dist/interviewer-female.d.ts +0 -4
  119. package/dist/interviewer-female.d.ts.map +0 -1
  120. package/dist/interviewer-female.js +0 -3
  121. package/dist/interviewer-female.js.map +0 -1
  122. package/dist/interviewer-male.d.ts +0 -4
  123. package/dist/interviewer-male.d.ts.map +0 -1
  124. package/dist/interviewer-male.js +0 -3
  125. package/dist/interviewer-male.js.map +0 -1
  126. package/dist/ishita.d.ts +0 -7
  127. package/dist/ishita.d.ts.map +0 -1
  128. package/dist/ishita.js +0 -20
  129. package/dist/ishita.js.map +0 -1
  130. package/dist/kabir.d.ts +0 -7
  131. package/dist/kabir.d.ts.map +0 -1
  132. package/dist/kabir.js +0 -20
  133. package/dist/kabir.js.map +0 -1
  134. package/dist/meera.d.ts +0 -7
  135. package/dist/meera.d.ts.map +0 -1
  136. package/dist/meera.js +0 -20
  137. package/dist/meera.js.map +0 -1
  138. package/dist/naina.d.ts +0 -7
  139. package/dist/naina.d.ts.map +0 -1
  140. package/dist/naina.js +0 -20
  141. package/dist/naina.js.map +0 -1
  142. package/dist/professional-female-a.d.ts +0 -4
  143. package/dist/professional-female-a.d.ts.map +0 -1
  144. package/dist/professional-female-a.js +0 -3
  145. package/dist/professional-female-a.js.map +0 -1
  146. package/dist/professional-female-b.d.ts +0 -4
  147. package/dist/professional-female-b.d.ts.map +0 -1
  148. package/dist/professional-female-b.js +0 -3
  149. package/dist/professional-female-b.js.map +0 -1
  150. package/dist/professional-male-a.d.ts +0 -4
  151. package/dist/professional-male-a.d.ts.map +0 -1
  152. package/dist/professional-male-a.js +0 -3
  153. package/dist/professional-male-a.js.map +0 -1
  154. package/dist/professional-male-b.d.ts +0 -4
  155. package/dist/professional-male-b.d.ts.map +0 -1
  156. package/dist/professional-male-b.js +0 -3
  157. package/dist/professional-male-b.js.map +0 -1
  158. package/dist/three/tara-rig.d.ts +0 -409
  159. package/dist/three/tara-rig.d.ts.map +0 -1
  160. package/dist/three/tara-rig.js.map +0 -1
  161. package/dist/vikram.d.ts +0 -7
  162. package/dist/vikram.d.ts.map +0 -1
  163. package/dist/vikram.js +0 -20
  164. package/dist/vikram.js.map +0 -1
  165. package/src/canvas/author/parts/eye.mjs +0 -722
  166. package/src/canvas/author/parts/hand.mjs +0 -1156
  167. package/src/canvas/author/parts/mouth.mjs +0 -741
  168. package/src/canvas/author/parts/nose.mjs +0 -100
  169. package/src/canvas/author/parts/skin-detail.mjs +0 -67
  170. package/src/canvas/author/path.mjs +0 -283
  171. package/src/canvas/author/rig.mjs +0 -405
  172. package/src/canvas/avatars/round/face.d.mts +0 -3
  173. package/src/canvas/avatars/round/face.mjs +0 -1307
  174. package/src/canvas/create-rig.d.ts +0 -15
  175. package/src/canvas/create-rig.js +0 -100
  176. package/src/canvas/data/img/professional-female-a-hair-back.webp +0 -0
  177. package/src/canvas/data/img/professional-female-a-hair-front.webp +0 -0
  178. package/src/canvas/data/img/professional-female-a-top-body.webp +0 -0
  179. package/src/canvas/data/img/professional-female-b-hair-back.webp +0 -0
  180. package/src/canvas/data/img/professional-female-b-hair-front.webp +0 -0
  181. package/src/canvas/data/img/professional-female-b-top-body.webp +0 -0
  182. package/src/canvas/data/img/professional-male-a-hair-back.webp +0 -0
  183. package/src/canvas/data/img/professional-male-a-hair-front.webp +0 -0
  184. package/src/canvas/data/img/professional-male-a-top-body.webp +0 -0
  185. package/src/canvas/data/img/professional-male-b-hair-back.webp +0 -0
  186. package/src/canvas/data/img/professional-male-b-hair-front.webp +0 -0
  187. package/src/canvas/data/img/professional-male-b-top-body.webp +0 -0
  188. package/src/canvas/data/img/round-m3-hair-back.webp +0 -0
  189. package/src/canvas/data/img/round-m3-hair-front.webp +0 -0
  190. package/src/canvas/data/img/round-m3-top-body.webp +0 -0
  191. package/src/canvas/data/img/round-w1-hair-back.webp +0 -0
  192. package/src/canvas/data/img/round-w1-hair-front.webp +0 -0
  193. package/src/canvas/data/img/round-w1-top-body.webp +0 -0
  194. package/src/canvas/data/interviewer-female.rig.json +0 -1
  195. package/src/canvas/data/interviewer-male.rig.json +0 -1
  196. package/src/canvas/data/professional-female-a.rig.json +0 -1
  197. package/src/canvas/data/professional-female-b.rig.json +0 -1
  198. package/src/canvas/data/professional-male-a.rig.json +0 -1
  199. package/src/canvas/data/professional-male-b.rig.json +0 -1
  200. package/src/canvas/src/live.js +0 -508
  201. package/src/canvas/src/render2d.js +0 -218
  202. package/src/canvas/src/rig.js +0 -297
  203. package/src/canvas/src/vocab.js +0 -96
@@ -1,29 +1,13 @@
1
1
  /**
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- * tara's renderer: the `AvatarRig` contract (`apply(frame)` / `destroy()`)
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- * over the Blender-authored GLB.
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+ * The Blender characters' renderer: the `AvatarRig` contract (`apply(frame)` /
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+ * `destroy()`) over a Blender-authored GLB. One of these drives every compiled
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+ * character, and `createCharacter.ts` is what hands it one.
4
5
  *
5
6
  * The whole file is one idea — **the pose channel is the interface, and every
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  * mapping here is a translation of one channel into the one control that
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  * renders it.** `scripts/morphs.py` authored the shape keys under the library's
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9
  * own channel names precisely so this file never has to interpret a viseme, a
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10
  * state or an emotion; it receives a fully mixed pose and moves geometry.
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- *
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- * Three kinds of control, in the order they appear below:
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- *
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- * morph targets the face itself — lips, jaw, lids, brows, and the mouth
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- * interior that has to choreograph with them
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- * head group `headYaw` / `headPitch` / `headRoll`, as a rotation of the
16
- * parts that ride the skull about the jaw-angle pivot
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- * eye globes `pupilX` / `pupilY`, as a rotation of the eyeball, because
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- * the iris is painted onto a sphere and cannot slide
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- *
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- * and a fourth, for the body: `shoulderL/R` are morph targets on the torso
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- * shell like any face channel, and `breath`, `torsoLean` and `torsoTurn` are
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- * each one transform of a group — a swell, a scale, a sway (see `BODY`).
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- *
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- * An asset may add a fifth: expression maps, which change the face's *light*
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- * where a smile or a raised brow would, because moving the geometry cannot
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- * (see `expressive`).
27
11
  */
28
12
  import { REST } from "../internal.js";
29
13
  import * as THREE from "three";
@@ -36,93 +20,45 @@ import { HARD_BUDGET, pixelRatioFor } from "./budgets.js";
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20
  * depth the triangle carrying it has. A perspective camera disagrees by
37
21
  * (offset from the axis) x (depth / distance) — which put the hair rim 3 px
38
22
  * above the hairline it is textured to and opened a black band across the
39
- * forehead. `build_tara.setup_scene` has the measurement.
23
+ * forehead. `build_character.setup_scene` has the measurement.
40
24
  */
41
25
  const FRAME = { bottom: -0.52, top: 1.46 };
42
26
  const FRAME_HEIGHT = FRAME.top - FRAME.bottom;
43
27
  const FRAME_CENTRE = (FRAME.top + FRAME.bottom) / 2;
44
28
  /**
45
- * Head motion, in degrees at the channel's own clamp of ±1.4.
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- *
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- * These are the program's *working* envelope, mapped so that a channel pinned to
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- * its limit lands exactly on it. That is the point of scaling by the clamp
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- * rather than by 1: the mixer cannot ask for more than the envelope allows, and
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- * the hard ceiling stays unreachable by construction instead of by a second
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- * clamp nobody runs.
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+ * Head motion, in degrees at the channel's own clamp, so the envelope is
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+ * unreachable by construction rather than by a second clamp nobody runs.
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31
  *
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- * **It opened on 2026-09-12, from yaw ±6°, pitch ±5°, roll ±3°.** That
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- * envelope made Busso's neutral-speech numbers unreachable: his mean
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- * per-sentence pitch *range* is 9.5°, which is 95 % of everything ±5° could
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- * ever produce, so speaking alone would have swung the channel corner to corner
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- * and a deliberate nod on top of it would have had nowhere left to go. What had
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- * held it there was the asset, not anatomy — the neck's follow was linear and
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- * drew a second jawline past a few degrees — and once that follow became exact
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- * (`NECK_QUAD` below) pitch could open to 24 and roll to 8.
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+ * Yaw is the tight axis: the albedo is a front-orthographic projection of a
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+ * shallow shell, and a large turn is where that reads as a cardboard cutout
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+ * rather than a head. A ladder rendered at 9/12/15/18/21/25/30 and read at crop
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+ * is clean to 21° on tara and to 18° on the tightest of the others, so 15°
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+ * keeps headroom; pitch and roll opened once `NECK_QUAD` made the neck's follow
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+ * exact. How far a pose may be *held* is a stricter question, measured per
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+ * character (`motion-limits.json`, applied through `holds.ts`).
61
39
  *
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- * Yaw is still the smallest because it is the one axis this rig is genuinely
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- * constrained on: the albedo is a front-orthographic projection of a 0.34-deep
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- * shell, and a large turn is where that reads as a cardboard cutout rather than
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- * a head. **It opened from 9° to 15° on 2026-09-18.** The cutout was measured
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- * rather than assumed — a ladder rendered at 9/12/15/18/21/25/30 and read at
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- * crop on all three characters is clean to 21° on tara and to 18° on tanya and
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- * tushar. 9° was therefore set at half of where the artefact actually begins,
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- * and the stiffness the owner reported on tanya's turns was that margin, not
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- * her asset. 15° keeps 3° of headroom on the tightest of the three.
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+ * The yaw twist's two fields are an expansion in the angle, so their error
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+ * grows as θ²/6 — 0.85 % at 15°, on a displacement that is itself a fraction of
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+ * the neck's radius (`morphs.neck_twist`).
71
43
  *
72
- * This is not for speech: Busso wants ±1.15° of yaw in neutral conversation and
73
- * always did. It is for a head that turns to *look* at something, which is what
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- * mocap drives and what pegged the channel — a real 25° turn still saturates at
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- * 15°, so this widens the envelope without making it generous.
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- *
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- * And it is not the angle a pose may be *held* at, which is a stricter question
78
- * with its own measurement per character (`motion-limits.json`, applied through
79
- * `holds.ts`): a turn that returns is forgiven what a sustained one is not. The
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- * two numbers differ by about 3x on yaw and neither is a correction of the
81
- * other.
82
- *
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- * **Editing these needs no rebuild, but it is not free.** The neck's fields
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- * carry no angle, so `tara.glb` cannot go stale against them. What a number
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- * here does move:
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- *
87
- * - Every clip is authored in channel units, so a degree here re-sizes every
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- * clip driving that axis. `test/nods.test.ts` bands *pitch* only — `down`,
89
- * `up`, `upFirst` — and computes `yawPP` without ever asserting it. A yaw
90
- * change moves nothing there; a pitch change moves four tests.
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- * - `head_parallax.py` and `validate_morphs.py` quote their gates at this
92
- * envelope. `validate_morphs` reads `morphs.head_envelope()`, but
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- * `head_parallax.POSES` hardcoded `yaw 9` until 2026-09-18 and would have
94
- * gone on grading 9° while the rig shipped 15° — a gate defending a number
95
- * nothing used. It derives both angles from here now.
96
- * - The yaw twist's two fields are an expansion in the angle, so their error
97
- * grows as θ²/6. Against the exact rotation at the maximum ramp
98
- * (`NECK_TWIST` = 0.5) that is 0.31 % at 9°, 0.85 % at 15°, 1.23 % at 18°
99
- * (`morphs.neck_twist`). The note here used to read as a wall at 9°; it is
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- * not one — 15° costs under a percent of a displacement that is itself a
101
- * fraction of the neck's radius.
102
- *
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- * TARA-SPECIFIC: each number is her reach before an artefact shows — yaw by
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- * the cutout, pitch by the neck fold that starts to crease at 24° chin-up.
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- * Both were measured on the shipping surface, one axis at a time. This is still
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- * one shared pair of
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- * constants for all three characters, which holds only because 15° is inside
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- * every one of them; the first character that wants more than its neighbours
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- * forces the envelope onto `TaraRigOptions` as a per-character fact. A second
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- * avatar measures its own with the audit.
44
+ * TARA-SPECIFIC: reach before an artefact; see 3d-avatar-tara-specific.md.
111
45
  */
112
46
  // Exported through `internal.ts` for the instruments that need to put a real
113
47
  // angle *into* a channel, which is this scaling run backwards. The mocap
114
48
  // instrument kept its own copy for want of that export and said in a comment
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- // that the copy would lie the day the envelope moved; it moved on 2026-09-18.
49
+ // that the copy would lie the day the envelope moved; it moved.
116
50
  export const HEAD_CLAMP = 1.4;
117
51
  export const HEAD_DEG = { yaw: 15, pitch: 24, roll: 8 };
118
52
  /**
119
- * Where the head turns about, from `build_tara.PIVOT`, in glTF's Y-up frame:
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- * Blender (x, y, z) exports as (x, z, −y). v 0.36 is the jaw angle and the
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- * earlobe, and it sits a fifth of a face height *behind* the face plane —
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- * a pivot on the surface spins the face in place, where a real yaw swings the
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- * chin across as well as around, which is most of what makes a small turn read.
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+ * Where the head turns about. v 0.36 is the jaw angle and the earlobe, and it
54
+ * sits a fifth of a face height *behind* the face plane — a pivot on the
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+ * surface spins the face in place, where a real yaw swings the chin across as
56
+ * well as around, which is most of what makes a small turn read.
57
+ *
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+ * The asset carries this (`stamp_abi`, as `head_pivot`); this is the fallback
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+ * for a GLB built before the stamp.
124
60
  */
125
- const PIVOT = new THREE.Vector3(0.0, 0.36, -0.22);
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+ export const PIVOT = new THREE.Vector3(0.0, 0.36, -0.22);
126
62
  /**
127
63
  * Where the head *tilts* about, from `morphs.ROLL_PIVOT`: the midline just
128
64
  * above the chin. A roll is a bend of the whole neck, so its centre is far
@@ -132,54 +68,48 @@ const PIVOT = new THREE.Vector3(0.0, 0.36, -0.22);
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  * pendulum hung from the ears.
133
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  *
134
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  * It sits inside the yaw and pitch, so a turned head still tilts about its own
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- * chin. TARA-SPECIFIC: see `morphs.ROLL_PIVOT` for what fixed the height and
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- * what a second avatar supplies.
71
+ * chin. The asset carries it (`stamp_abi`, as `roll_pivot`); this is the
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+ * fallback for a GLB built before the stamp, and `morphs.ROLL_PIVOT` has what
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+ * sets the height.
137
74
  */
138
- const ROLL_PIVOT = new THREE.Vector3(0.0, 0.05, -0.22);
75
+ export const ROLL_PIVOT = new THREE.Vector3(0.0, 0.05, -0.22);
139
76
  /**
140
- * What the head takes with it, from `build_tara.HEAD_PARTS`. `Body` stays
141
- * behind, and so does `Neck` — but the neck is not *static*: it carries
142
- * `headYaw` / `headPitch` / `headRoll` morph targets of its own, ramped from
143
- * full under the jaw to nothing at the collar (`morphs.neck_targets`). Pitch and
144
- * roll are the same rotation this group gets; yaw is a twist about the neck's
145
- * own axis at half the angle, which keeps the neck's outline where it is
146
- * (`morphs.neck_twist`). They need no code here at all, which is the
147
- * whole reason they are morphs: they are named for pose channels that rest at
148
- * 0, so the loop below drives them like any other channel and the influence law
149
- * hands them the raw pose value.
77
+ * What the head takes with it, from `build_character.HEAD_PARTS`. `Body` stays
78
+ * behind, and so does `Neck` — but the neck is not *static*: it follows the
79
+ * skull through morph targets of its own (`NECK_QUAD` below).
150
80
  *
151
- * Without it a turn dragged the skull's jaw rim across a throat that had not
152
- * moved, and the rim landed mid-neck as a second jawline — invisible at the
153
- * 400 × 300 tile, obvious at a 3× crop.
81
+ * Without that follow a turn dragged the skull's jaw rim across a throat that
82
+ * had not moved, and the rim landed mid-neck as a second jawline — invisible at
83
+ * the 400 × 300 tile, obvious at a 3× crop.
84
+ *
85
+ * The asset carries its own list (`stamp_abi`, as `head_parts`); this is the
86
+ * fallback for a GLB built before the stamp.
154
87
  */
155
- const HEAD_PARTS = ["Head", "Ears", "Hair", "Eye_L", "Eye_R", "Cavity",
156
- "Teeth_Upper", "Teeth_Lower", "Tongue"];
88
+ export const HEAD_PARTS = ["Head", "Ears", "Hair", "Eye_L", "Eye_R", "Cavity",
89
+ "Teeth_Upper", "Teeth_Lower", "Tongue", "HairLayer"];
90
+ /** One stamped vector, in glTF's frame already, or the rig's own fallback. */
91
+ function stampedVec(extras, key, fallback) {
92
+ const v = extras[key];
93
+ return Array.isArray(v) && v.length === 3 && v.every((n) => typeof n === "number")
94
+ ? new THREE.Vector3(v[0], v[1], v[2]) : fallback.clone();
95
+ }
157
96
  /**
158
97
  * The body, in face-space units (glTF y is face-space v) and degrees.
159
98
  *
160
- * Every mechanism is the SVG faces' (`face-core.poseTransforms`); the
161
- * amplitudes are set from the anatomy, which on this face is ~8.8 px per
162
- * centimetre at the 400 × 300 tile (crown to chin is 1.39 units of ~24 cm),
163
- * and land at about peep's travel as a share of the same tile. The first cut
164
- * was 0.6 of peep, on the theory that a photograph shows a millimetre a line
165
- * drawing cannot. Measured in a 30-second listening hold it moved the
166
- * shoulders 2 px, under 1 % of the tile, and read as a still with a tremor:
167
- * the head was moving more than the body carrying it. Anatomy is the floor,
168
- * not a fraction of a cartoon — these now put a listening hold at 4-5 px at
169
- * the shoulders, still slow, and still well under the 1.5 Hz ceiling.
99
+ * Every mechanism is the SVG faces' (`face-core.poseTransforms`), but anatomy
100
+ * is the floor here, not a fraction of a cartoon: at 0.6 of peep's travel a
101
+ * 30-second listening hold moved the shoulders 2 px and read as a still with a
102
+ * tremor — the head moving more than the body carrying it. These put that hold
103
+ * at 4-5 px, still slow, and still well under the 1.5 Hz ceiling.
170
104
  *
171
105
  * breath A swell, not a slide (`docs/research-biomechanics.md` §6.1): the
172
- * torso scales about a point 0.35 of a frame below the frame, as peep's
173
- * does about its hem, so the shoulder line comes up 2.4 px at full
174
- * inhale against a lower edge that moves two-thirds of that, and the
175
- * chest widens 2 px a side. Quiet breathing changes chest
176
- * circumference 2-3 %; 1.2 % wide is the calm end of that in linear
177
- * scale, and the rise is a little more because in this crop — about
178
- * 5 cm of chest below the collar — what a breath shows is the upper
179
- * ribs and clavicles lifting as much as the rib cage widening. The
180
- * neck and head ride the lift at the collar, derived rather than tuned
181
- * (peep's `neckLift`), so the neck cannot telescope: ~2.4 px, the
182
- * 2-3 mm a seated head really moves with a breath.
106
+ * torso scales about a point below the frame, as peep's does about its
107
+ * hem. The rise is a little more than the widening because what a
108
+ * breath shows in this crop is the upper ribs and clavicles lifting as
109
+ * much as the rib cage widening. The neck and head ride the lift at the
110
+ * collar, derived rather than tuned (peep's `neckLift`), so the neck
111
+ * cannot telescope — the 2-3 mm a seated head really moves with a
112
+ * breath.
183
113
  * lean `torsoLean` as a deformation of the trunk, on the shell itself
184
114
  * (`morphs.torso_targets`) — hem pinned at the frame's lower edge, the
185
115
  * shoulders spreading and tipping as they come nearer. Only the head's
@@ -187,18 +117,7 @@ const HEAD_PARTS = ["Head", "Ears", "Hair", "Eye_L", "Eye_R", "Cavity",
187
117
  * head take a pure translation of `leanRide` and nothing else. That is
188
118
  * Live2D's measured behaviour rather than a simplification — body angle
189
119
  * moves every head part by 1.00 ± 0.02 and adds no differential motion
190
- * inside the head (`docs/research-torso-motion.md` § 8 item 4).
191
- *
192
- * It replaced a uniform `figure.scale.setScalar()`, which was peep's
193
- * `LEAN_SCALE` carried onto photographic geometry and, with the
194
- * orthographic camera outside the group it scaled, was arithmetically a
195
- * zoom: fit the displacement as a linear map and its singular values
196
- * came back equal to three decimals with no residual, at every lean the
197
- * mixer produces. What it looked like was the owner's report — the
198
- * shoulders swelling and dropping in half a second. The crown travelled
199
- * 4.56× what the eyes did, which is a head being scaled, not carried.
200
- * A headless audit of what the crown travels against the eyes is that
201
- * measurement, and its gates are what this change had to turn green.
120
+ * inside the head (`docs/research-head-rotation.md` § 3.1).
202
121
  * sway `torsoTurn` as the seated body's inverted pendulum: the whole figure
203
122
  * rolls about the hips, ~45 cm below the collar, so the trunk shifts
204
123
  * sideways and tips by a fraction of a degree together. peep slides
@@ -222,6 +141,9 @@ const BODY = {
222
141
  * plateaus `torsoLean`'s field at it above the collar, so the body's
223
142
  * deformation and the head's transform are one number and meet without a
224
143
  * seam — the same arrangement `lift.position.y` already has with the breath.
144
+ * A uniform scale of the whole figure in its place is a zoom and not a lean:
145
+ * the crown travels 4.56× what the eyes do, which is a head being scaled
146
+ * rather than carried.
225
147
  */
226
148
  leanRide: 0.021,
227
149
  hip: -2.9,
@@ -248,33 +170,27 @@ const EYE_TILE = 0.3;
248
170
  /** Degrees per pose unit: the globe turns `pupil * GAZE_TRAVEL / GLOBE_RADIUS`
249
171
  * radians, and the head reaches `HEAD_DEG` at the clamp.
250
172
  *
251
- * Exported through `internal.ts` for the same reason as the head envelope: an
252
- * instrument that asks for "eyes on the camera through a head turn" is running
253
- * this conversion backwards, and a second copy of it would be a second thing to
254
- * update when the eye tile or the globe changes. */
173
+ * Exported through `internal.ts` for the same reason as the head envelope. */
255
174
  export const EYE_DEG = { x: (GAZE_TRAVEL.x / GLOBE_RADIUS) * 180 / Math.PI, y: (GAZE_TRAVEL.y / GLOBE_RADIUS) * 180 / Math.PI };
256
175
  const HEAD_UNIT_DEG = { x: HEAD_DEG.yaw / HEAD_CLAMP, y: HEAD_DEG.pitch / HEAD_CLAMP };
257
176
  /**
258
- * The mixer's per-rig calibration for tara, passed by `tara.ts` and the motion
259
- * audit so both measure the same face. A pose unit is an angle here and a
260
- * pixel count on an SVG face, so the speech layer's amplitudes are tuned per
261
- * rig rather than in the library: `prosodyHeadGain` sizes speech-rhythm head
262
- * motion against this face's own motion envelope.
177
+ * The mixer's per-rig calibration, passed by the character's entry point and by
178
+ * the motion audit so both measure the same face. A pose unit is an angle here
179
+ * and a pixel count on an SVG face, so the speech layer's amplitudes are tuned
180
+ * per rig rather than in the library.
263
181
  *
264
- * `oculomotor` is the eye-head system sized for this face (`gaze.js`). Her eye
265
- * turns 10° a pupil unit and her head 6.4° of yaw a head unit, and the shared
266
- * look table — drawn for a line face, whose pupils cross most of an eye — put
267
- * every look in the eyes: a thinking look away was the iris parked in the
268
- * corner of the socket for two thirds of the state, which is side-eye, not
269
- * thought. Here the head carries about 60 % of a look and the eyes land a third
270
- * of the way off centre, where a real eye-head shift leaves them (Freedman &
271
- * Sparks; Pejsa & Andrist). The comment on each target is its world angle,
272
- * x right and y down.
182
+ * The shared look table is drawn for a line face, whose pupils cross most of an
183
+ * eye, so it put every look in the eyes: a thinking look away was the iris
184
+ * parked in the corner of the socket for two thirds of the state, which is
185
+ * side-eye, not thought. Here the head carries about 60 % of a look and the
186
+ * eyes land a third of the way off centre, where a real eye-head shift leaves
187
+ * them (Freedman & Sparks; Pejsa & Andrist). The comment on each target is its
188
+ * world angle, x right and y down.
273
189
  *
274
190
  * vor Real gain in the light is close to 1. A little under leaves the
275
191
  * head some say, so a nod carries the eyes a touch with it rather
276
- * than pinning them to the lens. Vertically it is well under
277
- * (2026-09-15): her pitch is a shell tipping on a photograph and
192
+ * than pinning them to the lens. Vertically it is well under:
193
+ * her pitch is a shell tipping on a photograph and
278
194
  * reads as a fraction of what it is, so the eyes' full answer to
279
195
  * it read as the eyes moving on their own — at 0.8, THINKING's
280
196
  * up-look rolled the iris to the lid with white beneath it, and
@@ -308,10 +224,9 @@ const HEAD_UNIT_DEG = { x: HEAD_DEG.yaw / HEAD_CLAMP, y: HEAD_DEG.pitch / HEAD_C
308
224
  * does not have: the neck's outline holds under a twist by construction
309
225
  * (`morphs.neck_twist`), so the trunk's sway is what is left moving it — a
310
226
  * quarter to a third of it at the yaw peak in the recorded call, read as the
311
- * neck sliding. TARA-SPECIFIC in its evidence only: a second Blender avatar
312
- * starts from 0.3 and checks its own outline at crop.
227
+ * neck sliding.
313
228
  */
314
- export const TARA_TUNING = {
229
+ export const CHARACTER_TUNING = {
315
230
  prosodyHeadGain: 1.0, prosodyFaceGain: 1, saccadeGain: 2.4, aversionGain: 1.8,
316
231
  trunkFollow: 0.3,
317
232
  // **The speaking face's upper half, sized for a photograph.** A reviewer read
@@ -337,9 +252,6 @@ export const TARA_TUNING = {
337
252
  // is being relaxed for holds `browInner` at 0.22 for the whole of `CANT_HEAR`
338
253
  // and was praised for it. Still a transient on a 0.55 s envelope, never a
339
254
  // held shape: the prohibition is on the hold, not the event.
340
- //
341
- // TARA-SPECIFIC, and fork debt: on a driver of her own these are three
342
- // constants beside the research comment, not an option on a shared mixer.
343
255
  brows: {
344
256
  range: [-0.28, 0.24],
345
257
  floor: 0.11,
@@ -356,8 +268,6 @@ export const TARA_TUNING = {
356
268
  // closes them to a squint the owner read as straining at the screen, not
357
269
  // working. Her reading scan carries the state instead: eyes off the user,
358
270
  // stepping along a line, the way a person at their own display looks.
359
- // TARA-SPECIFIC: a photographic face with a deeper lid crease may want
360
- // some of the knit back; judge it at crop against LISTENING.
361
271
  WORKING: {
362
272
  pose: { headPitch: 0.04, lidL: -0.08, lidR: -0.08, shoulderL: 0.06, shoulderR: 0.06 },
363
273
  },
@@ -369,23 +279,11 @@ export const TARA_TUNING = {
369
279
  // which the shared comment already says of them. The brows keep a small
370
280
  // knit with the inner ends up: effort that is also asking. The mouth is
371
281
  // pressed at a photograph's scale; the shared -0.22 corners clear peep's
372
- // drawn smile, and hers rests neutral. TARA-SPECIFIC: the squint morph's
373
- // cheek push is what darkens, so a face built without one might keep a
374
- // little squint — check the band under the eye at crop.
375
- //
376
- // The lean is attentive-sized, not the shared 0.70. Until 2026-09-16 her
377
- // lean scaled the whole figure about mid-face (`BODY`), so 0.70 plus the
378
- // engage add was a 4.4% zoom arriving on torsoLean's 0.24 s tau: the
379
- // shoulders swelled and dropped in half a second, read by the owner as a
380
- // lurch nothing like a lean. 0.22 sits in the research's sustained band
381
- // (+0.15–0.25, research-biomechanics.md §6.3) and the ear and chin carry
382
- // the rest.
282
+ // drawn smile, and a compiled face rests neutral.
383
283
  //
384
- // The lean deforms the trunk now, which is exactly the condition the old
385
- // note here predicted might afford more. It is left at 0.22 on purpose: the
386
- // cut was made by eye at crop, and putting it back is the same kind of
387
- // judgement rather than a consequence of the field changing. TARA-SPECIFIC,
388
- // and the thing to re-judge first if she reads as under-committed.
284
+ // The lean is attentive-sized, not the shared 0.70: 0.22 sits in the
285
+ // sustained band (+0.15–0.25, research-biomechanics.md §6.3), and the ear
286
+ // and chin carry the rest.
389
287
  CANT_HEAR: {
390
288
  pose: {
391
289
  torsoLean: 0.22, headPitch: 0.10,
@@ -397,7 +295,7 @@ export const TARA_TUNING = {
397
295
  // at 0.40 left the eyes half-lidded from below over a dark band. The hunt
398
296
  // is the wander and the flick; the face only has to be not smiling, and
399
297
  // on a mouth that rests neutral that is a small press, not peep's -0.25
400
- // corners. TARA-SPECIFIC, the same way as CANT_HEAR.
298
+ // corners.
401
299
  SEARCHING_SCREEN: {
402
300
  pose: { mouthPress: 0.40, mouthCornerL: -0.08, mouthCornerR: -0.08,
403
301
  browRaiseL: -0.10, browRaiseR: -0.06 },
@@ -417,7 +315,6 @@ export const TARA_TUNING = {
417
315
  // sat — hooded to a lid of 0.25-0.43 against listening's 0.14, read as
418
316
  // a squint rather than reading. Here it holds 0.12-0.18 through the
419
317
  // scan, and being off the user to the side is what says "busy".
420
- // TARA-SPECIFIC: the depth that hoods is her lid crease's.
421
318
  OWN_SCREEN: { px: 0.14, py: 0.24, hx: 0.10, hy: 0.06 },
422
319
  // 2.6° of head turn toward the user's side and 3.1° of roll, the eyes
423
320
  // countered 2.0° back onto them: the ear offered, contact held from
@@ -457,6 +354,14 @@ export const TARA_TUNING = {
457
354
  },
458
355
  },
459
356
  };
357
+ /** How far a closing lid darkens the eye it covers, from where it starts to.
358
+ * The lid's margin and lashes throw the strip of white still showing into
359
+ * shadow; the atlas's socket shade was measured with the eye open and cannot
360
+ * know that, so without this the last frames before a blink closes show a
361
+ * bright line under a dark lash band — what a reviewer called the sclera
362
+ * tearing across the lid. */
363
+ const LID_SHADE = 0.55;
364
+ const LID_SHADE_FROM = 0.3;
460
365
  /**
461
366
  * The eye material, taught to hold its socket still while the globe turns.
462
367
  *
@@ -470,7 +375,7 @@ export const TARA_TUNING = {
470
375
  * plus the rotation's displacement through the UV's own gradient. One extra
471
376
  * texture read on two small meshes; no pass, no draw call.
472
377
  */
473
- function socketed(base, side, gaze, deep) {
378
+ function socketed(base, side, gaze, deep, lid) {
474
379
  const material = base.clone();
475
380
  // d(u)/dx and d(v)/dy of `head_mesh.eye_uvs`: the globe is half the atlas
476
381
  // wide, the right eye reads it mirrored, and glTF flips v.
@@ -478,6 +383,7 @@ function socketed(base, side, gaze, deep) {
478
383
  material.onBeforeCompile = (shader) => {
479
384
  shader.uniforms.uGaze = gaze;
480
385
  shader.uniforms.uSocket = socket;
386
+ shader.uniforms.uLidShade = lid;
481
387
  // The globe's hidden skirt turns at the frame's motion depth like the skin
482
388
  // that hides it; its visible cap carries a field of exactly zero, so the
483
389
  // socket, the iris and gaze below are unaffected by this. It turns at the
@@ -490,151 +396,205 @@ function socketed(base, side, gaze, deep) {
490
396
  .replace("#include <uv_vertex>", "#include <uv_vertex>\nvSocketUv = vMapUv + vec2(0.5, 0.0)"
491
397
  + " + uSocket * ((uGaze * position).xy - position.xy);");
492
398
  shader.fragmentShader = shader.fragmentShader
493
- .replace("#include <uv_pars_fragment>", "#include <uv_pars_fragment>\nvarying vec2 vSocketUv;")
494
- .replace("#include <map_fragment>", "vec3 socket = 2.0 * texture2D( map, vSocketUv ).rgb;\n#include <map_fragment>\ndiffuseColor.rgb *= socket;")
399
+ .replace("#include <uv_pars_fragment>", "#include <uv_pars_fragment>\nvarying vec2 vSocketUv;\nuniform float uLidShade;")
400
+ .replace("#include <map_fragment>", "vec3 socket = uLidShade * 2.0 * texture2D( map, vSocketUv ).rgb;\n#include <map_fragment>\ndiffuseColor.rgb *= socket;")
495
401
  .replace("#include <emissivemap_fragment>", "#include <emissivemap_fragment>\ntotalEmissiveRadiance *= socket;");
496
402
  };
497
403
  material.customProgramCacheKey = () => (deep ? "tara-eye-socket-deep" : "tara-eye-socket");
498
404
  return material;
499
405
  }
500
- /** `cavityShade`'s two measured heights, in the cavity patch's own normalised
501
- * rest height — 0 at the bottom of its bounding box, 1 at the top, morph deltas
502
- * included, because `computeBoundingBox` counts them and the shader normalises
503
- * by that same call.
504
- *
505
- * Both were read off a ruler build that painted the normalised height into the
506
- * emissive term, where the output bypasses the lamps and decodes straight back
507
- * to the height that produced it. It found two things worth keeping.
508
- *
509
- * `seam` is the height a *closed* mouth shows: pixel-weighted 0.805 on tara and
510
- * 0.808 on tushar, near enough identical to be one constant rather than a
511
- * per-character tuning. It is deliberately the pivot — see `cavityShade`.
512
- *
513
- * `falloff` is sized against the band an *open* mouth exposes, and that band is
514
- * why this is measured rather than guessed: it is 0.70..0.89, the top fifth of
515
- * the patch, with nothing below it even at jaw 1 and mouthOpen 1 — the patch
516
- * runs far past the aperture on purpose, so that its lower edge can chase the
517
- * lip without ever reaching the chin (`build_tara`, the cavity's lower edge). A
518
- * ramp laid across the whole patch would put a fifth of its range in the only
519
- * part anyone sees, which is the mistake the lower arch's `floor` made one
520
- * commit ago by being sized against its tile instead of its visible band.
406
+ /**
407
+ * tess's "ah" photograph, down the midline of her open mouth: the colour at
408
+ * each depth into the lip opening, 0 at the upper lip's inner rim and 1 at the
409
+ * lower's, in sRGB as the photograph has it. Read at MediaPipe's inner-lip
410
+ * points 13 and 14, which is the same rim `build_character.lip_aperture` stamps.
521
411
  *
522
- * At 8 the multiplier runs 0.51 at the top of that band to 2.32 at the bottom.
523
- * Neither clamp engages anywhere the aperture reaches; they are there so that a
524
- * future morph exposing more of the patch cannot blow the exponential up.
412
+ * The shape is the thing to keep, and every reviewer's "pink and flat" is its
413
+ * absence: dark in the shadow of the upper arch, rising to the tongue's front
414
+ * two-thirds of the way down, and falling again into the floor of the mouth
415
+ * above the lower arch. Where either arch covers a stretch of this, what the
416
+ * photograph measured there is enamel and was left out — the arches draw
417
+ * themselves.
525
418
  */
526
- const CAVITY_SHADE = { seam: 0.805, falloff: 8, min: 0.35, max: 2.6 };
419
+ const INTERIOR = [
420
+ [0.15, [60, 22, 26]],
421
+ [0.30, [84, 35, 41]],
422
+ [0.45, [122, 62, 68]],
423
+ [0.60, [159, 87, 93]],
424
+ [0.70, [144, 60, 61]],
425
+ [0.80, [52, 17, 15]],
426
+ [0.90, [40, 12, 12]],
427
+ ];
527
428
  /**
528
- * The inside of the mouth, shaded by how far the light has to reach into it.
529
- *
530
- * Both video reviewers called the open mouth "a dark void", and a luminance
531
- * profile says why in one number: through viseme D's aperture the cavity
532
- * renders ten consecutive rows inside a single level of 255 — 49.6 down to 48.7
533
- * on tara, 49.3 to 48.6 on tushar — between an upper arch at 232 and a lower
534
- * one at 163. Every other band in that column moves tens of levels per row. The
535
- * complaint is not that the interior is too dark, then. It is that it is the
536
- * one surface on this face with no variation in it at all, and a
537
- * constant-valued region reads as a hole cut in the head rather than as a space
538
- * behind it.
539
- *
540
- * It is flat because it is the only mouth surface that is genuinely *lit*.
541
- * `build_tara.flat_material` gives it no emissive term, where the teeth beside
542
- * it carry `emissiveFactor` 0.75 and their photograph's own light with it — so
543
- * all of the cavity comes from the lamps, and those are 0.62π of ambient
544
- * against a patch whose normal barely turns. Ambient on a constant normal is a
545
- * constant.
546
- *
547
- * This is authored rather than sampled, which is the wrong way round for this
548
- * repo and worth saying why: the reference is a *smile*, and a smile shows no
549
- * interior — the same fact that left the lower arch with no enamel to copy.
550
- * There is no photograph of this mouth's inside to project, so the choice is an
551
- * authored gradient or the flat colour, and it is kept modest for it.
429
+ * The same photograph across the opening: the middle two-fifths hold the
430
+ * midline's colour and the rest falls to a fifth of it at the commissure — her
431
+ * 0.65 of enamel at the widest row is 0.44 halfway out and 0.1–0.2 at the
432
+ * corner. `from` is where the fall starts and `to` what is left at the corner,
433
+ * both as a share of the opening's half-width.
434
+ */
435
+ const INTERIOR_RIM = { from: 0.4, to: 0.2 };
436
+ /**
437
+ * The photograph's enamel is 158 of 255 and the rendered upper arch's is about
438
+ * 232, so the profile is carried over at the ratio of the two: the interior is
439
+ * as dark *against the teeth* as hers is, which is the only comparison anyone
440
+ * makes looking into a mouth.
441
+ */
442
+ const INTERIOR_GAIN = 232 / 158;
443
+ /**
444
+ * How open her mouth is in that photograph: 185 px between the inner rims at the
445
+ * midline over 229 between the inner corners (MediaPipe 13/14 and 78/308). A
446
+ * speaking mouth is rarely a third of that, and the light reaching into it
447
+ * falls with the opening, so the profile is dimmed by the square root of the
448
+ * ratio — between the solid angle's own square law, which turned every
449
+ * conversational viseme into a hole, and none at all, which left each one the
450
+ * lit pink band reviewers called flat.
451
+ */
452
+ const INTERIOR_OPEN = 185 / 229;
453
+ /** That dimming, in GLSL, over the `uAperture` the mouth's shaders share. */
454
+ const OPENNESS = `sqrt(clamp(uAperture.w / (2.0 * uAperture.z * ${INTERIOR_OPEN.toFixed(3)}), 0.0, 1.0))`;
455
+ /**
456
+ * Where a raised tongue is read from: `tongue` = 1 paints the surface it lifts
457
+ * into the opening as if it were at this depth — the photograph's brightest
458
+ * row — rather than in the shadow of the upper arch it has moved into.
459
+ */
460
+ const TONGUE_LIFT_AT = 0.60;
461
+ /** An `INTERIOR` knot as linear light, at `INTERIOR_GAIN`. */
462
+ function interiorKnot(rgb) {
463
+ return new THREE.Color().setRGB(...rgb.map((v) => Math.min(1, (v * INTERIOR_GAIN) / 255)), THREE.SRGBColorSpace);
464
+ }
465
+ const glslColor = (c) => `vec3(${c.r.toFixed(5)}, ${c.g.toFixed(5)}, ${c.b.toFixed(5)})`;
466
+ /** GLSL: `vec3 interior`, the profile at depth `mouthA` in the opening. */
467
+ function interiorProfile() {
468
+ let profile = `vec3 interior = ${glslColor(interiorKnot(INTERIOR[0][1]))};\n`;
469
+ for (let i = 1; i < INTERIOR.length; i++) {
470
+ const [a0] = INTERIOR[i - 1];
471
+ const [a1, rgb] = INTERIOR[i];
472
+ profile += `interior = mix(interior, ${glslColor(interiorKnot(rgb))}, clamp((mouthA - ${a0.toFixed(3)}) / ${(a1 - a0).toFixed(3)}, 0.0, 1.0));\n`;
473
+ }
474
+ return profile;
475
+ }
476
+ /**
477
+ * The inside of the mouth — the tongue and the cavity behind it — painted from
478
+ * a photograph of one, at where each point sits in the lip opening the pose
479
+ * has made.
552
480
  *
553
- * Authored rather than derived, too. The true form factor from a flat backdrop
554
- * to the aperture in front of it is *brightest at the centre*, which is exactly
555
- * backwards: a real mouth is darkest in the middle because it is a tunnel
556
- * there, and this one is a curtain — `build_tara` parks it in front of the
557
- * teeth so a closed mouth has something dark to show, and walks it back past
558
- * them as the jaw drops. So this shades the mouth it stands for, not the
559
- * geometry it is drawn on.
481
+ * The opening, and not the surface, because that is how the photograph's
482
+ * profile arises: the light reaching into a mouth is gated by the lips and
483
+ * shadowed by the upper arch, so the same point of tongue is bright when the
484
+ * jaw drops and dark when it closes. A shade stuck to the surface — what this
485
+ * replaced — reads as a lit object behind a hole, which at viseme D was a flat
486
+ * mauve plate, and at C and H put the tongue's bright crest directly under the
487
+ * upper teeth with dark below it: the order of the photograph, inverted.
560
488
  *
561
- * The pivot is what makes that safe. `CAVITY_SHADE.seam` is the height the
562
- * closed mouth shows, so the multiplier is 1.0 there by construction and the
563
- * rest pose barely moves: measured over the whole mouth region, at most 4
564
- * levels of 255 on tara and 3 on tushar. Not nothing, and not worth claiming as
565
- * nothing — but it matters that it is small, because "a closed mouth is a dark
566
- * line" is this surface's first job, and `landmarks.PALETTE.cavity` is the
567
- * colour of that line and stays the authority on it.
489
+ * Emitted rather than lit, and entirely: this is sampled light, like the 75%
490
+ * of the face that is the photograph verbatim, and a key from above lights the
491
+ * dorsum brightest at its back, which is the one thing a mouth never looks
492
+ * like. Both surfaces take the same profile, so her mouth's absence of any
493
+ * tongue-to-cavity edge carries over; only a raised tongue is told apart, by
494
+ * `lift`, because a tongue tip at the teeth is what viseme H is.
495
+ */
496
+ function mouthInterior(base, aperture, lift) {
497
+ const material = base.clone();
498
+ const profile = interiorProfile();
499
+ material.onBeforeCompile = (shader) => {
500
+ shader.uniforms.uAperture = aperture;
501
+ shader.uniforms.uMouthLift = lift;
502
+ shader.vertexShader = shader.vertexShader
503
+ .replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;")
504
+ // `transformed` after the morphs, unlike every other shade in this file:
505
+ // where the surface *is* in the opening is the whole question.
506
+ .replace("#include <morphtarget_vertex>", "#include <morphtarget_vertex>\nvMouthAt = transformed.xy;");
507
+ shader.fragmentShader = shader.fragmentShader
508
+ .replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;\nuniform vec4 uAperture;\nuniform float uMouthLift;")
509
+ .replace("#include <map_fragment>", "#include <map_fragment>\ndiffuseColor.rgb = vec3(0.0);")
510
+ .replace("#include <emissivemap_fragment>", "#include <emissivemap_fragment>\n"
511
+ + "float mouthA = (uAperture.y - vMouthAt.y) / uAperture.w;\n"
512
+ + `mouthA = mouthA < ${TONGUE_LIFT_AT.toFixed(2)} ? mix(mouthA, ${TONGUE_LIFT_AT.toFixed(2)}, uMouthLift) : mouthA;\n`
513
+ + "float mouthS = abs(vMouthAt.x - uAperture.x) / uAperture.z;\n"
514
+ + profile
515
+ + `interior *= ${OPENNESS};\n`
516
+ + `totalEmissiveRadiance = interior * mix(1.0, ${INTERIOR_RIM.to.toFixed(2)}, smoothstep(${INTERIOR_RIM.from.toFixed(2)}, 1.0, mouthS));`);
517
+ };
518
+ material.customProgramCacheKey = () => "mouth-interior";
519
+ return material;
520
+ }
521
+ /**
522
+ * The lower arch, lit by the light the tongue beside it is lit by.
568
523
  *
569
- * Opening the mouth reveals the rest: darker above the seam, lighter below it.
570
- * Where those two halves actually land is not symmetric and not the same on the
571
- * two characters, because what hides the cavity is the upper arch, and the
572
- * arches differ. Down the middle of tara's mouth the arch reaches to roughly
573
- * the seam, so the centre gets the lighter half nearly alone — the ten flat
574
- * rows above become 50 at the top of the aperture rising to 83 at its bottom,
575
- * which is the floor the aperture faces. The darker half surfaces instead in
576
- * two lobes flanking the arch, where the aperture runs wider than the teeth do
577
- * and so exposes cavity above the seam: −4 levels on tara, −5 on tushar. Those
578
- * lobes are the commissures, and their being the deepest part of the mouth is
579
- * right for a reason this shader did not plan — it falls out of a vertical ramp
580
- * meeting a curved arch.
524
+ * Its tile is toned against the upper arch on a smile (`project_albedo`), a
525
+ * mouth open wide and pulled back, where the lower teeth take nearly the upper
526
+ * ones' light. Speaking, they are the deepest thing the opening shows, and
527
+ * tess's "ah" — open wider than any viseme — shows no lower crown at all: the
528
+ * row above where they would be is the darkest in the photograph. Left at the
529
+ * smile's tone, the sliver a C or D uncovers was a lit grey rule between that
530
+ * dark and the lip, which reads as a wire and not as teeth.
581
531
  *
582
- * tushar gets the darker half down the centre as well, 49.3 to 43.6, because
583
- * his teeth are narrower — `TEETH.half_width` 0.110 against tara's 0.132 — so
584
- * his aperture exposes cavity above the seam in the middle too. One constant,
585
- * two characters, two different-looking mouths, and the difference between them
586
- * is the arch's width showing through. That is the argument for the constant
587
- * staying shared rather than being tuned per character: it is already reading a
588
- * per-character fact, just not one of its own.
532
+ * So the arch takes the interior's light where it stands: the profile at its
533
+ * depth in the opening over the profile's brightest row, which is the tongue
534
+ * lit as well as anything in a mouth is, and the same openness dimming. The
535
+ * ratio is in linear light and per channel, so the enamel goes as dark and as
536
+ * warm as the mouth around it, and its top edge — higher in the opening —
537
+ * keeps the most. The upper arch, at the lip and in the light, keeps its own.
589
538
  */
590
- function cavityShade(base, lo, hi) {
539
+ function lowerArch(base, aperture) {
591
540
  const material = base.clone();
592
- const span = { value: new THREE.Vector2(lo, (hi - lo) || 1) };
593
- const shade = {
594
- value: new THREE.Vector4(CAVITY_SHADE.seam, CAVITY_SHADE.falloff, CAVITY_SHADE.min, CAVITY_SHADE.max),
595
- };
541
+ const peak = interiorKnot(INTERIOR.reduce((a, b) => (b[1][0] + b[1][1] + b[1][2] > a[1][0] + a[1][1] + a[1][2] ? b : a))[1]);
596
542
  material.onBeforeCompile = (shader) => {
597
- shader.uniforms.uCavitySpan = span;
598
- shader.uniforms.uCavityShade = shade;
543
+ shader.uniforms.uAperture = aperture;
599
544
  shader.vertexShader = shader.vertexShader
600
- .replace("#include <common>", "#include <common>\nvarying float vCavityAt;\nuniform vec2 uCavitySpan;")
601
- // `position`, not `transformed`: `morphs.cavity_targets` translates this
602
- // patch back and drops its lower edge as the jaw opens, and this shading
603
- // is painted *on* the surface — so it has to ride that, not be swept
604
- // across it. The raw attribute is the rest frame, before the morphs.
605
- .replace("#include <begin_vertex>", "#include <begin_vertex>\nvCavityAt = (position.y - uCavitySpan.x) / uCavitySpan.y;");
545
+ .replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;")
546
+ .replace("#include <morphtarget_vertex>", "#include <morphtarget_vertex>\nvMouthAt = transformed.xy;");
606
547
  shader.fragmentShader = shader.fragmentShader
607
- .replace("#include <common>", "#include <common>\nvarying float vCavityAt;\nuniform vec4 uCavityShade;")
608
- // No `emissivemap_fragment` half, unlike `jawShadow` and `socketed`:
609
- // those modulate surfaces that emit 75% of a photograph verbatim, and
610
- // this one has no emissive term at all. The diffuse is the whole output.
548
+ .replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;\nuniform vec4 uAperture;")
549
+ // Both terms: the teeth are three-quarters sampled light (`emissive`
550
+ // in the build's `flat_material`), so dimming the lit part alone does
551
+ // almost nothing.
611
552
  .replace("#include <map_fragment>", "#include <map_fragment>\n"
612
- + "float cavityK = exp(uCavityShade.y * (uCavityShade.x - vCavityAt));\n"
613
- + "diffuseColor.rgb *= clamp(cavityK, uCavityShade.z, uCavityShade.w);");
553
+ + "float mouthA = (uAperture.y - vMouthAt.y) / uAperture.w;\n"
554
+ + interiorProfile()
555
+ + `vec3 archLight = min(interior / ${glslColor(peak)}, vec3(1.0)) * ${OPENNESS};\n`
556
+ + "diffuseColor.rgb *= archLight;")
557
+ .replace("#include <emissivemap_fragment>", "#include <emissivemap_fragment>\ntotalEmissiveRadiance *= archLight;");
614
558
  };
615
- material.customProgramCacheKey = () => "tara-cavity-shade";
559
+ material.customProgramCacheKey = () => "lower-arch";
616
560
  return material;
617
561
  }
618
- /** `scripts/head_mesh.MOTION_DEPTH_ATTR`, as GLTFLoader names it: lowercased. */
619
- const MOTION_DEPTH = "_motion_depth";
620
562
  /**
621
- * The head's frame, taught to turn as if it sat deeper than it does.
622
- *
623
- * Rotated at their real depth, the ears, crown, side hair and outline move
624
- * nearly as far as the nose, and a nod reads as the whole head dropping
625
- * (docs/research-head-rotation.md § 1). A real head's frame sits near the axis
626
- * and barely moves, and that differential is what reads as rotation. Each
627
- * vertex of the skin, hair and ears carries a Δz toward the viewer
628
- * (`head_mesh.motion_depth`, ≤ 0 and zero across the features), and this moves
629
- * it on screen by the rotated Δz: the view-space xy of modelView · (0, 0, Δz).
630
- * Depth, draw order and lighting keep the real position. At rest that xy is
631
- * exactly zero through the orthographic camera, so the drawing is untouched.
563
+ * The upper arch, with the gaps between its teeth showing the mouth.
632
564
  *
633
- * The attribute decides, not the mesh name: the neck shares the skin material
634
- * and has no field, which is why each head shell gets a clone. The same clone
635
- * wears the expression maps, when the asset has them: the three shells are
636
- * exactly the ones textured from the face atlas the maps are registered to.
565
+ * `project_albedo.project_teeth` paints everything under the incisal edge
566
+ * that is not a tooth — the notches between the tips — in `notch`, a neutral
567
+ * near-black, because the tile cannot know what the mouth behind it will be.
568
+ * Rendered, that strip came out a hard grey saw along the bottom of the arch:
569
+ * neutral against a warm interior, and at the arch's light rather than the
570
+ * mouth's. A gap in a row of teeth is a window onto the cavity, so it takes
571
+ * the cavity's own light at that height in the opening, and only the gap does
572
+ * — `notch` is darker than any enamel the tile carries, shaded overhang
573
+ * included, so the test is the texel's own brightness, and a filtered texel
574
+ * on a tip's edge takes a share of each.
637
575
  */
576
+ function upperArch(base, aperture) {
577
+ const material = base.clone();
578
+ material.onBeforeCompile = (shader) => {
579
+ shader.uniforms.uAperture = aperture;
580
+ shader.vertexShader = shader.vertexShader
581
+ .replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;")
582
+ .replace("#include <morphtarget_vertex>", "#include <morphtarget_vertex>\nvMouthAt = transformed.xy;");
583
+ shader.fragmentShader = shader.fragmentShader
584
+ .replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;\nuniform vec4 uAperture;")
585
+ .replace("#include <map_fragment>", "#include <map_fragment>\n"
586
+ + "float archGap = 1.0 - smoothstep(0.01, 0.30, dot(diffuseColor.rgb, vec3(0.2126, 0.7152, 0.0722)));\n"
587
+ + "diffuseColor.rgb *= 1.0 - archGap;")
588
+ .replace("#include <emissivemap_fragment>", "#include <emissivemap_fragment>\n"
589
+ + "float mouthA = (uAperture.y - vMouthAt.y) / uAperture.w;\n"
590
+ + interiorProfile()
591
+ + `totalEmissiveRadiance = mix(totalEmissiveRadiance, interior * ${OPENNESS}, archGap);`);
592
+ };
593
+ material.customProgramCacheKey = () => "upper-arch";
594
+ return material;
595
+ }
596
+ /** `scripts/head_mesh.MOTION_DEPTH_ATTR`, as GLTFLoader names it: lowercased. */
597
+ const MOTION_DEPTH = "_motion_depth";
638
598
  /**
639
599
  * The vertex half of `motionDepth`, which the eye's socket shader needs too.
640
600
  *
@@ -650,9 +610,8 @@ function turnDeep(shader, undoGaze = false) {
650
610
  // (0, 0, Δz) into the screen plane and slides the hidden skirt out past the
651
611
  // temple on a look alone, head square on, where the skin it hides behind has
652
612
  // not moved at all. The frame's rotation is the one the skirt must follow, and
653
- // `uGaze` is exactly the extra rotation to take back out. A rotation's inverse
654
- // is its transpose, and a vector multiplied from the left is the transpose
655
- // multiply, so this needs no second uniform and no `transpose()`.
613
+ // `uGaze` is exactly the extra rotation to take back out — multiplying the
614
+ // vector from the left is its inverse, so this needs no second uniform.
656
615
  const depth = `vec3(0.0, 0.0, ${MOTION_DEPTH})`;
657
616
  shader.vertexShader = shader.vertexShader
658
617
  .replace("#include <common>", `#include <common>\nattribute float ${MOTION_DEPTH};`)
@@ -660,10 +619,39 @@ function turnDeep(shader, undoGaze = false) {
660
619
  + `mvPosition.xy += (modelViewMatrix * vec4(${undoGaze ? `${depth} * uGaze` : depth}, 0.0)).xy;\n`
661
620
  + "gl_Position = projectionMatrix * mvPosition;");
662
621
  }
663
- function motionDepth(base, expression) {
622
+ /**
623
+ * The head's frame, taught to turn as if it sat deeper than it does.
624
+ *
625
+ * Rotated at their real depth, the ears, crown, side hair and outline move
626
+ * nearly as far as the nose, and a nod reads as the whole head dropping
627
+ * (docs/research-head-rotation.md § 1). A real head's frame sits near the axis
628
+ * and barely moves, and that differential is what reads as rotation. Each
629
+ * vertex of the skin, hair and ears carries a Δz toward the viewer
630
+ * (`head_mesh.motion_depth`, ≤ 0 and zero across the features), and this moves
631
+ * it on screen by the rotated Δz: the view-space xy of modelView · (0, 0, Δz).
632
+ * Depth, draw order and lighting keep the real position. At rest that xy is
633
+ * exactly zero through the orthographic camera, so the drawing is untouched.
634
+ *
635
+ * The attribute decides, not the mesh name: the neck shares the skin material
636
+ * and has no field, which is why each head shell gets a clone. The same clone
637
+ * wears the expression maps, when the asset has them: the shells textured from
638
+ * the face atlas are exactly the ones those maps are registered to.
639
+ */
640
+ function motionDepth(base, expression, shut) {
664
641
  const material = base.clone();
665
642
  material.onBeforeCompile = (shader) => {
666
643
  turnDeep(shader);
644
+ if (shut) {
645
+ Object.assign(shader.uniforms, shut.uniforms);
646
+ shader.vertexShader = shader.vertexShader
647
+ .replace("#include <common>", `#include <common>\n${SHUT_VERTEX_HEAD}`)
648
+ .replace("#include <uv_vertex>", `#include <uv_vertex>\n${SHUT_VERTEX}`);
649
+ shader.fragmentShader = shader.fragmentShader
650
+ .replace("#include <common>", `#include <common>\n${SHUT_UNIFORMS}`)
651
+ .replace("#include <map_fragment>", `#include <map_fragment>\n${SHUT_FRAGMENT}`)
652
+ .replace("#include <emissivemap_fragment>", "#include <emissivemap_fragment>\n"
653
+ + "totalEmissiveRadiance = mix(totalEmissiveRadiance, emissive * shutColour, shutWeight);");
654
+ }
667
655
  if (!expression)
668
656
  return;
669
657
  const n = expression.names.length;
@@ -673,38 +661,27 @@ function motionDepth(base, expression) {
673
661
  .replace("#include <map_fragment>", `#include <map_fragment>\n${EXPRESSION_FRAGMENT(n)}`)
674
662
  .replace("#include <emissivemap_fragment>", "#include <emissivemap_fragment>\ntotalEmissiveRadiance *= expression;");
675
663
  };
676
- material.customProgramCacheKey = () => (expression ? `tara-motion-depth-expression-${expression.names.length}` : "tara-motion-depth");
664
+ material.customProgramCacheKey = () => ["tara-motion-depth", expression && `expression-${expression.names.length}`, shut && "shut"]
665
+ .filter(Boolean).join("-");
677
666
  return material;
678
667
  }
679
668
  /**
680
669
  * Expression maps: the light a smile or a raised brow changes, which the
681
670
  * geometry cannot.
682
671
  *
683
- * A pixel of this face is 75% photograph, emitted, and 25% lit (the lamps,
684
- * below), so the most a morph can change by moving skin is a quarter of its
685
- * shading — and the shading it moves is the neutral photograph's, which has no
686
- * nasolabial fold to deepen and no forehead line to show. A cheek morph
687
- * measured 0.00% of the tile changed. So an asset can carry, per expression, a
688
- * grey ratio taken from a photograph of the same face making it
689
- * (`scripts/expression_maps.py`): the fold's shadow, the cheek's lift into the
690
- * light, the lines of a raised brow, the two creases of a knit one. Here each
691
- * is raised to the power of its weight and multiplies the albedo's diffuse and
692
- * emitted halves alike, as the jaw's shadow does — so at weight 0 it is exactly
693
- * 1 and the face is the photograph, and at 1 it is the expression's light.
694
- *
695
- * Read at the texel's *rest* position, which is where the build registered it:
696
- * the morph that lifts the cheek carries the lifted cheek's light up with its
697
- * texture, so light and shape arrive together without the shader knowing
698
- * where anything went.
672
+ * A pixel of this face is 75% photograph, emitted, so the most a morph can
673
+ * change by moving skin is a quarter of its shading — and that shading is the
674
+ * neutral photograph's, which has no nasolabial fold to deepen and no forehead
675
+ * line to show. A cheek morph measured 0.00% of the tile changed. So an asset
676
+ * can carry, per expression, a grey ratio taken from a photograph of the same
677
+ * face making it (`scripts/expression_maps.py`), read at the texel's *rest*
678
+ * position: the morph that lifts the cheek carries the lifted cheek's light up
679
+ * with its texture, so light and shape arrive together.
699
680
  *
700
681
  * Per side, because the channels are. The weights cross over at the midline
701
682
  * rather than switching there, so a one-sided smile does not cut its fold's
702
- * light off in a line down the philtrum.
703
- *
704
- * The maps are the one thing in the asset nothing draws: they ride on a
705
- * carrier mesh (`build_tara.py`, "Expression") that exists to get the texture
706
- * into the GLB, and is taken out of the scene on load. An asset without one is
707
- * a face whose light never changes, which is every asset built before these.
683
+ * light off in a line down the philtrum. An asset with no maps is a face whose
684
+ * light never changes, which is a correct face.
708
685
  */
709
686
  const EXPRESSION_SPLIT = 0.03;
710
687
  /**
@@ -719,8 +696,6 @@ const EXPRESSION_SPLIT = 0.03;
719
696
  * A map named here that the asset lacks is simply not read, and a map the
720
697
  * asset has that is not named here stays at weight 0: an asset newer than its
721
698
  * rig loses the light the rig cannot place, not the face.
722
- * TARA-SPECIFIC: judged on tushar's maps at the 400 × 300 tile, the only ones
723
- * that exist.
724
699
  */
725
700
  const EXPRESSION_WEIGHT = {
726
701
  smile: (at) => at("mouthCorner") / 0.8,
@@ -780,29 +755,100 @@ function expressive(carrier) {
780
755
  },
781
756
  };
782
757
  }
758
+ /** `scripts/build_character.LID_SHUT_ATTR`'s fields, as GLTFLoader names
759
+ * them: the displacement's u and v, and the weight. */
760
+ const LID_SHUT_ATTRS = ["_lid_shut_u", "_lid_shut_v", "_lid_shut_w"];
761
+ /**
762
+ * The shut lids: a closing lid shows the photograph of the eyes closed.
763
+ *
764
+ * A 2.5-D shell has no hidden skin, so the lid that closes is the open eye's
765
+ * lid, stretched: the lash band and the fold drawn down over the eyeball in
766
+ * pale streaks, and a white edge where the stretched margin met the sclera. A
767
+ * reviewer watching a real call called it the eye tearing mid-blink, and at
768
+ * any distance it read as an eye that did not shut at all.
769
+ *
770
+ * So the build carries the neutral edited to close the eyes
771
+ * (`scripts/shut_lids.py`), and each lid vertex says where its texel lands
772
+ * when the lid is shut. A lid fragment reads that photograph *there*: shut,
773
+ * every pixel the lid covers is the closed photograph's own; half-shut, the
774
+ * margin already wears the closed lash line and the band above it closed lid
775
+ * skin, because that is what those texels become. The blend follows the lid's
776
+ * own influence, so a lid held part-way on purpose — a downward glance, a
777
+ * degraded link — changes a little of its content, and a blink all of it.
778
+ *
779
+ * How much each vertex may show is the build's to say (`_lid_shut_w`,
780
+ * `morphs.lid_shut_weight`): all of the upper lid, fading out above the crease
781
+ * with the lid's own pull, so the rest of the face is the photograph to the
782
+ * byte at any lid value, and not at rest at all.
783
+ */
784
+ // The lid's influence over which the closed photograph arrives. Not from 0, so
785
+ // the lid a glance lowers keeps nearly all of its own texture; full before the
786
+ // lid is, so the frames a blink is seen on are the closed photograph's.
787
+ const SHUT_FROM = 0.1;
788
+ const SHUT_FULL = 0.55;
789
+ // ...and over which the lower lid's lash fringe does (`_lid_shut_w` below 0).
790
+ // The lower lid hardly moves, so its fringe can only arrive with the upper
791
+ // margin: any earlier and a half-open eye wears it as a heavy lower liner.
792
+ const SHUT_FRINGE_FROM = 0.7;
793
+ const SHUT_FRINGE_FULL = 0.95;
794
+ const SHUT_VERTEX_HEAD = [
795
+ ...LID_SHUT_ATTRS.map((name) => `attribute float ${name};`),
796
+ "uniform vec2 uShutScale;", "varying vec2 vLidShut;", "varying float vLidShare;",
797
+ ].join("\n");
798
+ const SHUT_VERTEX = [
799
+ `vLidShut = vec2(${LID_SHUT_ATTRS[0]}, ${LID_SHUT_ATTRS[1]}) * uShutScale;`,
800
+ `vLidShare = ${LID_SHUT_ATTRS[2]};`,
801
+ ].join("\n");
802
+ const SHUT_UNIFORMS = [
803
+ "uniform sampler2D uShut;", "uniform vec4 uShutTile;", "uniform vec2 uShutU;",
804
+ "uniform vec2 uShutLid;", "uniform vec2 uShutFringe;", "varying vec2 vLidShut;", "varying float vLidShare;",
805
+ ].join("\n");
806
+ const SHUT_FRAGMENT = [
807
+ "vec2 shutAt = clamp(uShutTile.xz + uShutTile.yw * (vMapUv + vLidShut), 0.0, 1.0);",
808
+ "vec3 shutColour = texture2D(uShut, shutAt).rgb;",
809
+ `float shutSide = smoothstep(-${EXPRESSION_SPLIT}, ${EXPRESSION_SPLIT}, uShutU.x + uShutU.y * vMapUv.x);`,
810
+ "float shutWeight = max(vLidShare, 0.0) * mix(uShutLid.x, uShutLid.y, shutSide)",
811
+ " + max(-vLidShare, 0.0) * mix(uShutFringe.x, uShutFringe.y, shutSide);",
812
+ "diffuseColor.rgb = mix(diffuseColor.rgb, diffuse * shutColour, shutWeight);",
813
+ ].join("\n");
814
+ /** The closed photograph from its carrier's node, or `null` for an asset
815
+ * without one, whose lids shut on their own texels as they always have. */
816
+ function shutLids(carrier) {
817
+ const { shut_tile: tile, shut_u: u, shut_scale: scale } = carrier.userData;
818
+ const map = carrier.material.map;
819
+ if (!map || !Array.isArray(tile) || !Array.isArray(u) || !Array.isArray(scale))
820
+ return null;
821
+ const lid = new THREE.Vector2();
822
+ const fringe = new THREE.Vector2();
823
+ return {
824
+ map, lid, fringe,
825
+ uniforms: {
826
+ uShut: { value: map },
827
+ uShutTile: { value: new THREE.Vector4(tile[0], tile[1], tile[2], tile[3]) },
828
+ uShutU: { value: new THREE.Vector2(u[0], u[1]) },
829
+ uShutScale: { value: new THREE.Vector2(scale[0], scale[1]) },
830
+ uShutLid: { value: lid },
831
+ uShutFringe: { value: fringe },
832
+ },
833
+ };
834
+ }
783
835
  /**
784
836
  * The neck, taught to wear the jaw's shadow where the jaw is.
785
837
  *
786
838
  * The photograph paints the shadow the chin casts on the throat, and a painted
787
839
  * shadow stays where it was painted: under a 9° turn the jaw crossed the top of
788
- * the neck by 8 px and its shadow did not move, which read as the neck sliding
789
- * out from under the head. So the
790
- * build lifts it out of the albedo into a ratio tile
791
- * (`project_albedo.lift_jaw_shadow`), and this puts it back from the head's
792
- * frame: each neck fragment finds the point of the *turned* head in front of it
793
- * — the view ray met with the plane the jaw's rim turns in — and reads the
794
- * ratio at that point's rest position. At rest that point is the fragment's
795
- * own, so the drawing is the photograph; under a turn the shadow's edge rides
796
- * the rim, whatever the neck's own follow is doing.
840
+ * the neck by 8 px and its shadow did not, which read as the neck sliding out
841
+ * from under the head. So the build lifts it into a ratio tile
842
+ * (`project_albedo.lift_jaw_shadow`) and each neck fragment reads it at the
843
+ * *turned* head's rim, offset by how far the jaw has dropped — a rigid
844
+ * transform does not carry a morph, which was the other half of the same
845
+ * defect: an open mouth left the shadow banded across the throat at the closed
846
+ * rim with nothing casting it.
797
847
  *
798
- * The tile lives in the albedo atlas (`face_texture.JAW_SHADOW_AT`), the way
799
- * the eye's socket multiplier lives beside its globe, so it is one more read of
800
- * a texture already bound and no draw call. Its edges are white — no shadow —
801
- * and the lookup is clamped to it, so a ray that lands past the tile (the
802
- * throat's far side under a hard turn) reads "no shadow" rather than the hair
803
- * or the iris the atlas keeps beside it.
848
+ * The tile's edges are white and the lookup clamped to it, so a ray landing
849
+ * past it reads "no shadow" rather than the hair or the iris beside it.
804
850
  */
805
- function jawShadow(base, uv, extent, rimZ, headInverse) {
851
+ function jawShadow(base, uv, extent, rimZ, headInverse, jawDrop) {
806
852
  const material = base.clone();
807
853
  const tile = { value: new THREE.Vector4(uv[0], uv[1], uv[2], uv[3]) };
808
854
  const bounds = { value: new THREE.Vector4(extent[0], extent[1], extent[2], extent[3]) };
@@ -812,16 +858,19 @@ function jawShadow(base, uv, extent, rimZ, headInverse) {
812
858
  shader.uniforms.uJawTile = tile;
813
859
  shader.uniforms.uJawBounds = bounds;
814
860
  shader.uniforms.uJawRim = rim;
861
+ shader.uniforms.uJawDrop = jawDrop;
815
862
  shader.vertexShader = shader.vertexShader
816
863
  .replace("#include <common>", "#include <common>\nvarying vec3 vJawView;")
817
864
  .replace("#include <project_vertex>", "#include <project_vertex>\nvJawView = mvPosition.xyz;");
818
865
  shader.fragmentShader = shader.fragmentShader
819
866
  .replace("#include <common>", "#include <common>\nvarying vec3 vJawView;\nuniform mat4 uHeadInverse;\n"
820
- + "uniform vec4 uJawTile;\nuniform vec4 uJawBounds;\nuniform float uJawRim;")
867
+ + "uniform vec4 uJawTile;\nuniform vec4 uJawBounds;\nuniform float uJawRim;\n"
868
+ + "uniform float uJawDrop;")
821
869
  .replace("#include <map_fragment>", "#include <map_fragment>\n"
822
870
  + "vec3 jawFrom = (uHeadInverse * vec4(vJawView, 1.0)).xyz;\n"
823
871
  + "vec3 jawRay = (uHeadInverse * vec4(0.0, 0.0, 1.0, 0.0)).xyz;\n"
824
872
  + "vec2 jawAt = jawFrom.xy + jawRay.xy * ((uJawRim - jawFrom.z) / jawRay.z);\n"
873
+ + "jawAt.y += uJawDrop;\n"
825
874
  + "jawAt = clamp(jawAt, uJawBounds.xz, uJawBounds.yw);\n"
826
875
  + "vec3 jawShadow = texture2D(map, uJawTile.xz + uJawTile.yw * jawAt).rgb;\n"
827
876
  + "diffuseColor.rgb *= jawShadow;")
@@ -830,7 +879,7 @@ function jawShadow(base, uv, extent, rimZ, headInverse) {
830
879
  material.customProgramCacheKey = () => "tara-jaw-shadow";
831
880
  return material;
832
881
  }
833
- /** Lamps, standing in for the four area lights `build_tara.setup_scene` uses.
882
+ /** Lamps, standing in for the four area lights `build_character.setup_scene` uses.
834
883
  *
835
884
  * The albedo is a photograph and already holds this face's light, so 75% of it
836
885
  * is emitted verbatim (`emissiveFactor` in the GLB) and only the remaining 25%
@@ -844,15 +893,6 @@ const AMBIENT = 0.62 * Math.PI;
844
893
  const KEY = 0.26 * Math.PI;
845
894
  const WRAP = 0.10 * Math.PI;
846
895
  /** Frames drawn per second, capped rather than left at the display's rate.
847
- *
848
- * `setAnimationLoop` is `requestAnimationFrame`, so uncapped this face is drawn
849
- * as fast as the viewer's hardware refreshes — 60 on most panels, 120 on a
850
- * ProMotion Mac or a current flagship phone. That is the wrong way round: the
851
- * device most likely to care about the battery is the one that would draw the
852
- * most, and it buys nothing, because idle motion here is deliberately held
853
- * under ~1.5 Hz (CLAUDE.md) and the head's travel is a few degrees, slowly, in
854
- * a 400 × 300 tile. 30 samples that twenty times a cycle. Character animation
855
- * ships lipsync at 24 for a living.
856
896
  *
857
897
  * Measured on an M1 over four paired reps against `peep`, which is the SVG
858
898
  * avatar that already ships: uncapped at 60 the 3-D face cost 13.8 points of
@@ -872,21 +912,34 @@ const radians = (deg) => (deg * Math.PI) / 180;
872
912
  * Three.js throws out of the constructor rather than returning anything, and it
873
913
  * has already written its own line to the console by then; that line is kept
874
914
  * because it names the underlying reason, which this one does not. */
875
- function webglRenderer() {
915
+ function webglRenderer(readback = false) {
876
916
  try {
877
- return new THREE.WebGLRenderer({ antialias: true, alpha: true });
917
+ return new THREE.WebGLRenderer({ antialias: true, alpha: true, preserveDrawingBuffer: readback });
878
918
  }
879
919
  catch {
880
920
  return null;
881
921
  }
882
922
  }
923
+ /**
924
+ * The lower lid follows the eye down. Its retractor is tied to the inferior
925
+ * rectus, so a look down pulls the lower margin down with it by a millimetre
926
+ * or two — the upper lid's half of this is the mixer's `lidBias`, and a face
927
+ * whose upper lid follows while the lower one stays reads as a drowsy droop
928
+ * rather than a glance. Driven through the squint target run backwards,
929
+ * which is the lower lid and nothing else: at the notes gaze (`pupilY` 0.72)
930
+ * the margin drops ~0.006, about 1.7 px at the 400 px tile.
931
+ */
932
+ const LOWER_LID_FOLLOW = 0.35;
883
933
  /**
884
934
  * Where a lid channel's influence reaches a shut eye. Not at 1, because the
885
- * mixer never asks for 1: a blink is a 0.11–0.15 s triangle, the lid channel's
886
- * 18 ms smoothing rounds its peak off, and this rig draws at 30 fps, so the
887
- * frame a viewer actually sees peaks at influence 0.74 on the median blink and
888
- * 0.66 at the fifth percentile. A lid morph that shut only at 1 left every
889
- * blink a quarter open — the lid came down and the iris was still there.
935
+ * mixer never asks for 1: a blink is a triangle (`idle.BLINK_DUR`), the lid
936
+ * channel's 18 ms smoothing rounds its peak off, and this rig draws at 30 fps.
937
+ * `LID_SHUT` was set when blinks ran 0.11–0.15 s, at the fifth percentile of
938
+ * the peak a viewer actually saw (median 0.74). At the present 0.19–0.23 s
939
+ * that peak is 0.85 median and 0.81 at the fifth percentile — simulated over
940
+ * the same smoothing and frame phase — so every blink still lands shut, with
941
+ * margin. A lid morph that shut only at 1 left every blink a quarter open — the
942
+ * lid came down and the iris was still there.
890
943
  *
891
944
  * So above `LID_KNEE` the influence is eased up to meet 1 at `LID_SHUT`, and
892
945
  * held there: past that point the lid has landed on the lower one. Below the
@@ -897,40 +950,28 @@ function webglRenderer() {
897
950
  *
898
951
  * `scripts/morphs.py:influence` parses both numbers out of this file.
899
952
  */
900
- /**
901
- * The lower lid follows the eye down. Its retractor is tied to the inferior
902
- * rectus, so a look down pulls the lower margin down with it by a millimetre
903
- * or two — the upper lid's half of this is the mixer's `lidBias`, and a face
904
- * whose upper lid follows while the lower one stays reads as a drowsy droop
905
- * rather than a glance. Driven through the squint target run backwards,
906
- * which is the lower lid and nothing else: at the notes gaze (`pupilY` 0.72)
907
- * the margin drops ~0.006, about 1.7 px at the 400 px tile.
908
- */
909
- const LOWER_LID_FOLLOW = 0.35;
910
953
  const LID_KNEE = 0.35;
911
954
  const LID_SHUT = 0.66;
912
955
  /**
913
956
  * A squint's influence rises faster than its channel. The mixer's values are
914
957
  * set where a line face's lower lid reads — a smile's squint is 0.30 — and a
915
958
  * photographic lower lid rising 0.30 of its travel is a pixel or two, so the
916
- * squint that makes a smile real was not there. A power curve lifts the small
917
- * values into sight. The lower-lid follow, which runs this target backwards,
918
- * is added after it and stays linear.
959
+ * squint that makes a smile real was not there. The lower-lid follow, which
960
+ * runs this target backwards, is added after the curve and stays linear.
919
961
  *
920
- * TARA-SPECIFIC. The curve needs a ceiling as well as a lift, because the
921
- * squint stacks and the mouth does not. A *silent* smile takes squint from
922
- * three layers at once — an approval clip, the encouraging emotion and
923
- * prosody's warmth — which reach 0.51 together, while the smile map saturates
924
- * at a mouth corner of 0.8 and no layer drives the jaw, so the last third of a
925
- * smile arrives as narrowing eyes over lips that cannot part any further. On a
926
- * line face that reads as warmth. On a photograph it reads as sedation: a
927
- * reviewer watching a recorded call read those two moments as the avatar
928
- * falling asleep or heavily medicated, and named the eyes, not the mouth. The
929
- * ceiling is where the face stops reading drugged, judged at crop. The knee is
930
- * low enough that an ordinary one-layer smile is untouched (0.22 renders
931
- * 0.402, against 0.403 with no ceiling at all), and the approach is
932
- * exponential rather than a clamp so the slope is continuous where the two
933
- * meet and the lower lid never visibly sticks.
962
+ * The curve needs a ceiling as well as a lift, because the squint stacks and
963
+ * the mouth does not. A *silent* smile takes squint from three layers at once —
964
+ * an approval clip, the encouraging emotion and prosody's warmth — which reach
965
+ * 0.51 together, while the smile map saturates at a mouth corner of 0.8 and no
966
+ * layer drives the jaw, so the last third of a smile arrives as narrowing eyes
967
+ * over lips that cannot part any further. On a line face that reads as warmth.
968
+ * On a photograph it reads as sedation: a reviewer watching a recorded call
969
+ * read those two moments as the avatar falling asleep or heavily medicated, and
970
+ * named the eyes, not the mouth. The ceiling is where the face stops reading
971
+ * drugged, judged at crop. The knee is low enough that an ordinary one-layer
972
+ * smile is untouched (0.22 renders 0.402 against 0.403 with no ceiling), and
973
+ * the approach is exponential rather than a clamp so the slope is continuous
974
+ * where the two meet and the lower lid never visibly sticks.
934
975
  */
935
976
  const SQUINT_CURVE = 0.6;
936
977
  const SQUINT_KNEE = 0.2;
@@ -953,17 +994,6 @@ const lidClosure = (i) => {
953
994
  const t = (i - LID_KNEE) / (LID_SHUT - LID_KNEE);
954
995
  return i + (1 - LID_SHUT) * t * t;
955
996
  };
956
- /**
957
- * A channel's morph influence. One line — and the lid and squint curves above — and the
958
- * same one `scripts/morphs.py:influence` uses, so a Blender preview and the
959
- * browser pose the face identically.
960
- *
961
- * It is allowed to go negative, which is what lets one target serve a
962
- * bidirectional channel: `mouthCornerL` at −1.4 is the smile target run
963
- * backwards into a frown, and `lidL` below its 0.12 rest opens the eye wider
964
- * than neutral. A rig that clamped this at 0 would silently delete the negative
965
- * half of six channels.
966
- */
967
997
  /**
968
998
  * The neck's follow targets, and the one place a morph is not driven by
969
999
  * `influence`.
@@ -977,8 +1007,8 @@ const lidClosure = (i) => {
977
1007
  *
978
1008
  * So under pitch and roll the throat tracks the skull exactly at any angle,
979
1009
  * and — the part worth having — the asset stops depending on the envelope.
980
- * These fields carry no angle, so `HEAD_DEG` below is a runtime number that can
981
- * move without leaving `tara.glb` stale. Yaw's pair is a partial twist rather
1010
+ * These fields carry no angle, so `HEAD_DEG` above is a runtime number that can
1011
+ * move without leaving a built GLB stale. Yaw's pair is a partial twist rather
982
1012
  * than the skull's own rotation, and the build weights its two fields so these
983
1013
  * same two influences drive it (`morphs.neck_twist`).
984
1014
  */
@@ -997,40 +1027,24 @@ const neckInfluence = (channel, pose) => {
997
1027
  };
998
1028
  /**
999
1029
  * The hair's roll, which is the one thing in this rig that is not a function of
1000
- * the pose alone.
1030
+ * the pose alone. `hold` is the share of the head's roll the hanging hair
1031
+ * declines to take, and `hz`/`damping` are how it gets there.
1001
1032
  *
1002
- * A hank that hangs past the jaw is lying on a shoulder, and a shoulder does not
1003
- * tilt when the head does. Rolled rigidly with the skull it lifts off the collar
1004
- * and the page shows through behind it, so the shell gives up `hold` of the
1005
- * roll at its lowest rows and none at the crown, graded by `morphs.hair_hold`.
1006
- * That is the static half and it is what fixes the gap.
1033
+ * A hank that hangs past the jaw is lying on a shoulder, and a shoulder does
1034
+ * not tilt when the head does: rolled rigidly with the skull it lifts off the
1035
+ * collar and the page shows through behind it, so the shell gives up `hold` of
1036
+ * the roll at its lowest rows and none at the crown (`morphs.hair_hold`).
1007
1037
  *
1008
1038
  * The other half is why roll read as a hinge at all. A rigid rotation about a
1009
- * fixed point is a hinge — there is nothing else in it — and what a real head
1010
- * tilt has that this lacked is hair that arrives late and settles. Live2D gives
1011
- * every hank a spring for exactly this (`docs/research-head-rotation.md` § 3.1:
1012
- * mobility ~0.95, delay 0.8-0.9, one clear overshoot), so this is a spring on
1013
- * the hair's own angle chasing the share of the roll it agrees to take.
1014
- *
1015
- * It is on the hair and not on the head's channels on purpose. The mixer's
1016
- * per-channel time constants are shared with the SVG faces and every clip in the
1017
- * library is authored pre-compensated for them, so a spring on `headRoll` would
1018
- * silently re-time every nod ever authored. Secondary motion on a shell that
1019
- * only this renderer has costs nothing outside it.
1020
- *
1021
- * 1.5 Hz is the band the library already keeps gesture under, and a hank of hair
1022
- * on a real head swings near it (a 7 cm pendulum is 1.9 Hz); the damping is a
1023
- * single visible overshoot, settling inside 0.8 s. Faster reads as a flick and
1039
+ * fixed point *is* a hinge, and what a real tilt has that this lacked is hair
1040
+ * that arrives late and settles (`docs/research-head-rotation.md` § 3.1:
1041
+ * mobility ~0.95, delay 0.8-0.9, one clear overshoot). At 0.65 that is a single
1042
+ * visible overshoot, inside 5% of the hold in 450 ms — faster reads as a flick,
1024
1043
  * slower as wet hair.
1025
- */
1026
- /**
1027
- * `hold` is the share of the head's roll the hanging hair declines to take, and
1028
- * `hz`/`damping` are how it gets there. 1.5 Hz is the ceiling the repo's idle
1029
- * constraint sets on *driven* oscillation; a settle is a one-shot and could
1030
- * defensibly go faster, but there is no reason to spend the exemption: what
1031
- * unhinges the roll is the hair arriving late, not the ring. At 0.65 it trails
1032
- * by 93% of its travel a frame in, overshoots 5% and is inside 5% of the hold in
1033
- * 450 ms — well within a phrase's hold.
1044
+ *
1045
+ * It is on the hair and not on `headRoll` on purpose: every clip in the library
1046
+ * is authored pre-compensated for the mixer's per-channel time constants, so a
1047
+ * spring on the channel would silently re-time every nod ever authored.
1034
1048
  */
1035
1049
  export const HAIR_ROLL = { hold: 0.85, hz: 1.5, damping: 0.65 };
1036
1050
  /**
@@ -1039,9 +1053,8 @@ export const HAIR_ROLL = { hold: 0.85, hz: 1.5, damping: 0.65 };
1039
1053
  * stiffness and 30 fps; this does not, which is the only reason the order of
1040
1054
  * those two lines is worth a sentence.
1041
1055
  *
1042
- * Exported for `test/nods.test.ts`, because settle time and overshoot are
1043
- * numbers and not something a still frame can show. It is not part of the
1044
- * package's surface — `packages/avatar/client/tara.ts` is.
1056
+ * Exported for `test/nods.test.ts`: settle time and overshoot are numbers, not
1057
+ * something a still frame can show.
1045
1058
  */
1046
1059
  export const hairRollStep = (angle, rate, target, dt) => {
1047
1060
  const w = 2 * Math.PI * HAIR_ROLL.hz;
@@ -1057,6 +1070,16 @@ const hairInfluence = (channel, extra) => {
1057
1070
  return 1 - Math.cos(extra);
1058
1071
  return null;
1059
1072
  };
1073
+ /**
1074
+ * A channel's morph influence — the same law `scripts/morphs.py:influence`
1075
+ * uses, so a Blender preview and the browser pose the face identically.
1076
+ *
1077
+ * It is allowed to go negative, which is what lets one target serve a
1078
+ * bidirectional channel: `mouthCornerL` at −1.4 is the smile target run
1079
+ * backwards into a frown, and `lidL` below its rest opens the eye wider than
1080
+ * neutral. A rig that clamped this at 0 would silently delete the negative half
1081
+ * of every channel that has one.
1082
+ */
1060
1083
  const influence = (channel, value) => {
1061
1084
  const rest = REST[channel] ?? 0;
1062
1085
  const i = (value - rest) / (1 - rest);
@@ -1077,26 +1100,21 @@ const expressionWeights = (pose, side, expression, into) => {
1077
1100
  into[i] = Math.min(Math.max(weight, 0), 1);
1078
1101
  });
1079
1102
  };
1080
- // `options` is `unknown` in the contract, and stays `unknown` here: the mixer
1081
- // passes `rigOptions` through verbatim and has no way to know any rig's shape.
1082
- export function createTaraRig(mount, options) {
1083
- const { onReady, url, expression: readExpression = true } = (options ?? {});
1103
+ export function createCharacterRig(mount, options) {
1104
+ const { onReady, url, expression: readExpression = true, readback = false } = (options ?? {});
1084
1105
  // A missing `url` is a caller's defect, not a browser condition — the WebGL
1085
1106
  // path below degrades because a driver is nobody's fault, whereas this would
1086
1107
  // otherwise be a 404 on a path spelled `undefined`.
1087
1108
  if (!url)
1088
- throw new TypeError("createTaraRig: `url` is required");
1109
+ throw new TypeError("createCharacterRig: `url` is required");
1089
1110
  const scene = new THREE.Scene();
1090
1111
  const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0.1, 100);
1091
1112
  camera.position.set(0, FRAME_CENTRE, 6);
1092
1113
  camera.lookAt(0, FRAME_CENTRE, 0);
1093
- const renderer = webglRenderer();
1094
- // No context, no face — and that has to be the whole of it. `createAvatar` is
1095
- // synchronous and returns `{ destroy }`, so a consumer has nothing to catch:
1096
- // anything thrown here lands in *their* window and takes the call page with
1097
- // it, over a browser condition that is nobody's defect. WebGL is unavailable
1098
- // more often than it looks — a driver on a blocklist, a hardened profile, a
1099
- // remote desktop — and the right outcome is a call that still has audio,
1114
+ const renderer = webglRenderer(readback);
1115
+ // `createAvatar` is synchronous, so anything thrown here lands in the
1116
+ // consumer's window and takes the call page with it over a browser condition
1117
+ // that is nobody's defect. The right outcome is a call that still has audio,
1100
1118
  // captions and states, with an empty tile where the head would be.
1101
1119
  //
1102
1120
  // `warn` rather than `error` on purpose: `[avatar]` console errors mean a
@@ -1131,20 +1149,18 @@ export function createTaraRig(mount, options) {
1131
1149
  // `trunk` sways everything, and `lift` carries the neck and head on the
1132
1150
  // breath the torso takes inside `trunk` — and on the lean's rigid share,
1133
1151
  // which reaches the head the same way for the same reason.
1134
- //
1135
- // There were three. The outermost was `figure`, and it existed only to scale
1136
- // the whole character for `torsoLean`; with the camera a sibling rather than
1137
- // a child, that was a zoom and not a lean. The trunk deforms on the shell now
1138
- // (`morphs.torso_targets`), so the group has no work left and is gone rather
1139
- // than left behind as an identity transform for someone to wonder about.
1140
1152
  const trunk = new THREE.Group();
1141
1153
  const lift = new THREE.Group();
1142
1154
  const head = new THREE.Group();
1143
- head.position.copy(PIVOT);
1155
+ // The asset's own, once it has loaded; these hold the shape of the hierarchy
1156
+ // until then, and nothing draws before that.
1157
+ let pivot = PIVOT.clone();
1158
+ let rollPivot = ROLL_PIVOT.clone();
1159
+ head.position.copy(pivot);
1144
1160
  // Yaw and pitch turn `head`; roll turns `tilt`, which rides inside them at
1145
- // the chin (ROLL_PIVOT), so the parts hang from `tilt`.
1161
+ // the chin (`rollPivot`), so the parts hang from `tilt`.
1146
1162
  const tilt = new THREE.Group();
1147
- tilt.position.subVectors(ROLL_PIVOT, PIVOT);
1163
+ tilt.position.subVectors(rollPivot, pivot);
1148
1164
  scene.add(trunk);
1149
1165
  trunk.add(lift);
1150
1166
  lift.add(head);
@@ -1161,33 +1177,48 @@ export function createTaraRig(mount, options) {
1161
1177
  const eyes = [];
1162
1178
  // Both globes turn together, so one rotation serves both sockets.
1163
1179
  const gaze = { value: new THREE.Matrix3() };
1180
+ const lidShade = { L: { value: 1 }, R: { value: 1 } };
1164
1181
  const turn = new THREE.Matrix4();
1165
1182
  let expression = null;
1183
+ let shut = null;
1166
1184
  // The `Hair` shell, on a character whose hair hangs low enough to have the
1167
- // roll pair; null on one whose hair stops beside the temple (`HAIR_ROLL`).
1168
- let hairMesh = null;
1185
+ // roll pair, and the `HairLayer` over the body, on one whose hair is a layer
1186
+ // of its own; empty where the hair stops beside the temple (`HAIR_ROLL`).
1187
+ const hairMeshes = [];
1169
1188
  // The head's roll in the asset's own frame — what both the neck's follow and
1170
1189
  // the hair's are authored about — and the hair's own, which chases it.
1171
1190
  let headRollRad = 0;
1172
1191
  let hairRollRad = 0;
1173
1192
  let hairRate = 0;
1174
1193
  let hairSeeded = false;
1194
+ // How far the jaw's rim travels at jaw = 1 on this asset, and the uniform the
1195
+ // neck's shadow reads it through at the pose's influence (`jawShadow`).
1196
+ let jawRimTravel = 0;
1197
+ const jawDrop = { value: 0 };
1198
+ // The lip opening at rest and each channel's move of it, off the shell
1199
+ // (`build_character.lip_aperture`), as [top, bottom, left, right]; and what
1200
+ // `mouthInterior` reads it through, as (centre, top, half-width, height).
1201
+ let aperture = null;
1202
+ const mouthOpening = { value: new THREE.Vector4(0, 0, 1, 1) };
1203
+ const tongueLift = { value: 0 };
1175
1204
  /** The share of the head's roll the hair settles at. */
1176
1205
  const hairTarget = () => headRollRad * (1 - HAIR_ROLL.hold);
1177
1206
  const writeHair = () => {
1178
- const dictionary = hairMesh?.morphTargetDictionary;
1179
- const influences = hairMesh?.morphTargetInfluences;
1180
- if (!dictionary || !influences)
1181
- return;
1182
1207
  const extra = hairRollRad - headRollRad;
1183
- for (const [channel, index] of Object.entries(dictionary)) {
1184
- const term = hairInfluence(channel, extra);
1185
- if (term !== null)
1186
- influences[index] = term;
1208
+ for (const mesh of hairMeshes) {
1209
+ const dictionary = mesh.morphTargetDictionary;
1210
+ const influences = mesh.morphTargetInfluences;
1211
+ if (!dictionary || !influences)
1212
+ continue;
1213
+ for (const [channel, index] of Object.entries(dictionary)) {
1214
+ const term = hairInfluence(channel, extra);
1215
+ if (term !== null)
1216
+ influences[index] = term;
1217
+ }
1187
1218
  }
1188
1219
  };
1189
1220
  const stepHair = (dt) => {
1190
- if (!hairMesh || !hairSeeded)
1221
+ if (!hairMeshes.length || !hairSeeded)
1191
1222
  return;
1192
1223
  ({ angle: hairRollRad, rate: hairRate } =
1193
1224
  hairRollStep(hairRollRad, hairRate, hairTarget(), dt));
@@ -1201,9 +1232,10 @@ export function createTaraRig(mount, options) {
1201
1232
  // of the wrong aspect shows more or less background rather than a face of
1202
1233
  // the wrong shape. The atlas cannot be stretched: it is a photograph.
1203
1234
  // Symmetric about the camera, which is *already* at the frame's centre
1204
- // height. Offsetting the frustum by that centre as well applies it twice:
1205
- // the face rendered 0.47 face heights low, at exactly the right size, which
1206
- // reads as a framing choice rather than as the arithmetic error it was.
1235
+ // height — offsetting the frustum by that centre as well applies it twice,
1236
+ // and the face rendered 0.47 face heights low, at exactly the right size,
1237
+ // which reads as a framing choice rather than as the arithmetic error it
1238
+ // was.
1207
1239
  const halfHeight = FRAME_HEIGHT / 2;
1208
1240
  const halfWidth = (halfHeight * width) / height;
1209
1241
  camera.top = halfHeight;
@@ -1231,7 +1263,7 @@ export function createTaraRig(mount, options) {
1231
1263
  if (!dictionary || !influences)
1232
1264
  continue;
1233
1265
  const neck = mesh.name === "Neck";
1234
- const hair = mesh === hairMesh;
1266
+ const hair = hairMeshes.includes(mesh);
1235
1267
  for (const [channel, index] of Object.entries(dictionary)) {
1236
1268
  // The hair carries the head's roll channel too, and it is neither a
1237
1269
  // channel value nor the head's own angle: it is how much *further* than
@@ -1245,9 +1277,11 @@ export function createTaraRig(mount, options) {
1245
1277
  }
1246
1278
  }
1247
1279
  // The neck's head targets are the rotation's two terms, not a channel
1248
- // scaled by the influence law. Only on the neck: the same three channel
1249
- // names on the head group are a rigid transform, and nowhere else.
1250
- if (neck) {
1280
+ // scaled by the influence law. Only on the neck and the hair layer's
1281
+ // yaw hold (`morphs.hair_layer_targets`), whose field carries the hold
1282
+ // and takes the skull's own angle: the same three channel names on the
1283
+ // head group are a rigid transform, and nowhere else.
1284
+ if (neck || (hair && mesh.name === "HairLayer")) {
1251
1285
  const term = neckInfluence(channel, pose);
1252
1286
  if (term !== null) {
1253
1287
  influences[index] = term;
@@ -1261,6 +1295,24 @@ export function createTaraRig(mount, options) {
1261
1295
  influences[index] = (value === undefined ? 0 : influence(channel, value)) - follow;
1262
1296
  }
1263
1297
  }
1298
+ // The chin's shadow on the throat rides the same channel the chin does.
1299
+ jawDrop.value = jawRimTravel
1300
+ * (pose.jaw === undefined ? 0 : influence("jaw", pose.jaw));
1301
+ if (aperture) {
1302
+ const at = aperture.rest.slice();
1303
+ for (const [channel, delta] of aperture.deltas) {
1304
+ const value = pose[channel];
1305
+ if (value === undefined)
1306
+ continue;
1307
+ const k = influence(channel, value);
1308
+ for (let i = 0; i < 4; i++)
1309
+ at[i] += k * delta[i];
1310
+ }
1311
+ // A floor on the height so a shut mouth divides by something: the seam
1312
+ // it shows is a line, and what colour a line is does not read.
1313
+ mouthOpening.value.set((at[2] + at[3]) / 2, at[0], Math.max((at[3] - at[2]) / 2, 1e-3), Math.max(at[0] - at[1], 2e-3));
1314
+ }
1315
+ tongueLift.value = pose.tongue === undefined ? 0 : influence("tongue", pose.tongue);
1264
1316
  // Blender's Z is face-space v, so its yaw is about Z, its pitch about X and
1265
1317
  // its roll about Y. The export maps Blender (x, y, z) to glTF (x, z, −y),
1266
1318
  // so Blender +Z *is* glTF +Y and Blender +X is glTF +X: yaw and pitch carry
@@ -1268,15 +1320,9 @@ export function createTaraRig(mount, options) {
1268
1320
  // is glTF −Z, and that is a statement about two axes and not about the
1269
1321
  // channel.
1270
1322
  //
1271
- // Yaw was negated here as well until 2026-09-10, on the belief that the
1272
- // export flips the handedness of a turn. It does not — both frames are
1273
- // right-handed — and the cost was a head that turned toward the viewer's
1274
- // *left* on a positive `headYaw`, against `params.js`'s stated sign. It
1275
- // survived because the same negation was in `build_tara.pose_head`, so the
1276
- // Blender preview and the browser agreed with each other and only disagreed
1277
- // with the library. `gaze.js` is what makes it a defect rather than a
1278
- // convention: it hands `pupilX` and `headYaw` the same aversion term, so
1279
- // tara's eyes went one way and her head went the other.
1323
+ // Yaw is not negated, and a negation here survived for a long time because
1324
+ // `build_character.pose_head` had the same one: the Blender preview and the
1325
+ // browser agreed with each other and only disagreed with the library.
1280
1326
  //
1281
1327
  // YXZ because that is the order a neck composes in — yaw carrying the pitch
1282
1328
  // — rather than the order three.js defaults to.
@@ -1313,14 +1359,42 @@ export function createTaraRig(mount, options) {
1313
1359
  }
1314
1360
  if (eyes.length)
1315
1361
  gaze.value.setFromMatrix4(turn.makeRotationFromEuler(eyes[0].rotation));
1362
+ for (const side of ["L", "R"]) {
1363
+ const value = pose[`lid${side}`];
1364
+ const i = value === undefined ? 0 : influence(`lid${side}`, value);
1365
+ lidShade[side].value = 1 - LID_SHADE * THREE.MathUtils.smoothstep(i, LID_SHADE_FROM, 1);
1366
+ }
1316
1367
  if (expression) {
1317
1368
  expressionWeights(pose, "L", expression, expression.left);
1318
1369
  expressionWeights(pose, "R", expression, expression.right);
1319
1370
  }
1371
+ if (shut) {
1372
+ const closure = (channel) => {
1373
+ const value = pose[channel];
1374
+ return value === undefined ? 0 : influence(channel, value);
1375
+ };
1376
+ const [l, r] = [closure("lidL"), closure("lidR")];
1377
+ const { smoothstep } = THREE.MathUtils;
1378
+ shut.lid.set(smoothstep(l, SHUT_FROM, SHUT_FULL), smoothstep(r, SHUT_FROM, SHUT_FULL));
1379
+ shut.fringe.set(smoothstep(l, SHUT_FRINGE_FROM, SHUT_FRINGE_FULL), smoothstep(r, SHUT_FRINGE_FROM, SHUT_FRINGE_FULL));
1380
+ }
1320
1381
  };
1321
1382
  new GLTFLoader().load(url, (gltf) => {
1322
1383
  if (destroyed)
1323
1384
  return;
1385
+ // Where this head turns and tilts, and what rides its skull, are facts
1386
+ // about this head — measured by the build, stamped into the scene, and read
1387
+ // here before anything is reparented into the frames they define. An asset
1388
+ // that predates the stamp keeps the constants above, which are the numbers
1389
+ // it was built with.
1390
+ const stamp = (gltf.scene.userData ?? {});
1391
+ pivot = stampedVec(stamp, "head_pivot", PIVOT);
1392
+ rollPivot = stampedVec(stamp, "roll_pivot", ROLL_PIVOT);
1393
+ head.position.copy(pivot);
1394
+ tilt.position.subVectors(rollPivot, pivot);
1395
+ const headParts = Array.isArray(stamp.head_parts)
1396
+ && stamp.head_parts.every((n) => typeof n === "string")
1397
+ ? stamp.head_parts : HEAD_PARTS;
1324
1398
  trunk.add(gltf.scene);
1325
1399
  // Collect the morphed meshes *before* reparenting: every one of them is a
1326
1400
  // head part, so a traverse of `gltf.scene` after the move finds only the
@@ -1332,8 +1406,16 @@ export function createTaraRig(mount, options) {
1332
1406
  morphed.push(mesh);
1333
1407
  // Kept aside as well: its roll pair is driven by a clock and not only by a
1334
1408
  // pose, so the render loop has to reach it between poses (`HAIR_ROLL`).
1335
- if (mesh.isMesh && mesh.name === "Hair" && mesh.morphTargetDictionary)
1336
- hairMesh = mesh;
1409
+ if (mesh.isMesh && (mesh.name === "Hair" || mesh.name === "HairLayer")
1410
+ && mesh.morphTargetDictionary)
1411
+ hairMeshes.push(mesh);
1412
+ // Hair that lies over the body is in front of everything the portrait
1413
+ // has, and it turns with the skull where the chest does not: tested
1414
+ // against depth, a nod swings the lower hank back through the chest.
1415
+ if (mesh.isMesh && mesh.name === "HairLayer") {
1416
+ mesh.material.depthTest = false;
1417
+ mesh.renderOrder = 1;
1418
+ }
1337
1419
  });
1338
1420
  // Out of the scene before anything draws it: it carries the maps, and is
1339
1421
  // one triangle behind the body that nothing should pay a draw call for.
@@ -1346,27 +1428,42 @@ export function createTaraRig(mount, options) {
1346
1428
  carrier.geometry.dispose();
1347
1429
  carrier.material.dispose();
1348
1430
  }
1349
- for (const name of HEAD_PARTS) {
1431
+ const shutCarrier = gltf.scene.getObjectByName("Shut");
1432
+ if (shutCarrier) {
1433
+ shutCarrier.removeFromParent();
1434
+ shut = shutLids(shutCarrier);
1435
+ if (!shut)
1436
+ shutCarrier.material.map?.dispose();
1437
+ shutCarrier.geometry.dispose();
1438
+ shutCarrier.material.dispose();
1439
+ }
1440
+ for (const name of headParts) {
1350
1441
  const part = gltf.scene.getObjectByName(name);
1351
1442
  // Reparenting moves the object into the tilt's frame, whose origin is
1352
- // ROLL_PIVOT, so subtract that to leave the part where it was authored.
1353
- // `attach()` would do this from the world matrix, which has not been
1354
- // computed yet at load.
1443
+ // the roll pivot, so subtract that to leave the part where it was
1444
+ // authored. `attach()` would do this from the world matrix, which has
1445
+ // not been computed yet at load.
1355
1446
  if (part) {
1356
- part.position.sub(ROLL_PIVOT);
1447
+ part.position.sub(rollPivot);
1357
1448
  tilt.add(part);
1358
1449
  }
1359
1450
  }
1360
1451
  // One clone per source material, shared by every shell that carries the
1361
1452
  // field; a mesh without it keeps the material it came with.
1453
+ // The shell with the lids is a clone of its own: the ears and the hair
1454
+ // share its material and have no lid attributes to read.
1362
1455
  const turned = new Map();
1456
+ const lidded = new Map();
1363
1457
  head.traverse((object) => {
1364
1458
  const mesh = object;
1365
1459
  if (!mesh.isMesh || !mesh.geometry.getAttribute(MOTION_DEPTH))
1366
1460
  return;
1367
1461
  const base = mesh.material;
1368
- const own = turned.get(base) ?? motionDepth(base, expression ?? undefined);
1369
- turned.set(base, own);
1462
+ const withLids = shut !== null && LID_SHUT_ATTRS.every((name) => mesh.geometry.getAttribute(name) !== undefined);
1463
+ const cache = withLids ? lidded : turned;
1464
+ const own = cache.get(base)
1465
+ ?? motionDepth(base, expression ?? undefined, withLids ? shut ?? undefined : undefined);
1466
+ cache.set(base, own);
1370
1467
  mesh.material = own;
1371
1468
  });
1372
1469
  // The neck rides the breath with the head; the torso *is* the breath. Both
@@ -1375,13 +1472,16 @@ export function createTaraRig(mount, options) {
1375
1472
  const neck = gltf.scene.getObjectByName("Neck");
1376
1473
  if (neck)
1377
1474
  lift.add(neck);
1378
- // The shadow's map comes from the build (`build_tara.py`, the neck); an
1475
+ // The shadow's map comes from the build (`build_character.py`, the neck); an
1379
1476
  // asset without it keeps the shadow painted on, as every build did before.
1380
1477
  const skull = head.getObjectByName("Head");
1381
- const { jaw_shadow_uv: jawUv, jaw_shadow_extent: jawExtent, jaw_shadow_rim_z: jawRim } = neck?.userData ?? {};
1478
+ const { jaw_shadow_uv: jawUv, jaw_shadow_extent: jawExtent, jaw_shadow_rim_z: jawRim, jaw_shadow_drop: jawTravel } = neck?.userData ?? {};
1382
1479
  if (neck && skull && Array.isArray(jawUv) && Array.isArray(jawExtent) && typeof jawRim === "number") {
1383
1480
  const headInverse = { value: new THREE.Matrix4() };
1384
- neck.material = jawShadow(neck.material, jawUv, jawExtent, jawRim, headInverse);
1481
+ // A build that predates the travel keeps the shadow rotating but not
1482
+ // opening, which is where this started and is still better than no tile.
1483
+ jawRimTravel = typeof jawTravel === "number" ? jawTravel : 0;
1484
+ neck.material = jawShadow(neck.material, jawUv, jawExtent, jawRim, headInverse, jawDrop);
1385
1485
  neck.onBeforeRender = (_renderer, _scene, camera) => {
1386
1486
  headInverse.value.multiplyMatrices(camera.matrixWorldInverse, skull.matrixWorld).invert();
1387
1487
  };
@@ -1407,20 +1507,30 @@ export function createTaraRig(mount, options) {
1407
1507
  // Whether the globe turns deep is the attribute's to say, not the name's —
1408
1508
  // the same rule the frame's shells are found by above. An asset built
1409
1509
  // before the globes carried the field keeps the socket shader alone.
1410
- mesh.material = socketed(mesh.material, name === "Eye_L" ? -1 : 1, gaze, mesh.geometry.getAttribute(MOTION_DEPTH) !== undefined);
1510
+ mesh.material = socketed(mesh.material, name === "Eye_L" ? -1 : 1, gaze, mesh.geometry.getAttribute(MOTION_DEPTH) !== undefined, name === "Eye_L" ? lidShade.L : lidShade.R);
1411
1511
  eyes.push(globe);
1412
1512
  }
1413
- // The mouth's inside, which is otherwise the one flat-lit surface on this
1414
- // face. Found by *mesh* name rather than material name: `flat_material`
1415
- // hard-codes a `tara_` prefix, so tushar's cavity material is called
1416
- // `tara_cavity` as well, and the mesh is what distinguishes it.
1417
- const cavity = head.getObjectByName("Cavity");
1418
- if (cavity) {
1419
- cavity.geometry.computeBoundingBox();
1420
- const box = cavity.geometry.boundingBox;
1421
- if (box) {
1422
- cavity.material = cavityShade(cavity.material, box.min.y, box.max.y);
1513
+ // The mouth's inside, painted against the opening the lips make
1514
+ // (`mouthInterior`). Found by *mesh* name rather than material name:
1515
+ // `flat_material` hard-codes a `tara_` prefix, so tushar's cavity material
1516
+ // is called `tara_cavity` as well, and the mesh is what distinguishes it.
1517
+ // An asset built before the shell carried its opening keeps the flat fill.
1518
+ const opening = skull?.userData?.aperture;
1519
+ if (opening && Array.isArray(opening.rest) && opening.rest.length === 4) {
1520
+ aperture = { rest: opening.rest,
1521
+ deltas: Object.entries(opening.deltas ?? {})
1522
+ .filter((e) => Array.isArray(e[1]) && e[1].length === 4) };
1523
+ for (const [name, lift] of [["Cavity", { value: 0 }], ["Tongue", tongueLift]]) {
1524
+ const mesh = head.getObjectByName(name);
1525
+ if (mesh)
1526
+ mesh.material = mouthInterior(mesh.material, mouthOpening, lift);
1423
1527
  }
1528
+ const lower = head.getObjectByName("Teeth_Lower");
1529
+ if (lower)
1530
+ lower.material = lowerArch(lower.material, mouthOpening);
1531
+ const upper = head.getObjectByName("Teeth_Upper");
1532
+ if (upper)
1533
+ upper.material = upperArch(upper.material, mouthOpening);
1424
1534
  }
1425
1535
  // A rig with no morph targets still renders a perfectly good rest pose, so
1426
1536
  // the failure mode of losing them is a face that simply never moves — which
@@ -1433,15 +1543,11 @@ export function createTaraRig(mount, options) {
1433
1543
  applyPose(pending);
1434
1544
  onReady?.();
1435
1545
  }, undefined, (error) => console.error("[avatar] could not load this character", url, error));
1436
- // The tolerance is not a fudge factor, it is the whole of what makes the cap
1437
- // land on 30. rAF fires on the panel's own grid, so the elapsed time is only
1438
- // ever a multiple of the refresh interval and lands *near* 33.3 ms rather than
1439
- // on it: 33.33 on a 60 Hz panel, and either side of it under any timestamp
1440
- // jitter. A bare `elapsed < MIN_FRAME_MS` therefore rejects the frame it wants
1441
- // and waits for the next one — 50 ms, i.e. 20 fps, not 30. Four milliseconds
1442
- // is under half the interval of every rate worth caring about (8.3 at 120,
1443
- // 11.1 at 90, 16.7 at 60), so it can never admit two frames where one belongs,
1444
- // and it puts 60, 90 and 120 Hz all on 30 fps.
1546
+ // rAF fires on the panel's own grid, so elapsed lands *near* the frame
1547
+ // interval and never on it, and a bare `elapsed < MIN_FRAME_MS` rejects the
1548
+ // frame it wants and waits for the next — 20 fps, not 30. The tolerance is
1549
+ // under half the interval at 120, 90 and 60 Hz, so it can never admit two
1550
+ // frames where one belongs.
1445
1551
  const GRID_TOLERANCE_MS = 4;
1446
1552
  let lastFrameMs = 0;
1447
1553
  renderer.setAnimationLoop(() => {
@@ -1496,9 +1602,10 @@ export function createTaraRig(mount, options) {
1496
1602
  });
1497
1603
  // A uniform, not a material's map, so the traverse above never meets it.
1498
1604
  expression?.map.dispose();
1605
+ shut?.map.dispose();
1499
1606
  renderer.dispose();
1500
1607
  renderer.domElement.remove();
1501
1608
  },
1502
1609
  };
1503
1610
  }
1504
- //# sourceMappingURL=tara-rig.js.map
1611
+ //# sourceMappingURL=character-rig.js.map