@voqalize/avatar 0.4.2 → 0.4.4

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Files changed (191) hide show
  1. package/LICENSE-APACHE-2.0 +201 -0
  2. package/README.md +11 -98
  3. package/assets/README.md +28 -17
  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 +4 -0
  10. package/client/supports.ts +6 -7
  11. package/client/three/assets.ts +2 -0
  12. package/client/three/budgets.ts +1 -1
  13. package/client/three/{tara-rig.ts → character-rig.ts} +708 -547
  14. package/client/three/createCharacter.ts +109 -0
  15. package/client/three/holds.ts +1 -1
  16. package/client/three/internal.ts +4 -3
  17. package/client/three/motion-limits.json +5 -1
  18. package/client/three/tanvi-asset.ts +6 -0
  19. package/client/three/tanvi.ts +30 -0
  20. package/client/three/tanya.ts +18 -58
  21. package/client/three/tara.ts +19 -60
  22. package/client/three/tess.ts +17 -59
  23. package/client/three/tushar.ts +18 -55
  24. package/dist/internal.d.ts +1 -1
  25. package/dist/internal.d.ts.map +1 -1
  26. package/dist/internal.js +5 -1
  27. package/dist/internal.js.map +1 -1
  28. package/dist/supports.d.ts +6 -7
  29. package/dist/supports.d.ts.map +1 -1
  30. package/dist/supports.js +6 -7
  31. package/dist/supports.js.map +1 -1
  32. package/dist/three/assets.d.ts +1 -0
  33. package/dist/three/assets.d.ts.map +1 -1
  34. package/dist/three/assets.js +2 -0
  35. package/dist/three/assets.js.map +1 -1
  36. package/dist/three/budgets.d.ts +1 -1
  37. package/dist/three/budgets.js +1 -1
  38. package/dist/three/character-rig.d.ts +366 -0
  39. package/dist/three/character-rig.d.ts.map +1 -0
  40. package/dist/three/{tara-rig.js → character-rig.js} +664 -525
  41. package/dist/three/character-rig.js.map +1 -0
  42. package/dist/three/createCharacter.d.ts +60 -0
  43. package/dist/three/createCharacter.d.ts.map +1 -0
  44. package/dist/three/createCharacter.js +84 -0
  45. package/dist/three/createCharacter.js.map +1 -0
  46. package/dist/three/holds.js +1 -1
  47. package/dist/three/holds.js.map +1 -1
  48. package/dist/three/internal.d.ts +3 -3
  49. package/dist/three/internal.d.ts.map +1 -1
  50. package/dist/three/internal.js +2 -2
  51. package/dist/three/internal.js.map +1 -1
  52. package/dist/three/motion-limits.json +5 -1
  53. package/dist/three/tanvi-asset.d.ts +7 -0
  54. package/dist/three/tanvi-asset.d.ts.map +1 -0
  55. package/dist/three/tanvi-asset.js +7 -0
  56. package/dist/three/tanvi-asset.js.map +1 -0
  57. package/dist/three/tanvi.d.ts +24 -0
  58. package/dist/three/tanvi.d.ts.map +1 -0
  59. package/dist/three/tanvi.js +24 -0
  60. package/dist/three/tanvi.js.map +1 -0
  61. package/dist/three/tanya.d.ts +16 -28
  62. package/dist/three/tanya.d.ts.map +1 -1
  63. package/dist/three/tanya.js +15 -43
  64. package/dist/three/tanya.js.map +1 -1
  65. package/dist/three/tara.d.ts +17 -22
  66. package/dist/three/tara.d.ts.map +1 -1
  67. package/dist/three/tara.js +16 -45
  68. package/dist/three/tara.js.map +1 -1
  69. package/dist/three/tess.d.ts +15 -29
  70. package/dist/three/tess.d.ts.map +1 -1
  71. package/dist/three/tess.js +14 -44
  72. package/dist/three/tess.js.map +1 -1
  73. package/dist/three/tushar.d.ts +16 -25
  74. package/dist/three/tushar.d.ts.map +1 -1
  75. package/dist/three/tushar.js +15 -40
  76. package/dist/three/tushar.js.map +1 -1
  77. package/package.json +7 -50
  78. package/src/avatar.d.ts +2 -0
  79. package/src/avatar.js +99 -220
  80. package/src/gaze.js +1 -3
  81. package/src/idle.js +10 -2
  82. package/src/prosody.js +7 -3
  83. package/src/speech-timing.js +28 -0
  84. package/src/visemes.js +107 -13
  85. package/client/arjun.ts +0 -26
  86. package/client/createCanvasAvatar.ts +0 -72
  87. package/client/interviewer-female.ts +0 -4
  88. package/client/interviewer-male.ts +0 -4
  89. package/client/ishita.ts +0 -26
  90. package/client/kabir.ts +0 -26
  91. package/client/meera.ts +0 -26
  92. package/client/naina.ts +0 -26
  93. package/client/professional-female-a.ts +0 -4
  94. package/client/professional-female-b.ts +0 -4
  95. package/client/professional-male-a.ts +0 -4
  96. package/client/professional-male-b.ts +0 -4
  97. package/client/vikram.ts +0 -26
  98. package/dist/arjun.d.ts +0 -7
  99. package/dist/arjun.d.ts.map +0 -1
  100. package/dist/arjun.js +0 -20
  101. package/dist/arjun.js.map +0 -1
  102. package/dist/createCanvasAvatar.d.ts +0 -22
  103. package/dist/createCanvasAvatar.d.ts.map +0 -1
  104. package/dist/createCanvasAvatar.js +0 -47
  105. package/dist/createCanvasAvatar.js.map +0 -1
  106. package/dist/interviewer-female.d.ts +0 -4
  107. package/dist/interviewer-female.d.ts.map +0 -1
  108. package/dist/interviewer-female.js +0 -3
  109. package/dist/interviewer-female.js.map +0 -1
  110. package/dist/interviewer-male.d.ts +0 -4
  111. package/dist/interviewer-male.d.ts.map +0 -1
  112. package/dist/interviewer-male.js +0 -3
  113. package/dist/interviewer-male.js.map +0 -1
  114. package/dist/ishita.d.ts +0 -7
  115. package/dist/ishita.d.ts.map +0 -1
  116. package/dist/ishita.js +0 -20
  117. package/dist/ishita.js.map +0 -1
  118. package/dist/kabir.d.ts +0 -7
  119. package/dist/kabir.d.ts.map +0 -1
  120. package/dist/kabir.js +0 -20
  121. package/dist/kabir.js.map +0 -1
  122. package/dist/meera.d.ts +0 -7
  123. package/dist/meera.d.ts.map +0 -1
  124. package/dist/meera.js +0 -20
  125. package/dist/meera.js.map +0 -1
  126. package/dist/naina.d.ts +0 -7
  127. package/dist/naina.d.ts.map +0 -1
  128. package/dist/naina.js +0 -20
  129. package/dist/naina.js.map +0 -1
  130. package/dist/professional-female-a.d.ts +0 -4
  131. package/dist/professional-female-a.d.ts.map +0 -1
  132. package/dist/professional-female-a.js +0 -3
  133. package/dist/professional-female-a.js.map +0 -1
  134. package/dist/professional-female-b.d.ts +0 -4
  135. package/dist/professional-female-b.d.ts.map +0 -1
  136. package/dist/professional-female-b.js +0 -3
  137. package/dist/professional-female-b.js.map +0 -1
  138. package/dist/professional-male-a.d.ts +0 -4
  139. package/dist/professional-male-a.d.ts.map +0 -1
  140. package/dist/professional-male-a.js +0 -3
  141. package/dist/professional-male-a.js.map +0 -1
  142. package/dist/professional-male-b.d.ts +0 -4
  143. package/dist/professional-male-b.d.ts.map +0 -1
  144. package/dist/professional-male-b.js +0 -3
  145. package/dist/professional-male-b.js.map +0 -1
  146. package/dist/three/tara-rig.d.ts +0 -423
  147. package/dist/three/tara-rig.d.ts.map +0 -1
  148. package/dist/three/tara-rig.js.map +0 -1
  149. package/dist/vikram.d.ts +0 -7
  150. package/dist/vikram.d.ts.map +0 -1
  151. package/dist/vikram.js +0 -20
  152. package/dist/vikram.js.map +0 -1
  153. package/src/canvas/author/parts/eye.mjs +0 -722
  154. package/src/canvas/author/parts/hand.mjs +0 -1156
  155. package/src/canvas/author/parts/mouth.mjs +0 -741
  156. package/src/canvas/author/parts/nose.mjs +0 -100
  157. package/src/canvas/author/parts/skin-detail.mjs +0 -67
  158. package/src/canvas/author/path.mjs +0 -283
  159. package/src/canvas/author/rig.mjs +0 -405
  160. package/src/canvas/avatars/round/face.d.mts +0 -3
  161. package/src/canvas/avatars/round/face.mjs +0 -1307
  162. package/src/canvas/create-rig.d.ts +0 -15
  163. package/src/canvas/create-rig.js +0 -100
  164. package/src/canvas/data/img/professional-female-a-hair-back.webp +0 -0
  165. package/src/canvas/data/img/professional-female-a-hair-front.webp +0 -0
  166. package/src/canvas/data/img/professional-female-a-top-body.webp +0 -0
  167. package/src/canvas/data/img/professional-female-b-hair-back.webp +0 -0
  168. package/src/canvas/data/img/professional-female-b-hair-front.webp +0 -0
  169. package/src/canvas/data/img/professional-female-b-top-body.webp +0 -0
  170. package/src/canvas/data/img/professional-male-a-hair-back.webp +0 -0
  171. package/src/canvas/data/img/professional-male-a-hair-front.webp +0 -0
  172. package/src/canvas/data/img/professional-male-a-top-body.webp +0 -0
  173. package/src/canvas/data/img/professional-male-b-hair-back.webp +0 -0
  174. package/src/canvas/data/img/professional-male-b-hair-front.webp +0 -0
  175. package/src/canvas/data/img/professional-male-b-top-body.webp +0 -0
  176. package/src/canvas/data/img/round-m3-hair-back.webp +0 -0
  177. package/src/canvas/data/img/round-m3-hair-front.webp +0 -0
  178. package/src/canvas/data/img/round-m3-top-body.webp +0 -0
  179. package/src/canvas/data/img/round-w1-hair-back.webp +0 -0
  180. package/src/canvas/data/img/round-w1-hair-front.webp +0 -0
  181. package/src/canvas/data/img/round-w1-top-body.webp +0 -0
  182. package/src/canvas/data/interviewer-female.rig.json +0 -1
  183. package/src/canvas/data/interviewer-male.rig.json +0 -1
  184. package/src/canvas/data/professional-female-a.rig.json +0 -1
  185. package/src/canvas/data/professional-female-b.rig.json +0 -1
  186. package/src/canvas/data/professional-male-a.rig.json +0 -1
  187. package/src/canvas/data/professional-male-b.rig.json +0 -1
  188. package/src/canvas/src/live.js +0 -508
  189. package/src/canvas/src/render2d.js +0 -218
  190. package/src/canvas/src/rig.js +0 -297
  191. package/src/canvas/src/vocab.js +0 -96
@@ -1,33 +1,17 @@
1
1
 
2
2
  /**
3
- * tara's renderer: the `AvatarRig` contract (`apply(frame)` / `destroy()`)
4
- * over the Blender-authored GLB.
3
+ * The Blender characters' renderer: the `AvatarRig` contract (`apply(frame)` /
4
+ * `destroy()`) over a Blender-authored GLB. One of these drives every compiled
5
+ * character, and `createCharacter.ts` is what hands it one.
5
6
  *
6
7
  * The whole file is one idea — **the pose channel is the interface, and every
7
8
  * mapping here is a translation of one channel into the one control that
8
9
  * renders it.** `scripts/morphs.py` authored the shape keys under the library's
9
10
  * own channel names precisely so this file never has to interpret a viseme, a
10
11
  * state or an emotion; it receives a fully mixed pose and moves geometry.
11
- *
12
- * Three kinds of control, in the order they appear below:
13
- *
14
- * morph targets the face itself — lips, jaw, lids, brows, and the mouth
15
- * interior that has to choreograph with them
16
- * head group `headYaw` / `headPitch` / `headRoll`, as a rotation of the
17
- * parts that ride the skull about the jaw-angle pivot
18
- * eye globes `pupilX` / `pupilY`, as a rotation of the eyeball, because
19
- * the iris is painted onto a sphere and cannot slide
20
- *
21
- * and a fourth, for the body: `shoulderL/R` are morph targets on the torso
22
- * shell like any face channel, and `breath`, `torsoLean` and `torsoTurn` are
23
- * each one transform of a group — a swell, a scale, a sway (see `BODY`).
24
- *
25
- * An asset may add a fifth: expression maps, which change the face's *light*
26
- * where a smile or a raised brow would, because moving the geometry cannot
27
- * (see `expressive`).
28
12
  */
29
13
 
30
- import { REST } from "../internal.js";
14
+ import { JAW_OF_OPEN, REST, VISEME_SHAPES } from "../internal.js";
31
15
  import type { AvatarFrame, AvatarRig, RigPose } from "../internal.js";
32
16
  import * as THREE from "three";
33
17
  import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
@@ -40,96 +24,47 @@ import { HARD_BUDGET, pixelRatioFor } from "./budgets.js";
40
24
  * depth the triangle carrying it has. A perspective camera disagrees by
41
25
  * (offset from the axis) x (depth / distance) — which put the hair rim 3 px
42
26
  * above the hairline it is textured to and opened a black band across the
43
- * forehead. `build_tara.setup_scene` has the measurement.
27
+ * forehead. `build_character.setup_scene` has the measurement.
44
28
  */
45
29
  const FRAME = { bottom: -0.52, top: 1.46 };
46
30
  const FRAME_HEIGHT = FRAME.top - FRAME.bottom;
47
31
  const FRAME_CENTRE = (FRAME.top + FRAME.bottom) / 2;
48
32
 
49
33
  /**
50
- * Head motion, in degrees at the channel's own clamp of ±1.4.
51
- *
52
- * These are the program's *working* envelope, mapped so that a channel pinned to
53
- * its limit lands exactly on it. That is the point of scaling by the clamp
54
- * rather than by 1: the mixer cannot ask for more than the envelope allows, and
55
- * the hard ceiling stays unreachable by construction instead of by a second
56
- * clamp nobody runs.
57
- *
58
- * **It opened on 2026-09-12, from yaw ±6°, pitch ±5°, roll ±3°.** That
59
- * envelope made Busso's neutral-speech numbers unreachable: his mean
60
- * per-sentence pitch *range* is 9.5°, which is 95 % of everything ±5° could
61
- * ever produce, so speaking alone would have swung the channel corner to corner
62
- * and a deliberate nod on top of it would have had nowhere left to go. What had
63
- * held it there was the asset, not anatomy — the neck's follow was linear and
64
- * drew a second jawline past a few degrees — and once that follow became exact
65
- * (`NECK_QUAD` below) pitch could open to 24 and roll to 8.
34
+ * Head motion, in degrees at the channel's own clamp, so the envelope is
35
+ * unreachable by construction rather than by a second clamp nobody runs.
66
36
  *
67
- * Yaw is still the smallest because it is the one axis this rig is genuinely
68
- * constrained on: the albedo is a front-orthographic projection of a 0.34-deep
69
- * shell, and a large turn is where that reads as a cardboard cutout rather than
70
- * a head. **It opened from 9° to 15° on 2026-09-18.** The cutout was measured
71
- * rather than assumed — a ladder rendered at 9/12/15/18/21/25/30 and read at
72
- * crop on the characters that existed then is clean to 21° on tara and to 18°
73
- * on tanya and tushar. 9° was therefore set at half of where the artefact
74
- * actually begins, and the stiffness the owner reported on tanya's turns was
75
- * that margin, not her asset. 15° keeps 3° of headroom under the 18° the
76
- * tightest of them read.
37
+ * Yaw is the tight axis: the albedo is a front-orthographic projection of a
38
+ * shallow shell, and a large turn is where that reads as a cardboard cutout
39
+ * rather than a head. A ladder rendered at 9/12/15/18/21/25/30 and read at crop
40
+ * is clean to 21° on tara and to 18° on the tightest of the others, so 15°
41
+ * keeps headroom; pitch and roll opened once `NECK_QUAD` made the neck's follow
42
+ * exact. How far a pose may be *held* is a stricter question, measured per
43
+ * character (`motion-limits.json`, applied through `holds.ts`).
77
44
  *
78
- * This is not for speech: Busso wants ±1.15° of yaw in neutral conversation and
79
- * always did. It is for a head that turns to *look* at something, which is what
80
- * mocap drives and what pegged the channel — a real 25° turn still saturates at
81
- * 15°, so this widens the envelope without making it generous.
45
+ * The yaw twist's two fields are an expansion in the angle, so their error
46
+ * grows as θ²/6 — 0.85 % at 15°, on a displacement that is itself a fraction of
47
+ * the neck's radius (`morphs.neck_twist`).
82
48
  *
83
- * And it is not the angle a pose may be *held* at, which is a stricter question
84
- * with its own measurement per character (`motion-limits.json`, applied through
85
- * `holds.ts`): a turn that returns is forgiven what a sustained one is not. The
86
- * two numbers differ by about 3x on yaw and neither is a correction of the
87
- * other.
88
- *
89
- * **Editing these needs no rebuild, but it is not free.** The neck's fields
90
- * carry no angle, so `tara.glb` cannot go stale against them. What a number
91
- * here does move:
92
- *
93
- * - Every clip is authored in channel units, so a degree here re-sizes every
94
- * clip driving that axis. `test/nods.test.ts` bands *pitch* only — `down`,
95
- * `up`, `upFirst` — and computes `yawPP` without ever asserting it. A yaw
96
- * change moves nothing there; a pitch change moves four tests.
97
- * - `head_parallax.py` and `validate_morphs.py` quote their gates at this
98
- * envelope. `validate_morphs` reads `morphs.head_envelope()`, but
99
- * `head_parallax.POSES` hardcoded `yaw 9` until 2026-09-18 and would have
100
- * gone on grading 9° while the rig shipped 15° — a gate defending a number
101
- * nothing used. It derives both angles from here now.
102
- * - The yaw twist's two fields are an expansion in the angle, so their error
103
- * grows as θ²/6. Against the exact rotation at the maximum ramp
104
- * (`NECK_TWIST` = 0.5) that is 0.31 % at 9°, 0.85 % at 15°, 1.23 % at 18°
105
- * (`morphs.neck_twist`). The note here used to read as a wall at 9°; it is
106
- * not one — 15° costs under a percent of a displacement that is itself a
107
- * fraction of the neck's radius.
108
- *
109
- * TARA-SPECIFIC: each number is her reach before an artefact shows — yaw by
110
- * the cutout, pitch by the neck fold that starts to crease at 24° chin-up.
111
- * Both were measured on the shipping surface, one axis at a time. This is still
112
- * one shared pair of
113
- * constants for all three characters, which holds only because 15° is inside
114
- * every one of them; the first character that wants more than its neighbours
115
- * forces the envelope onto `TaraRigOptions` as a per-character fact. A second
116
- * avatar measures its own with the audit.
49
+ * TARA-SPECIFIC: reach before an artefact; see 3d-avatar-tara-specific.md.
117
50
  */
118
51
  // Exported through `internal.ts` for the instruments that need to put a real
119
52
  // angle *into* a channel, which is this scaling run backwards. The mocap
120
53
  // instrument kept its own copy for want of that export and said in a comment
121
- // that the copy would lie the day the envelope moved; it moved on 2026-09-18.
54
+ // that the copy would lie the day the envelope moved; it moved.
122
55
  export const HEAD_CLAMP = 1.4;
123
56
  export const HEAD_DEG = { yaw: 15, pitch: 24, roll: 8 };
124
57
 
125
58
  /**
126
- * Where the head turns about, from `build_tara.PIVOT`, in glTF's Y-up frame:
127
- * Blender (x, y, z) exports as (x, z, −y). v 0.36 is the jaw angle and the
128
- * earlobe, and it sits a fifth of a face height *behind* the face plane —
129
- * a pivot on the surface spins the face in place, where a real yaw swings the
130
- * chin across as well as around, which is most of what makes a small turn read.
59
+ * Where the head turns about. v 0.36 is the jaw angle and the earlobe, and it
60
+ * sits a fifth of a face height *behind* the face plane — a pivot on the
61
+ * surface spins the face in place, where a real yaw swings the chin across as
62
+ * well as around, which is most of what makes a small turn read.
63
+ *
64
+ * The asset carries this (`stamp_abi`, as `head_pivot`); this is the fallback
65
+ * for a GLB built before the stamp.
131
66
  */
132
- const PIVOT = new THREE.Vector3(0.0, 0.36, -0.22);
67
+ export const PIVOT = new THREE.Vector3(0.0, 0.36, -0.22);
133
68
 
134
69
  /**
135
70
  * Where the head *tilts* about, from `morphs.ROLL_PIVOT`: the midline just
@@ -140,56 +75,51 @@ const PIVOT = new THREE.Vector3(0.0, 0.36, -0.22);
140
75
  * pendulum hung from the ears.
141
76
  *
142
77
  * It sits inside the yaw and pitch, so a turned head still tilts about its own
143
- * chin. TARA-SPECIFIC: see `morphs.ROLL_PIVOT` for what fixed the height and
144
- * what a second avatar supplies.
78
+ * chin. The asset carries it (`stamp_abi`, as `roll_pivot`); this is the
79
+ * fallback for a GLB built before the stamp, and `morphs.ROLL_PIVOT` has what
80
+ * sets the height.
145
81
  */
146
- const ROLL_PIVOT = new THREE.Vector3(0.0, 0.05, -0.22);
82
+ export const ROLL_PIVOT = new THREE.Vector3(0.0, 0.05, -0.22);
147
83
 
148
84
  /**
149
- * What the head takes with it, from `build_tara.HEAD_PARTS`. `Body` stays
150
- * behind, and so does `Neck` — but the neck is not *static*: it carries
151
- * `headYaw` / `headPitch` / `headRoll` morph targets of its own, ramped from
152
- * full under the jaw to nothing at the collar (`morphs.neck_targets`). Pitch and
153
- * roll are the same rotation this group gets; yaw is a twist about the neck's
154
- * own axis at half the angle, which keeps the neck's outline where it is
155
- * (`morphs.neck_twist`). They need no code here at all, which is the
156
- * whole reason they are morphs: they are named for pose channels that rest at
157
- * 0, so the loop below drives them like any other channel and the influence law
158
- * hands them the raw pose value.
85
+ * What the head takes with it, from `build_character.HEAD_PARTS`. `Body` stays
86
+ * behind, and so does `Neck` — but the neck is not *static*: it follows the
87
+ * skull through morph targets of its own (`NECK_QUAD` below).
88
+ *
89
+ * Without that follow a turn dragged the skull's jaw rim across a throat that
90
+ * had not moved, and the rim landed mid-neck as a second jawline — invisible at
91
+ * the 400 × 300 tile, obvious at a 3× crop.
159
92
  *
160
- * Without it a turn dragged the skull's jaw rim across a throat that had not
161
- * moved, and the rim landed mid-neck as a second jawline — invisible at the
162
- * 400 × 300 tile, obvious at a 3× crop.
93
+ * The asset carries its own list (`stamp_abi`, as `head_parts`); this is the
94
+ * fallback for a GLB built before the stamp.
163
95
  */
164
- const HEAD_PARTS = ["Head", "Ears", "Hair", "Eye_L", "Eye_R", "Cavity",
165
- "Teeth_Upper", "Teeth_Lower", "Tongue"];
96
+ export const HEAD_PARTS = ["Head", "Ears", "Hair", "Eye_L", "Eye_R", "Cavity",
97
+ "Teeth_Upper", "Teeth_Lower", "Tongue", "HairLayer"];
98
+
99
+ /** One stamped vector, in glTF's frame already, or the rig's own fallback. */
100
+ function stampedVec(extras: Record<string, unknown>, key: string, fallback: THREE.Vector3) {
101
+ const v = extras[key];
102
+ return Array.isArray(v) && v.length === 3 && v.every((n) => typeof n === "number")
103
+ ? new THREE.Vector3(v[0], v[1], v[2]) : fallback.clone();
104
+ }
166
105
 
167
106
  /**
168
107
  * The body, in face-space units (glTF y is face-space v) and degrees.
169
108
  *
170
- * Every mechanism is the SVG faces' (`face-core.poseTransforms`); the
171
- * amplitudes are set from the anatomy, which on this face is ~8.8 px per
172
- * centimetre at the 400 × 300 tile (crown to chin is 1.39 units of ~24 cm),
173
- * and land at about peep's travel as a share of the same tile. The first cut
174
- * was 0.6 of peep, on the theory that a photograph shows a millimetre a line
175
- * drawing cannot. Measured in a 30-second listening hold it moved the
176
- * shoulders 2 px, under 1 % of the tile, and read as a still with a tremor:
177
- * the head was moving more than the body carrying it. Anatomy is the floor,
178
- * not a fraction of a cartoon — these now put a listening hold at 4-5 px at
179
- * the shoulders, still slow, and still well under the 1.5 Hz ceiling.
109
+ * Every mechanism is the SVG faces' (`face-core.poseTransforms`), but anatomy
110
+ * is the floor here, not a fraction of a cartoon: at 0.6 of peep's travel a
111
+ * 30-second listening hold moved the shoulders 2 px and read as a still with a
112
+ * tremor — the head moving more than the body carrying it. These put that hold
113
+ * at 4-5 px, still slow, and still well under the 1.5 Hz ceiling.
180
114
  *
181
115
  * breath A swell, not a slide (`docs/research-biomechanics.md` §6.1): the
182
- * torso scales about a point 0.35 of a frame below the frame, as peep's
183
- * does about its hem, so the shoulder line comes up 2.4 px at full
184
- * inhale against a lower edge that moves two-thirds of that, and the
185
- * chest widens 2 px a side. Quiet breathing changes chest
186
- * circumference 2-3 %; 1.2 % wide is the calm end of that in linear
187
- * scale, and the rise is a little more because in this crop — about
188
- * 5 cm of chest below the collar — what a breath shows is the upper
189
- * ribs and clavicles lifting as much as the rib cage widening. The
190
- * neck and head ride the lift at the collar, derived rather than tuned
191
- * (peep's `neckLift`), so the neck cannot telescope: ~2.4 px, the
192
- * 2-3 mm a seated head really moves with a breath.
116
+ * torso scales about a point below the frame, as peep's does about its
117
+ * hem. The rise is a little more than the widening because what a
118
+ * breath shows in this crop is the upper ribs and clavicles lifting as
119
+ * much as the rib cage widening. The neck and head ride the lift at the
120
+ * collar, derived rather than tuned (peep's `neckLift`), so the neck
121
+ * cannot telescope — the 2-3 mm a seated head really moves with a
122
+ * breath.
193
123
  * lean `torsoLean` as a deformation of the trunk, on the shell itself
194
124
  * (`morphs.torso_targets`) — hem pinned at the frame's lower edge, the
195
125
  * shoulders spreading and tipping as they come nearer. Only the head's
@@ -197,18 +127,7 @@ const HEAD_PARTS = ["Head", "Ears", "Hair", "Eye_L", "Eye_R", "Cavity",
197
127
  * head take a pure translation of `leanRide` and nothing else. That is
198
128
  * Live2D's measured behaviour rather than a simplification — body angle
199
129
  * moves every head part by 1.00 ± 0.02 and adds no differential motion
200
- * inside the head (`docs/research-torso-motion.md` § 8 item 4).
201
- *
202
- * It replaced a uniform `figure.scale.setScalar()`, which was peep's
203
- * `LEAN_SCALE` carried onto photographic geometry and, with the
204
- * orthographic camera outside the group it scaled, was arithmetically a
205
- * zoom: fit the displacement as a linear map and its singular values
206
- * came back equal to three decimals with no residual, at every lean the
207
- * mixer produces. What it looked like was the owner's report — the
208
- * shoulders swelling and dropping in half a second. The crown travelled
209
- * 4.56× what the eyes did, which is a head being scaled, not carried.
210
- * A headless audit of what the crown travels against the eyes is that
211
- * measurement, and its gates are what this change had to turn green.
130
+ * inside the head (`docs/research-head-rotation.md` § 3.1).
212
131
  * sway `torsoTurn` as the seated body's inverted pendulum: the whole figure
213
132
  * rolls about the hips, ~45 cm below the collar, so the trunk shifts
214
133
  * sideways and tips by a fraction of a degree together. peep slides
@@ -232,6 +151,9 @@ const BODY = {
232
151
  * plateaus `torsoLean`'s field at it above the collar, so the body's
233
152
  * deformation and the head's transform are one number and meet without a
234
153
  * seam — the same arrangement `lift.position.y` already has with the breath.
154
+ * A uniform scale of the whole figure in its place is a zoom and not a lean:
155
+ * the crown travels 4.56× what the eyes do, which is a head being scaled
156
+ * rather than carried.
235
157
  */
236
158
  leanRide: 0.021,
237
159
  hip: -2.9,
@@ -260,34 +182,28 @@ const EYE_TILE = 0.3;
260
182
  /** Degrees per pose unit: the globe turns `pupil * GAZE_TRAVEL / GLOBE_RADIUS`
261
183
  * radians, and the head reaches `HEAD_DEG` at the clamp.
262
184
  *
263
- * Exported through `internal.ts` for the same reason as the head envelope: an
264
- * instrument that asks for "eyes on the camera through a head turn" is running
265
- * this conversion backwards, and a second copy of it would be a second thing to
266
- * update when the eye tile or the globe changes. */
185
+ * Exported through `internal.ts` for the same reason as the head envelope. */
267
186
  export const EYE_DEG = { x: (GAZE_TRAVEL.x / GLOBE_RADIUS) * 180 / Math.PI, y: (GAZE_TRAVEL.y / GLOBE_RADIUS) * 180 / Math.PI };
268
187
  const HEAD_UNIT_DEG = { x: HEAD_DEG.yaw / HEAD_CLAMP, y: HEAD_DEG.pitch / HEAD_CLAMP };
269
188
 
270
189
  /**
271
- * The mixer's per-rig calibration for tara, passed by `tara.ts` and the motion
272
- * audit so both measure the same face. A pose unit is an angle here and a
273
- * pixel count on an SVG face, so the speech layer's amplitudes are tuned per
274
- * rig rather than in the library: `prosodyHeadGain` sizes speech-rhythm head
275
- * motion against this face's own motion envelope.
190
+ * The mixer's per-rig calibration, passed by the character's entry point and by
191
+ * the motion audit so both measure the same face. A pose unit is an angle here
192
+ * and a pixel count on an SVG face, so the speech layer's amplitudes are tuned
193
+ * per rig rather than in the library.
276
194
  *
277
- * `oculomotor` is the eye-head system sized for this face (`gaze.js`). Her eye
278
- * turns 10° a pupil unit and her head 6.4° of yaw a head unit, and the shared
279
- * look table — drawn for a line face, whose pupils cross most of an eye — put
280
- * every look in the eyes: a thinking look away was the iris parked in the
281
- * corner of the socket for two thirds of the state, which is side-eye, not
282
- * thought. Here the head carries about 60 % of a look and the eyes land a third
283
- * of the way off centre, where a real eye-head shift leaves them (Freedman &
284
- * Sparks; Pejsa & Andrist). The comment on each target is its world angle,
285
- * x right and y down.
195
+ * The shared look table is drawn for a line face, whose pupils cross most of an
196
+ * eye, so it put every look in the eyes: a thinking look away was the iris
197
+ * parked in the corner of the socket for two thirds of the state, which is
198
+ * side-eye, not thought. Here the head carries about 60 % of a look and the
199
+ * eyes land a third of the way off centre, where a real eye-head shift leaves
200
+ * them (Freedman & Sparks; Pejsa & Andrist). The comment on each target is its
201
+ * world angle, x right and y down.
286
202
  *
287
203
  * vor Real gain in the light is close to 1. A little under leaves the
288
204
  * head some say, so a nod carries the eyes a touch with it rather
289
- * than pinning them to the lens. Vertically it is well under
290
- * (2026-09-15): her pitch is a shell tipping on a photograph and
205
+ * than pinning them to the lens. Vertically it is well under:
206
+ * her pitch is a shell tipping on a photograph and
291
207
  * reads as a fraction of what it is, so the eyes' full answer to
292
208
  * it read as the eyes moving on their own — at 0.8, THINKING's
293
209
  * up-look rolled the iris to the lid with white beneath it, and
@@ -321,10 +237,9 @@ const HEAD_UNIT_DEG = { x: HEAD_DEG.yaw / HEAD_CLAMP, y: HEAD_DEG.pitch / HEAD_C
321
237
  * does not have: the neck's outline holds under a twist by construction
322
238
  * (`morphs.neck_twist`), so the trunk's sway is what is left moving it — a
323
239
  * quarter to a third of it at the yaw peak in the recorded call, read as the
324
- * neck sliding. TARA-SPECIFIC in its evidence only: a second Blender avatar
325
- * starts from 0.3 and checks its own outline at crop.
240
+ * neck sliding.
326
241
  */
327
- export const TARA_TUNING = {
242
+ export const CHARACTER_TUNING = {
328
243
  prosodyHeadGain: 1.0, prosodyFaceGain: 1, saccadeGain: 2.4, aversionGain: 1.8,
329
244
  trunkFollow: 0.3,
330
245
  // **The speaking face's upper half, sized for a photograph.** A reviewer read
@@ -350,9 +265,6 @@ export const TARA_TUNING = {
350
265
  // is being relaxed for holds `browInner` at 0.22 for the whole of `CANT_HEAR`
351
266
  // and was praised for it. Still a transient on a 0.55 s envelope, never a
352
267
  // held shape: the prohibition is on the hold, not the event.
353
- //
354
- // TARA-SPECIFIC, and fork debt: on a driver of her own these are three
355
- // constants beside the research comment, not an option on a shared mixer.
356
268
  brows: {
357
269
  range: [-0.28, 0.24],
358
270
  floor: 0.11,
@@ -369,8 +281,6 @@ export const TARA_TUNING = {
369
281
  // closes them to a squint the owner read as straining at the screen, not
370
282
  // working. Her reading scan carries the state instead: eyes off the user,
371
283
  // stepping along a line, the way a person at their own display looks.
372
- // TARA-SPECIFIC: a photographic face with a deeper lid crease may want
373
- // some of the knit back; judge it at crop against LISTENING.
374
284
  WORKING: {
375
285
  pose: { headPitch: 0.04, lidL: -0.08, lidR: -0.08, shoulderL: 0.06, shoulderR: 0.06 },
376
286
  },
@@ -382,23 +292,11 @@ export const TARA_TUNING = {
382
292
  // which the shared comment already says of them. The brows keep a small
383
293
  // knit with the inner ends up: effort that is also asking. The mouth is
384
294
  // pressed at a photograph's scale; the shared -0.22 corners clear peep's
385
- // drawn smile, and hers rests neutral. TARA-SPECIFIC: the squint morph's
386
- // cheek push is what darkens, so a face built without one might keep a
387
- // little squint — check the band under the eye at crop.
295
+ // drawn smile, and a compiled face rests neutral.
388
296
  //
389
- // The lean is attentive-sized, not the shared 0.70. Until 2026-09-16 her
390
- // lean scaled the whole figure about mid-face (`BODY`), so 0.70 plus the
391
- // engage add was a 4.4% zoom arriving on torsoLean's 0.24 s tau: the
392
- // shoulders swelled and dropped in half a second, read by the owner as a
393
- // lurch nothing like a lean. 0.22 sits in the research's sustained band
394
- // (+0.15–0.25, research-biomechanics.md §6.3) and the ear and chin carry
395
- // the rest.
396
- //
397
- // The lean deforms the trunk now, which is exactly the condition the old
398
- // note here predicted might afford more. It is left at 0.22 on purpose: the
399
- // cut was made by eye at crop, and putting it back is the same kind of
400
- // judgement rather than a consequence of the field changing. TARA-SPECIFIC,
401
- // and the thing to re-judge first if she reads as under-committed.
297
+ // The lean is attentive-sized, not the shared 0.70: 0.22 sits in the
298
+ // sustained band (+0.15–0.25, research-biomechanics.md §6.3), and the ear
299
+ // and chin carry the rest.
402
300
  CANT_HEAR: {
403
301
  pose: {
404
302
  torsoLean: 0.22, headPitch: 0.10,
@@ -410,7 +308,7 @@ export const TARA_TUNING = {
410
308
  // at 0.40 left the eyes half-lidded from below over a dark band. The hunt
411
309
  // is the wander and the flick; the face only has to be not smiling, and
412
310
  // on a mouth that rests neutral that is a small press, not peep's -0.25
413
- // corners. TARA-SPECIFIC, the same way as CANT_HEAR.
311
+ // corners.
414
312
  SEARCHING_SCREEN: {
415
313
  pose: { mouthPress: 0.40, mouthCornerL: -0.08, mouthCornerR: -0.08,
416
314
  browRaiseL: -0.10, browRaiseR: -0.06 },
@@ -430,7 +328,6 @@ export const TARA_TUNING = {
430
328
  // sat — hooded to a lid of 0.25-0.43 against listening's 0.14, read as
431
329
  // a squint rather than reading. Here it holds 0.12-0.18 through the
432
330
  // scan, and being off the user to the side is what says "busy".
433
- // TARA-SPECIFIC: the depth that hoods is her lid crease's.
434
331
  OWN_SCREEN: { px: 0.14, py: 0.24, hx: 0.10, hy: 0.06 },
435
332
  // 2.6° of head turn toward the user's side and 3.1° of roll, the eyes
436
333
  // countered 2.0° back onto them: the ear offered, contact held from
@@ -471,6 +368,15 @@ export const TARA_TUNING = {
471
368
  },
472
369
  } as const;
473
370
 
371
+ /** How far a closing lid darkens the eye it covers, from where it starts to.
372
+ * The lid's margin and lashes throw the strip of white still showing into
373
+ * shadow; the atlas's socket shade was measured with the eye open and cannot
374
+ * know that, so without this the last frames before a blink closes show a
375
+ * bright line under a dark lash band — what a reviewer called the sclera
376
+ * tearing across the lid. */
377
+ const LID_SHADE = 0.55;
378
+ const LID_SHADE_FROM = 0.3;
379
+
474
380
  /**
475
381
  * The eye material, taught to hold its socket still while the globe turns.
476
382
  *
@@ -485,7 +391,8 @@ export const TARA_TUNING = {
485
391
  * texture read on two small meshes; no pass, no draw call.
486
392
  */
487
393
  function socketed(base: THREE.MeshStandardMaterial, side: number,
488
- gaze: { value: THREE.Matrix3 }, deep: boolean) {
394
+ gaze: { value: THREE.Matrix3 }, deep: boolean,
395
+ lid: { value: number }) {
489
396
  const material = base.clone();
490
397
  // d(u)/dx and d(v)/dy of `head_mesh.eye_uvs`: the globe is half the atlas
491
398
  // wide, the right eye reads it mirrored, and glTF flips v.
@@ -493,6 +400,7 @@ function socketed(base: THREE.MeshStandardMaterial, side: number,
493
400
  material.onBeforeCompile = (shader) => {
494
401
  shader.uniforms.uGaze = gaze;
495
402
  shader.uniforms.uSocket = socket;
403
+ shader.uniforms.uLidShade = lid;
496
404
  // The globe's hidden skirt turns at the frame's motion depth like the skin
497
405
  // that hides it; its visible cap carries a field of exactly zero, so the
498
406
  // socket, the iris and gaze below are unaffected by this. It turns at the
@@ -506,9 +414,10 @@ function socketed(base: THREE.MeshStandardMaterial, side: number,
506
414
  "#include <uv_vertex>\nvSocketUv = vMapUv + vec2(0.5, 0.0)"
507
415
  + " + uSocket * ((uGaze * position).xy - position.xy);");
508
416
  shader.fragmentShader = shader.fragmentShader
509
- .replace("#include <uv_pars_fragment>", "#include <uv_pars_fragment>\nvarying vec2 vSocketUv;")
417
+ .replace("#include <uv_pars_fragment>",
418
+ "#include <uv_pars_fragment>\nvarying vec2 vSocketUv;\nuniform float uLidShade;")
510
419
  .replace("#include <map_fragment>",
511
- "vec3 socket = 2.0 * texture2D( map, vSocketUv ).rgb;\n#include <map_fragment>\ndiffuseColor.rgb *= socket;")
420
+ "vec3 socket = uLidShade * 2.0 * texture2D( map, vSocketUv ).rgb;\n#include <map_fragment>\ndiffuseColor.rgb *= socket;")
512
421
  .replace("#include <emissivemap_fragment>",
513
422
  "#include <emissivemap_fragment>\ntotalEmissiveRadiance *= socket;");
514
423
  };
@@ -516,152 +425,228 @@ function socketed(base: THREE.MeshStandardMaterial, side: number,
516
425
  return material;
517
426
  }
518
427
 
519
- /** `cavityShade`'s two measured heights, in the cavity patch's own normalised
520
- * rest height — 0 at the bottom of its bounding box, 1 at the top, morph deltas
521
- * included, because `computeBoundingBox` counts them and the shader normalises
522
- * by that same call.
523
- *
524
- * Both were read off a ruler build that painted the normalised height into the
525
- * emissive term, where the output bypasses the lamps and decodes straight back
526
- * to the height that produced it. It found two things worth keeping.
527
- *
528
- * `seam` is the height a *closed* mouth shows: pixel-weighted 0.805 on tara and
529
- * 0.808 on tushar, near enough identical to be one constant rather than a
530
- * per-character tuning. It is deliberately the pivot — see `cavityShade`.
531
- *
532
- * `falloff` is sized against the band an *open* mouth exposes, and that band is
533
- * why this is measured rather than guessed: it is 0.70..0.89, the top fifth of
534
- * the patch, with nothing below it even at jaw 1 and mouthOpen 1 — the patch
535
- * runs far past the aperture on purpose, so that its lower edge can chase the
536
- * lip without ever reaching the chin (`build_tara`, the cavity's lower edge). A
537
- * ramp laid across the whole patch would put a fifth of its range in the only
538
- * part anyone sees, which is the mistake the lower arch's `floor` made one
539
- * commit ago by being sized against its tile instead of its visible band.
428
+ /**
429
+ * tess's "ah" photograph, down the midline of her open mouth: the colour at
430
+ * each depth into the lip opening, 0 at the upper lip's inner rim and 1 at the
431
+ * lower's, in sRGB as the photograph has it. Read at MediaPipe's inner-lip
432
+ * points 13 and 14, which is the same rim `build_character.lip_aperture` stamps.
540
433
  *
541
- * At 8 the multiplier runs 0.51 at the top of that band to 2.32 at the bottom.
542
- * Neither clamp engages anywhere the aperture reaches; they are there so that a
543
- * future morph exposing more of the patch cannot blow the exponential up.
434
+ * The shape is the thing to keep, and every reviewer's "pink and flat" is its
435
+ * absence: dark in the shadow of the upper arch, rising to the tongue's front
436
+ * two-thirds of the way down, and falling again into the floor of the mouth
437
+ * above the lower arch. Where either arch covers a stretch of this, what the
438
+ * photograph measured there is enamel and was left out — the arches draw
439
+ * themselves.
544
440
  */
545
- const CAVITY_SHADE = { seam: 0.805, falloff: 8, min: 0.35, max: 2.6 };
441
+ const INTERIOR: ReadonlyArray<readonly [number, readonly [number, number, number]]> = [
442
+ [0.15, [60, 22, 26]],
443
+ [0.30, [84, 35, 41]],
444
+ [0.45, [122, 62, 68]],
445
+ [0.60, [159, 87, 93]],
446
+ [0.70, [144, 60, 61]],
447
+ [0.80, [52, 17, 15]],
448
+ [0.90, [40, 12, 12]],
449
+ ];
546
450
 
547
451
  /**
548
- * The inside of the mouth, shaded by how far the light has to reach into it.
549
- *
550
- * Both video reviewers called the open mouth "a dark void", and a luminance
551
- * profile says why in one number: through viseme D's aperture the cavity
552
- * renders ten consecutive rows inside a single level of 255 — 49.6 down to 48.7
553
- * on tara, 49.3 to 48.6 on tushar — between an upper arch at 232 and a lower
554
- * one at 163. Every other band in that column moves tens of levels per row. The
555
- * complaint is not that the interior is too dark, then. It is that it is the
556
- * one surface on this face with no variation in it at all, and a
557
- * constant-valued region reads as a hole cut in the head rather than as a space
558
- * behind it.
559
- *
560
- * It is flat because it is the only mouth surface that is genuinely *lit*.
561
- * `build_tara.flat_material` gives it no emissive term, where the teeth beside
562
- * it carry `emissiveFactor` 0.75 and their photograph's own light with it — so
563
- * all of the cavity comes from the lamps, and those are 0.62π of ambient
564
- * against a patch whose normal barely turns. Ambient on a constant normal is a
565
- * constant.
566
- *
567
- * This is authored rather than sampled, which is the wrong way round for this
568
- * repo and worth saying why: the reference is a *smile*, and a smile shows no
569
- * interior — the same fact that left the lower arch with no enamel to copy.
570
- * There is no photograph of this mouth's inside to project, so the choice is an
571
- * authored gradient or the flat colour, and it is kept modest for it.
452
+ * The photograph's enamel is 158 of 255 and the rendered upper arch's is about
453
+ * 232, so the profile is carried over at the ratio of the two: the interior is
454
+ * as dark *against the teeth* as hers is, which is the only comparison anyone
455
+ * makes looking into a mouth.
456
+ */
457
+ const INTERIOR_GAIN = 232 / 158;
458
+
459
+ /** The same, applied to the photograph in linear light, where its tile is read. */
460
+ const INTERIOR_GAIN_LINEAR = INTERIOR_GAIN ** 2.2;
461
+
462
+ /**
463
+ * How open her mouth is in that photograph: 185 px between the inner rims at the
464
+ * midline over 229 between the inner corners (MediaPipe 13/14 and 78/308). A
465
+ * speaking mouth is rarely a third of that, and the light reaching into it
466
+ * falls with the opening, so the profile is dimmed by the square root of the
467
+ * ratio — between the solid angle's own square law, which turned every
468
+ * conversational viseme into a hole, and none at all, which left each one the
469
+ * lit pink band reviewers called flat.
470
+ */
471
+ const INTERIOR_OPEN = 185 / 229;
472
+
473
+ /** That dimming, in GLSL, over the `uAperture` the mouth's shaders share. */
474
+ const OPENNESS = `sqrt(clamp(uAperture.w / (2.0 * uAperture.z * ${INTERIOR_OPEN.toFixed(3)}), 0.0, 1.0))`;
475
+
476
+ /**
477
+ * Where a raised tongue is read from: `tongue` = 1 paints the surface it lifts
478
+ * into the opening from `from` down to `at` — `at` the photograph's brightest
479
+ * row — rather than in the shadow of the upper arch it has moved into. A span
480
+ * and not a row: read at one row, every height of it took the same texels,
481
+ * and the photograph's tongue drew as vertical streaks down a slab. Squeezed
482
+ * into the span it keeps its crown, rolling off toward the teeth.
483
+ */
484
+ const TONGUE_LIFT = { from: 0.25, at: 0.60 };
485
+
486
+ /** An `INTERIOR` knot as linear light, at `INTERIOR_GAIN`. */
487
+ function interiorKnot(rgb: readonly [number, number, number]) {
488
+ return new THREE.Color().setRGB(
489
+ ...(rgb.map((v) => Math.min(1, (v * INTERIOR_GAIN) / 255)) as [number, number, number]), THREE.SRGBColorSpace);
490
+ }
491
+
492
+ const glslColor = (c: THREE.Color) => `vec3(${c.r.toFixed(5)}, ${c.g.toFixed(5)}, ${c.b.toFixed(5)})`;
493
+
494
+ /** GLSL: `vec3 interior`, the profile at depth `mouthA` in the opening. */
495
+ function interiorProfile() {
496
+ let profile = `vec3 interior = ${glslColor(interiorKnot(INTERIOR[0][1]))};\n`;
497
+ for (let i = 1; i < INTERIOR.length; i++) {
498
+ const [a0] = INTERIOR[i - 1];
499
+ const [a1, rgb] = INTERIOR[i];
500
+ profile += `interior = mix(interior, ${glslColor(interiorKnot(rgb))}, clamp((mouthA - ${a0.toFixed(3)}) / ${(a1 - a0).toFixed(3)}, 0.0, 1.0));\n`;
501
+ }
502
+ return profile;
503
+ }
504
+
505
+ /**
506
+ * The inside of the mouth — the tongue and the cavity behind it — painted from
507
+ * a photograph of one, at where each point sits in the lip opening the pose
508
+ * has made.
572
509
  *
573
- * Authored rather than derived, too. The true form factor from a flat backdrop
574
- * to the aperture in front of it is *brightest at the centre*, which is exactly
575
- * backwards: a real mouth is darkest in the middle because it is a tunnel
576
- * there, and this one is a curtain — `build_tara` parks it in front of the
577
- * teeth so a closed mouth has something dark to show, and walks it back past
578
- * them as the jaw drops. So this shades the mouth it stands for, not the
579
- * geometry it is drawn on.
510
+ * The opening, and not the surface, because that is how the photograph's
511
+ * profile arises: the light reaching into a mouth is gated by the lips and
512
+ * shadowed by the upper arch, so the same point of tongue is bright when the
513
+ * jaw drops and dark when it closes. A shade stuck to the surface — what this
514
+ * replaced — reads as a lit object behind a hole, which at viseme D was a flat
515
+ * mauve plate, and at C and H put the tongue's bright crest directly under the
516
+ * upper teeth with dark below it: the order of the photograph, inverted.
580
517
  *
581
- * The pivot is what makes that safe. `CAVITY_SHADE.seam` is the height the
582
- * closed mouth shows, so the multiplier is 1.0 there by construction and the
583
- * rest pose barely moves: measured over the whole mouth region, at most 4
584
- * levels of 255 on tara and 3 on tushar. Not nothing, and not worth claiming as
585
- * nothing — but it matters that it is small, because "a closed mouth is a dark
586
- * line" is this surface's first job, and `landmarks.PALETTE.cavity` is the
587
- * colour of that line and stays the authority on it.
518
+ * Emitted rather than lit, and entirely: this is sampled light, like the 75%
519
+ * of the face that is the photograph verbatim, and a key from above lights the
520
+ * dorsum brightest at its back, which is the one thing a mouth never looks
521
+ * like. Both surfaces read the same picture, so her mouth's absence of any
522
+ * tongue-to-cavity edge carries over; only a raised tongue is told apart, by
523
+ * `lift`, because a tongue tip at the teeth is what viseme H is.
524
+ */
525
+ function mouthInterior(base: THREE.MeshStandardMaterial,
526
+ aperture: { value: THREE.Vector4 }, lift: { value: number },
527
+ extent: readonly number[] | null) {
528
+ const material = base.clone();
529
+ // The photograph itself where the asset carries it (`project_albedo.project_interior`),
530
+ // and its midline where it does not.
531
+ const tiled = material.map !== null && extent !== null;
532
+ let paint: string;
533
+ if (tiled) {
534
+ const [s0, s1, a0, a1] = extent!;
535
+ paint = `vec2 tileAt = clamp(vec2((mouthX - ${s0.toFixed(3)}) / ${(s1 - s0).toFixed(3)},`
536
+ + ` (mouthA - ${a0.toFixed(3)}) / ${(a1 - a0).toFixed(3)}), 0.0, 1.0);\n`
537
+ + `vec3 interior = min(texture2D(map, tileAt).rgb * ${INTERIOR_GAIN_LINEAR.toFixed(4)}, vec3(1.0));\n`;
538
+ } else {
539
+ paint = interiorProfile();
540
+ }
541
+ material.onBeforeCompile = (shader) => {
542
+ shader.uniforms.uAperture = aperture;
543
+ shader.uniforms.uMouthLift = lift;
544
+ shader.vertexShader = shader.vertexShader
545
+ .replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;")
546
+ // `transformed` after the morphs, unlike every other shade in this file:
547
+ // where the surface *is* in the opening is the whole question.
548
+ .replace("#include <morphtarget_vertex>",
549
+ "#include <morphtarget_vertex>\nvMouthAt = transformed.xy;");
550
+ shader.fragmentShader = shader.fragmentShader
551
+ .replace("#include <common>",
552
+ "#include <common>\nvarying vec2 vMouthAt;\nuniform vec4 uAperture;\nuniform float uMouthLift;")
553
+ .replace("#include <map_fragment>", "diffuseColor.rgb = vec3(0.0);")
554
+ .replace("#include <emissivemap_fragment>",
555
+ "#include <emissivemap_fragment>\n"
556
+ + "float mouthA0 = (uAperture.y - vMouthAt.y) / uAperture.w;\n"
557
+ + `float mouthA = mouthA0 < ${TONGUE_LIFT.at.toFixed(2)} ? mix(mouthA0, ${TONGUE_LIFT.from.toFixed(2)}`
558
+ + ` + max(mouthA0, 0.0) * ${((TONGUE_LIFT.at - TONGUE_LIFT.from) / TONGUE_LIFT.at).toFixed(4)}, uMouthLift) : mouthA0;\n`
559
+ + "float mouthX = (vMouthAt.x - uAperture.x) / uAperture.z;\n"
560
+ + paint
561
+ + `totalEmissiveRadiance = interior * ${OPENNESS};`);
562
+ };
563
+ material.customProgramCacheKey = () => (tiled ? "mouth-interior-tile" : "mouth-interior");
564
+ return material;
565
+ }
566
+
567
+ /**
568
+ * The lower arch, lit by the light the tongue beside it is lit by.
588
569
  *
589
- * Opening the mouth reveals the rest: darker above the seam, lighter below it.
590
- * Where those two halves actually land is not symmetric and not the same on the
591
- * two characters, because what hides the cavity is the upper arch, and the
592
- * arches differ. Down the middle of tara's mouth the arch reaches to roughly
593
- * the seam, so the centre gets the lighter half nearly alone — the ten flat
594
- * rows above become 50 at the top of the aperture rising to 83 at its bottom,
595
- * which is the floor the aperture faces. The darker half surfaces instead in
596
- * two lobes flanking the arch, where the aperture runs wider than the teeth do
597
- * and so exposes cavity above the seam: −4 levels on tara, −5 on tushar. Those
598
- * lobes are the commissures, and their being the deepest part of the mouth is
599
- * right for a reason this shader did not plan — it falls out of a vertical ramp
600
- * meeting a curved arch.
570
+ * Its tile is toned against the upper arch on a smile (`project_albedo`), a
571
+ * mouth open wide and pulled back, where the lower teeth take nearly the upper
572
+ * ones' light. Speaking, they are the deepest thing the opening shows, and
573
+ * tess's "ah" — open wider than any viseme — shows no lower crown at all: the
574
+ * row above where they would be is the darkest in the photograph. Left at the
575
+ * smile's tone, the sliver a C or D uncovers was a lit grey rule between that
576
+ * dark and the lip, which reads as a wire and not as teeth.
601
577
  *
602
- * tushar gets the darker half down the centre as well, 49.3 to 43.6, because
603
- * his teeth are narrower — `TEETH.half_width` 0.110 against tara's 0.132 — so
604
- * his aperture exposes cavity above the seam in the middle too. One constant,
605
- * two characters, two different-looking mouths, and the difference between them
606
- * is the arch's width showing through. That is the argument for the constant
607
- * staying shared rather than being tuned per character: it is already reading a
608
- * per-character fact, just not one of its own.
578
+ * So the arch takes the interior's light where it stands: the profile at its
579
+ * depth in the opening over the profile's brightest row, which is the tongue
580
+ * lit as well as anything in a mouth is, and the same openness dimming. The
581
+ * ratio is in linear light and per channel, so the enamel goes as dark and as
582
+ * warm as the mouth around it, and its top edge — higher in the opening —
583
+ * keeps the most. The upper arch, at the lip and in the light, keeps its own.
609
584
  */
610
- function cavityShade(base: THREE.MeshStandardMaterial, lo: number, hi: number) {
585
+ function lowerArch(base: THREE.MeshStandardMaterial, aperture: { value: THREE.Vector4 }) {
611
586
  const material = base.clone();
612
- const span = { value: new THREE.Vector2(lo, (hi - lo) || 1) };
613
- const shade = {
614
- value: new THREE.Vector4(CAVITY_SHADE.seam, CAVITY_SHADE.falloff,
615
- CAVITY_SHADE.min, CAVITY_SHADE.max),
587
+ 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]);
588
+ material.onBeforeCompile = (shader) => {
589
+ shader.uniforms.uAperture = aperture;
590
+ shader.vertexShader = shader.vertexShader
591
+ .replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;")
592
+ .replace("#include <morphtarget_vertex>", "#include <morphtarget_vertex>\nvMouthAt = transformed.xy;");
593
+ shader.fragmentShader = shader.fragmentShader
594
+ .replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;\nuniform vec4 uAperture;")
595
+ // Both terms: the teeth are three-quarters sampled light (`emissive`
596
+ // in the build's `flat_material`), so dimming the lit part alone does
597
+ // almost nothing.
598
+ .replace("#include <map_fragment>",
599
+ "#include <map_fragment>\n"
600
+ + "float mouthA = (uAperture.y - vMouthAt.y) / uAperture.w;\n"
601
+ + interiorProfile()
602
+ + `vec3 archLight = min(interior / ${glslColor(peak)}, vec3(1.0)) * ${OPENNESS};\n`
603
+ + "diffuseColor.rgb *= archLight;")
604
+ .replace("#include <emissivemap_fragment>", "#include <emissivemap_fragment>\ntotalEmissiveRadiance *= archLight;");
616
605
  };
606
+ material.customProgramCacheKey = () => "lower-arch";
607
+ return material;
608
+ }
609
+
610
+ /**
611
+ * The upper arch, with the gaps between its teeth showing the mouth.
612
+ *
613
+ * `project_albedo.project_teeth` paints everything under the incisal edge
614
+ * that is not a tooth — the notches between the tips — in `notch`, a neutral
615
+ * near-black, because the tile cannot know what the mouth behind it will be.
616
+ * Rendered, that strip came out a hard grey saw along the bottom of the arch:
617
+ * neutral against a warm interior, and at the arch's light rather than the
618
+ * mouth's. A gap in a row of teeth is a window onto the cavity, so it takes
619
+ * the cavity's own light at that height in the opening, and only the gap does
620
+ * — `notch` is darker than any enamel the tile carries, shaded overhang
621
+ * included, so the test is the texel's own brightness, and a filtered texel
622
+ * on a tip's edge takes a share of each.
623
+ */
624
+ function upperArch(base: THREE.MeshStandardMaterial, aperture: { value: THREE.Vector4 }) {
625
+ const material = base.clone();
617
626
  material.onBeforeCompile = (shader) => {
618
- shader.uniforms.uCavitySpan = span;
619
- shader.uniforms.uCavityShade = shade;
627
+ shader.uniforms.uAperture = aperture;
620
628
  shader.vertexShader = shader.vertexShader
621
- .replace("#include <common>",
622
- "#include <common>\nvarying float vCavityAt;\nuniform vec2 uCavitySpan;")
623
- // `position`, not `transformed`: `morphs.cavity_targets` translates this
624
- // patch back and drops its lower edge as the jaw opens, and this shading
625
- // is painted *on* the surface — so it has to ride that, not be swept
626
- // across it. The raw attribute is the rest frame, before the morphs.
627
- .replace("#include <begin_vertex>",
628
- "#include <begin_vertex>\nvCavityAt = (position.y - uCavitySpan.x) / uCavitySpan.y;");
629
+ .replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;")
630
+ .replace("#include <morphtarget_vertex>", "#include <morphtarget_vertex>\nvMouthAt = transformed.xy;");
629
631
  shader.fragmentShader = shader.fragmentShader
630
- .replace("#include <common>",
631
- "#include <common>\nvarying float vCavityAt;\nuniform vec4 uCavityShade;")
632
- // No `emissivemap_fragment` half, unlike `jawShadow` and `socketed`:
633
- // those modulate surfaces that emit 75% of a photograph verbatim, and
634
- // this one has no emissive term at all. The diffuse is the whole output.
632
+ .replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;\nuniform vec4 uAperture;")
635
633
  .replace("#include <map_fragment>",
636
634
  "#include <map_fragment>\n"
637
- + "float cavityK = exp(uCavityShade.y * (uCavityShade.x - vCavityAt));\n"
638
- + "diffuseColor.rgb *= clamp(cavityK, uCavityShade.z, uCavityShade.w);");
635
+ + "float archGap = 1.0 - smoothstep(0.01, 0.30, dot(diffuseColor.rgb, vec3(0.2126, 0.7152, 0.0722)));\n"
636
+ + "diffuseColor.rgb *= 1.0 - archGap;")
637
+ .replace("#include <emissivemap_fragment>",
638
+ "#include <emissivemap_fragment>\n"
639
+ + "float mouthA = (uAperture.y - vMouthAt.y) / uAperture.w;\n"
640
+ + interiorProfile()
641
+ + `totalEmissiveRadiance = mix(totalEmissiveRadiance, interior * ${OPENNESS}, archGap);`);
639
642
  };
640
- material.customProgramCacheKey = () => "tara-cavity-shade";
643
+ material.customProgramCacheKey = () => "upper-arch";
641
644
  return material;
642
645
  }
643
646
 
644
647
  /** `scripts/head_mesh.MOTION_DEPTH_ATTR`, as GLTFLoader names it: lowercased. */
645
648
  const MOTION_DEPTH = "_motion_depth";
646
649
 
647
- /**
648
- * The head's frame, taught to turn as if it sat deeper than it does.
649
- *
650
- * Rotated at their real depth, the ears, crown, side hair and outline move
651
- * nearly as far as the nose, and a nod reads as the whole head dropping
652
- * (docs/research-head-rotation.md § 1). A real head's frame sits near the axis
653
- * and barely moves, and that differential is what reads as rotation. Each
654
- * vertex of the skin, hair and ears carries a Δz toward the viewer
655
- * (`head_mesh.motion_depth`, ≤ 0 and zero across the features), and this moves
656
- * it on screen by the rotated Δz: the view-space xy of modelView · (0, 0, Δz).
657
- * Depth, draw order and lighting keep the real position. At rest that xy is
658
- * exactly zero through the orthographic camera, so the drawing is untouched.
659
- *
660
- * The attribute decides, not the mesh name: the neck shares the skin material
661
- * and has no field, which is why each head shell gets a clone. The same clone
662
- * wears the expression maps, when the asset has them: the three shells are
663
- * exactly the ones textured from the face atlas the maps are registered to.
664
- */
665
650
  /**
666
651
  * The vertex half of `motionDepth`, which the eye's socket shader needs too.
667
652
  *
@@ -677,9 +662,8 @@ function turnDeep(shader: { vertexShader: string }, undoGaze = false) {
677
662
  // (0, 0, Δz) into the screen plane and slides the hidden skirt out past the
678
663
  // temple on a look alone, head square on, where the skin it hides behind has
679
664
  // not moved at all. The frame's rotation is the one the skirt must follow, and
680
- // `uGaze` is exactly the extra rotation to take back out. A rotation's inverse
681
- // is its transpose, and a vector multiplied from the left is the transpose
682
- // multiply, so this needs no second uniform and no `transpose()`.
665
+ // `uGaze` is exactly the extra rotation to take back out — multiplying the
666
+ // vector from the left is its inverse, so this needs no second uniform.
683
667
  const depth = `vec3(0.0, 0.0, ${MOTION_DEPTH})`;
684
668
  shader.vertexShader = shader.vertexShader
685
669
  .replace("#include <common>", `#include <common>\nattribute float ${MOTION_DEPTH};`)
@@ -689,10 +673,40 @@ function turnDeep(shader: { vertexShader: string }, undoGaze = false) {
689
673
  + "gl_Position = projectionMatrix * mvPosition;");
690
674
  }
691
675
 
692
- function motionDepth(base: THREE.MeshStandardMaterial, expression?: Expression) {
676
+ /**
677
+ * The head's frame, taught to turn as if it sat deeper than it does.
678
+ *
679
+ * Rotated at their real depth, the ears, crown, side hair and outline move
680
+ * nearly as far as the nose, and a nod reads as the whole head dropping
681
+ * (docs/research-head-rotation.md § 1). A real head's frame sits near the axis
682
+ * and barely moves, and that differential is what reads as rotation. Each
683
+ * vertex of the skin, hair and ears carries a Δz toward the viewer
684
+ * (`head_mesh.motion_depth`, ≤ 0 and zero across the features), and this moves
685
+ * it on screen by the rotated Δz: the view-space xy of modelView · (0, 0, Δz).
686
+ * Depth, draw order and lighting keep the real position. At rest that xy is
687
+ * exactly zero through the orthographic camera, so the drawing is untouched.
688
+ *
689
+ * The attribute decides, not the mesh name: the neck shares the skin material
690
+ * and has no field, which is why each head shell gets a clone. The same clone
691
+ * wears the expression maps, when the asset has them: the shells textured from
692
+ * the face atlas are exactly the ones those maps are registered to.
693
+ */
694
+ function motionDepth(base: THREE.MeshStandardMaterial, expression?: Expression, shut?: Shut) {
693
695
  const material = base.clone();
694
696
  material.onBeforeCompile = (shader) => {
695
697
  turnDeep(shader);
698
+ if (shut) {
699
+ Object.assign(shader.uniforms, shut.uniforms);
700
+ shader.vertexShader = shader.vertexShader
701
+ .replace("#include <common>", `#include <common>\n${SHUT_VERTEX_HEAD}`)
702
+ .replace("#include <uv_vertex>", `#include <uv_vertex>\n${SHUT_VERTEX}`);
703
+ shader.fragmentShader = shader.fragmentShader
704
+ .replace("#include <common>", `#include <common>\n${SHUT_UNIFORMS}`)
705
+ .replace("#include <map_fragment>", `#include <map_fragment>\n${SHUT_FRAGMENT}`)
706
+ .replace("#include <emissivemap_fragment>",
707
+ "#include <emissivemap_fragment>\n"
708
+ + "totalEmissiveRadiance = mix(totalEmissiveRadiance, emissive * shutColour, shutWeight);");
709
+ }
696
710
  if (!expression) return;
697
711
  const n = expression.names.length;
698
712
  Object.assign(shader.uniforms, expression.uniforms);
@@ -703,7 +717,8 @@ function motionDepth(base: THREE.MeshStandardMaterial, expression?: Expression)
703
717
  "#include <emissivemap_fragment>\ntotalEmissiveRadiance *= expression;");
704
718
  };
705
719
  material.customProgramCacheKey = () =>
706
- (expression ? `tara-motion-depth-expression-${expression.names.length}` : "tara-motion-depth");
720
+ ["tara-motion-depth", expression && `expression-${expression.names.length}`, shut && "shut"]
721
+ .filter(Boolean).join("-");
707
722
  return material;
708
723
  }
709
724
 
@@ -711,31 +726,19 @@ function motionDepth(base: THREE.MeshStandardMaterial, expression?: Expression)
711
726
  * Expression maps: the light a smile or a raised brow changes, which the
712
727
  * geometry cannot.
713
728
  *
714
- * A pixel of this face is 75% photograph, emitted, and 25% lit (the lamps,
715
- * below), so the most a morph can change by moving skin is a quarter of its
716
- * shading — and the shading it moves is the neutral photograph's, which has no
717
- * nasolabial fold to deepen and no forehead line to show. A cheek morph
718
- * measured 0.00% of the tile changed. So an asset can carry, per expression, a
719
- * grey ratio taken from a photograph of the same face making it
720
- * (`scripts/expression_maps.py`): the fold's shadow, the cheek's lift into the
721
- * light, the lines of a raised brow, the two creases of a knit one. Here each
722
- * is raised to the power of its weight and multiplies the albedo's diffuse and
723
- * emitted halves alike, as the jaw's shadow does — so at weight 0 it is exactly
724
- * 1 and the face is the photograph, and at 1 it is the expression's light.
725
- *
726
- * Read at the texel's *rest* position, which is where the build registered it:
727
- * the morph that lifts the cheek carries the lifted cheek's light up with its
728
- * texture, so light and shape arrive together without the shader knowing
729
- * where anything went.
729
+ * A pixel of this face is 75% photograph, emitted, so the most a morph can
730
+ * change by moving skin is a quarter of its shading — and that shading is the
731
+ * neutral photograph's, which has no nasolabial fold to deepen and no forehead
732
+ * line to show. A cheek morph measured 0.00% of the tile changed. So an asset
733
+ * can carry, per expression, a grey ratio taken from a photograph of the same
734
+ * face making it (`scripts/expression_maps.py`), read at the texel's *rest*
735
+ * position: the morph that lifts the cheek carries the lifted cheek's light up
736
+ * with its texture, so light and shape arrive together.
730
737
  *
731
738
  * Per side, because the channels are. The weights cross over at the midline
732
739
  * rather than switching there, so a one-sided smile does not cut its fold's
733
- * light off in a line down the philtrum.
734
- *
735
- * The maps are the one thing in the asset nothing draws: they ride on a
736
- * carrier mesh (`build_tara.py`, "Expression") that exists to get the texture
737
- * into the GLB, and is taken out of the scene on load. An asset without one is
738
- * a face whose light never changes, which is every asset built before these.
740
+ * light off in a line down the philtrum. An asset with no maps is a face whose
741
+ * light never changes, which is a correct face.
739
742
  */
740
743
  const EXPRESSION_SPLIT = 0.03;
741
744
  /**
@@ -750,8 +753,6 @@ const EXPRESSION_SPLIT = 0.03;
750
753
  * A map named here that the asset lacks is simply not read, and a map the
751
754
  * asset has that is not named here stays at weight 0: an asset newer than its
752
755
  * rig loses the light the rig cannot place, not the face.
753
- * TARA-SPECIFIC: judged on tushar's maps at the 400 × 300 tile, the only ones
754
- * that exist.
755
756
  */
756
757
  const EXPRESSION_WEIGHT: Record<string, (at: (channel: string) => number) => number> = {
757
758
  smile: (at) => at("mouthCorner") / 0.8,
@@ -822,30 +823,111 @@ function expressive(carrier: THREE.Mesh): Expression | null {
822
823
  };
823
824
  }
824
825
 
826
+ /** `scripts/build_character.LID_SHUT_ATTR`'s fields, as GLTFLoader names
827
+ * them: the displacement's u and v, and the weight. */
828
+ const LID_SHUT_ATTRS = ["_lid_shut_u", "_lid_shut_v", "_lid_shut_w"] as const;
829
+
830
+ /**
831
+ * The shut lids: a closing lid shows the photograph of the eyes closed.
832
+ *
833
+ * A 2.5-D shell has no hidden skin, so the lid that closes is the open eye's
834
+ * lid, stretched: the lash band and the fold drawn down over the eyeball in
835
+ * pale streaks, and a white edge where the stretched margin met the sclera. A
836
+ * reviewer watching a real call called it the eye tearing mid-blink, and at
837
+ * any distance it read as an eye that did not shut at all.
838
+ *
839
+ * So the build carries the neutral edited to close the eyes
840
+ * (`scripts/shut_lids.py`), and each lid vertex says where its texel lands
841
+ * when the lid is shut. A lid fragment reads that photograph *there*: shut,
842
+ * every pixel the lid covers is the closed photograph's own; half-shut, the
843
+ * margin already wears the closed lash line and the band above it closed lid
844
+ * skin, because that is what those texels become. The blend follows the lid's
845
+ * own influence, so a lid held part-way on purpose — a downward glance, a
846
+ * degraded link — changes a little of its content, and a blink all of it.
847
+ *
848
+ * How much each vertex may show is the build's to say (`_lid_shut_w`,
849
+ * `morphs.lid_shut_weight`): all of the upper lid, fading out above the crease
850
+ * with the lid's own pull, so the rest of the face is the photograph to the
851
+ * byte at any lid value, and not at rest at all.
852
+ */
853
+ // The lid's influence over which the closed photograph arrives. Not from 0, so
854
+ // the lid a glance lowers keeps nearly all of its own texture; full before the
855
+ // lid is, so the frames a blink is seen on are the closed photograph's.
856
+ const SHUT_FROM = 0.1;
857
+ const SHUT_FULL = 0.55;
858
+ // ...and over which the lower lid's lash fringe does (`_lid_shut_w` below 0).
859
+ // The lower lid hardly moves, so its fringe can only arrive with the upper
860
+ // margin: any earlier and a half-open eye wears it as a heavy lower liner.
861
+ const SHUT_FRINGE_FROM = 0.7;
862
+ const SHUT_FRINGE_FULL = 0.95;
863
+ const SHUT_VERTEX_HEAD = [
864
+ ...LID_SHUT_ATTRS.map((name) => `attribute float ${name};`),
865
+ "uniform vec2 uShutScale;", "varying vec2 vLidShut;", "varying float vLidShare;",
866
+ ].join("\n");
867
+ const SHUT_VERTEX = [
868
+ `vLidShut = vec2(${LID_SHUT_ATTRS[0]}, ${LID_SHUT_ATTRS[1]}) * uShutScale;`,
869
+ `vLidShare = ${LID_SHUT_ATTRS[2]};`,
870
+ ].join("\n");
871
+ const SHUT_UNIFORMS = [
872
+ "uniform sampler2D uShut;", "uniform vec4 uShutTile;", "uniform vec2 uShutU;",
873
+ "uniform vec2 uShutLid;", "uniform vec2 uShutFringe;", "varying vec2 vLidShut;", "varying float vLidShare;",
874
+ ].join("\n");
875
+ const SHUT_FRAGMENT = [
876
+ "vec2 shutAt = clamp(uShutTile.xz + uShutTile.yw * (vMapUv + vLidShut), 0.0, 1.0);",
877
+ "vec3 shutColour = texture2D(uShut, shutAt).rgb;",
878
+ `float shutSide = smoothstep(-${EXPRESSION_SPLIT}, ${EXPRESSION_SPLIT}, uShutU.x + uShutU.y * vMapUv.x);`,
879
+ "float shutWeight = max(vLidShare, 0.0) * mix(uShutLid.x, uShutLid.y, shutSide)",
880
+ " + max(-vLidShare, 0.0) * mix(uShutFringe.x, uShutFringe.y, shutSide);",
881
+ "diffuseColor.rgb = mix(diffuseColor.rgb, diffuse * shutColour, shutWeight);",
882
+ ].join("\n");
883
+
884
+ interface Shut {
885
+ readonly map: THREE.Texture;
886
+ readonly lid: THREE.Vector2;
887
+ readonly fringe: THREE.Vector2;
888
+ readonly uniforms: Record<string, THREE.IUniform>;
889
+ }
890
+
891
+ /** The closed photograph from its carrier's node, or `null` for an asset
892
+ * without one, whose lids shut on their own texels as they always have. */
893
+ function shutLids(carrier: THREE.Mesh): Shut | null {
894
+ const { shut_tile: tile, shut_u: u, shut_scale: scale } = carrier.userData;
895
+ const map = (carrier.material as THREE.MeshStandardMaterial).map;
896
+ if (!map || !Array.isArray(tile) || !Array.isArray(u) || !Array.isArray(scale)) return null;
897
+ const lid = new THREE.Vector2();
898
+ const fringe = new THREE.Vector2();
899
+ return {
900
+ map, lid, fringe,
901
+ uniforms: {
902
+ uShut: { value: map },
903
+ uShutTile: { value: new THREE.Vector4(tile[0], tile[1], tile[2], tile[3]) },
904
+ uShutU: { value: new THREE.Vector2(u[0], u[1]) },
905
+ uShutScale: { value: new THREE.Vector2(scale[0], scale[1]) },
906
+ uShutLid: { value: lid },
907
+ uShutFringe: { value: fringe },
908
+ },
909
+ };
910
+ }
911
+
825
912
  /**
826
913
  * The neck, taught to wear the jaw's shadow where the jaw is.
827
914
  *
828
915
  * The photograph paints the shadow the chin casts on the throat, and a painted
829
916
  * shadow stays where it was painted: under a 9° turn the jaw crossed the top of
830
- * the neck by 8 px and its shadow did not move, which read as the neck sliding
831
- * out from under the head. So the
832
- * build lifts it out of the albedo into a ratio tile
833
- * (`project_albedo.lift_jaw_shadow`), and this puts it back from the head's
834
- * frame: each neck fragment finds the point of the *turned* head in front of it
835
- * — the view ray met with the plane the jaw's rim turns in — and reads the
836
- * ratio at that point's rest position. At rest that point is the fragment's
837
- * own, so the drawing is the photograph; under a turn the shadow's edge rides
838
- * the rim, whatever the neck's own follow is doing.
917
+ * the neck by 8 px and its shadow did not, which read as the neck sliding out
918
+ * from under the head. So the build lifts it into a ratio tile
919
+ * (`project_albedo.lift_jaw_shadow`) and each neck fragment reads it at the
920
+ * *turned* head's rim, offset by how far the jaw has dropped — a rigid
921
+ * transform does not carry a morph, which was the other half of the same
922
+ * defect: an open mouth left the shadow banded across the throat at the closed
923
+ * rim with nothing casting it.
839
924
  *
840
- * The tile lives in the albedo atlas (`face_texture.JAW_SHADOW_AT`), the way
841
- * the eye's socket multiplier lives beside its globe, so it is one more read of
842
- * a texture already bound and no draw call. Its edges are white — no shadow —
843
- * and the lookup is clamped to it, so a ray that lands past the tile (the
844
- * throat's far side under a hard turn) reads "no shadow" rather than the hair
845
- * or the iris the atlas keeps beside it.
925
+ * The tile's edges are white and the lookup clamped to it, so a ray landing
926
+ * past it reads "no shadow" rather than the hair or the iris beside it.
846
927
  */
847
928
  function jawShadow(base: THREE.MeshStandardMaterial, uv: number[], extent: number[],
848
- rimZ: number, headInverse: { value: THREE.Matrix4 }) {
929
+ rimZ: number, headInverse: { value: THREE.Matrix4 },
930
+ jawDrop: { value: number }) {
849
931
  const material = base.clone();
850
932
  const tile = { value: new THREE.Vector4(uv[0], uv[1], uv[2], uv[3]) };
851
933
  const bounds = { value: new THREE.Vector4(extent[0], extent[1], extent[2], extent[3]) };
@@ -855,18 +937,21 @@ function jawShadow(base: THREE.MeshStandardMaterial, uv: number[], extent: numbe
855
937
  shader.uniforms.uJawTile = tile;
856
938
  shader.uniforms.uJawBounds = bounds;
857
939
  shader.uniforms.uJawRim = rim;
940
+ shader.uniforms.uJawDrop = jawDrop;
858
941
  shader.vertexShader = shader.vertexShader
859
942
  .replace("#include <common>", "#include <common>\nvarying vec3 vJawView;")
860
943
  .replace("#include <project_vertex>", "#include <project_vertex>\nvJawView = mvPosition.xyz;");
861
944
  shader.fragmentShader = shader.fragmentShader
862
945
  .replace("#include <common>",
863
946
  "#include <common>\nvarying vec3 vJawView;\nuniform mat4 uHeadInverse;\n"
864
- + "uniform vec4 uJawTile;\nuniform vec4 uJawBounds;\nuniform float uJawRim;")
947
+ + "uniform vec4 uJawTile;\nuniform vec4 uJawBounds;\nuniform float uJawRim;\n"
948
+ + "uniform float uJawDrop;")
865
949
  .replace("#include <map_fragment>",
866
950
  "#include <map_fragment>\n"
867
951
  + "vec3 jawFrom = (uHeadInverse * vec4(vJawView, 1.0)).xyz;\n"
868
952
  + "vec3 jawRay = (uHeadInverse * vec4(0.0, 0.0, 1.0, 0.0)).xyz;\n"
869
953
  + "vec2 jawAt = jawFrom.xy + jawRay.xy * ((uJawRim - jawFrom.z) / jawRay.z);\n"
954
+ + "jawAt.y += uJawDrop;\n"
870
955
  + "jawAt = clamp(jawAt, uJawBounds.xz, uJawBounds.yw);\n"
871
956
  + "vec3 jawShadow = texture2D(map, uJawTile.xz + uJawTile.yw * jawAt).rgb;\n"
872
957
  + "diffuseColor.rgb *= jawShadow;")
@@ -877,7 +962,7 @@ function jawShadow(base: THREE.MeshStandardMaterial, uv: number[], extent: numbe
877
962
  return material;
878
963
  }
879
964
 
880
- /** Lamps, standing in for the four area lights `build_tara.setup_scene` uses.
965
+ /** Lamps, standing in for the four area lights `build_character.setup_scene` uses.
881
966
  *
882
967
  * The albedo is a photograph and already holds this face's light, so 75% of it
883
968
  * is emitted verbatim (`emissiveFactor` in the GLB) and only the remaining 25%
@@ -892,15 +977,6 @@ const KEY = 0.26 * Math.PI;
892
977
  const WRAP = 0.10 * Math.PI;
893
978
 
894
979
  /** Frames drawn per second, capped rather than left at the display's rate.
895
- *
896
- * `setAnimationLoop` is `requestAnimationFrame`, so uncapped this face is drawn
897
- * as fast as the viewer's hardware refreshes — 60 on most panels, 120 on a
898
- * ProMotion Mac or a current flagship phone. That is the wrong way round: the
899
- * device most likely to care about the battery is the one that would draw the
900
- * most, and it buys nothing, because idle motion here is deliberately held
901
- * under ~1.5 Hz (CLAUDE.md) and the head's travel is a few degrees, slowly, in
902
- * a 400 × 300 tile. 30 samples that twenty times a cycle. Character animation
903
- * ships lipsync at 24 for a living.
904
980
  *
905
981
  * Measured on an M1 over four paired reps against `peep`, which is the SVG
906
982
  * avatar that already ships: uncapped at 60 the 3-D face cost 13.8 points of
@@ -915,19 +991,18 @@ const WRAP = 0.10 * Math.PI;
915
991
  const RENDER_FPS = 30;
916
992
  const MIN_FRAME_MS = 1000 / RENDER_FPS;
917
993
 
918
- export interface TaraRigOptions {
994
+ export interface CharacterRigOptions {
919
995
  /** Called once the GLB is in the scene, for a capture tool that must wait. */
920
996
  readonly onReady?: () => void;
921
- /** The character's GLB. The second-character seam: every build fact the rig
922
- * reads (jaw-shadow tile, rim depth, morph names) travels in the GLB's own
923
- * extras, so a character built by the same scripts needs nothing else. Tara's
924
- * tuning is still applied, which is the experiment.
997
+ /** The character's GLB. Every build fact the rig reads (jaw-shadow tile, rim
998
+ * depth, morph names) travels in the GLB's own extras, so a character built
999
+ * by the same scripts needs nothing else.
925
1000
  *
926
- * Required, and it used to default to tara's. A default meant this module
927
- * imported one character's URL, and a bundler emits assets per module — so
928
- * every consumer of *any* character shipped tara's GLB whether or not they
929
- * mounted her. The caller knows which character it is building; this file
930
- * must not ([tara-asset.ts](./tara-asset.ts)). */
1001
+ * Required, and deliberately not defaulted: a default would make this module
1002
+ * import one character's URL, and a bundler emits assets per module — so
1003
+ * every consumer of *any* character would ship that one's GLB whether or not
1004
+ * they mounted it. The caller knows which character it is building; this
1005
+ * file must not ([tara-asset.ts](./tara-asset.ts)). */
931
1006
  readonly url: string;
932
1007
  /** `false` leaves an asset's expression maps unread, for a capture tool
933
1008
  * comparing the face with and without them. */
@@ -936,14 +1011,11 @@ export interface TaraRigOptions {
936
1011
  * a caller can copy the canvas out at any moment rather than only from
937
1012
  * inside the frame that drew it.
938
1013
  *
939
- * A pose sheet needs this and a consumer must not have it. WebGL contexts are
940
- * a handful per page, so a sheet of thirty poses cannot be thirty canvases —
941
- * it holds one pose still, copies the canvas into a tile, and moves on. Copy
942
- * outside the drawing frame and the buffer has already been cleared, which is
943
- * a blank tile and not an error. The cost is that the buffer cannot be
944
- * discarded, which on some drivers means a second copy of every frame; the
945
- * consumer renders thirty frames a second forever and pays nothing for a
946
- * readback it never performs. */
1014
+ * A pose sheet reuses one context, holding a pose still and copying the
1015
+ * canvas into a tile; copy outside the drawing frame without this and the
1016
+ * buffer has already been cleared, which is a blank tile and not an error.
1017
+ * A consumer must not have it: the buffer can no longer be discarded, which
1018
+ * on some drivers means a second copy of every frame. */
947
1019
  readonly readback?: boolean;
948
1020
  }
949
1021
 
@@ -962,13 +1034,27 @@ function webglRenderer(readback = false): THREE.WebGLRenderer | null {
962
1034
  }
963
1035
  }
964
1036
 
1037
+ /**
1038
+ * The lower lid follows the eye down. Its retractor is tied to the inferior
1039
+ * rectus, so a look down pulls the lower margin down with it by a millimetre
1040
+ * or two — the upper lid's half of this is the mixer's `lidBias`, and a face
1041
+ * whose upper lid follows while the lower one stays reads as a drowsy droop
1042
+ * rather than a glance. Driven through the squint target run backwards,
1043
+ * which is the lower lid and nothing else: at the notes gaze (`pupilY` 0.72)
1044
+ * the margin drops ~0.006, about 1.7 px at the 400 px tile.
1045
+ */
1046
+ const LOWER_LID_FOLLOW = 0.35;
1047
+
965
1048
  /**
966
1049
  * Where a lid channel's influence reaches a shut eye. Not at 1, because the
967
- * mixer never asks for 1: a blink is a 0.11–0.15 s triangle, the lid channel's
968
- * 18 ms smoothing rounds its peak off, and this rig draws at 30 fps, so the
969
- * frame a viewer actually sees peaks at influence 0.74 on the median blink and
970
- * 0.66 at the fifth percentile. A lid morph that shut only at 1 left every
971
- * blink a quarter open — the lid came down and the iris was still there.
1050
+ * mixer never asks for 1: a blink is a triangle (`idle.BLINK_DUR`), the lid
1051
+ * channel's 18 ms smoothing rounds its peak off, and this rig draws at 30 fps.
1052
+ * `LID_SHUT` was set when blinks ran 0.11–0.15 s, at the fifth percentile of
1053
+ * the peak a viewer actually saw (median 0.74). At the present 0.19–0.23 s
1054
+ * that peak is 0.85 median and 0.81 at the fifth percentile — simulated over
1055
+ * the same smoothing and frame phase — so every blink still lands shut, with
1056
+ * margin. A lid morph that shut only at 1 left every blink a quarter open — the
1057
+ * lid came down and the iris was still there.
972
1058
  *
973
1059
  * So above `LID_KNEE` the influence is eased up to meet 1 at `LID_SHUT`, and
974
1060
  * held there: past that point the lid has landed on the lower one. Below the
@@ -979,17 +1065,6 @@ function webglRenderer(readback = false): THREE.WebGLRenderer | null {
979
1065
  *
980
1066
  * `scripts/morphs.py:influence` parses both numbers out of this file.
981
1067
  */
982
- /**
983
- * The lower lid follows the eye down. Its retractor is tied to the inferior
984
- * rectus, so a look down pulls the lower margin down with it by a millimetre
985
- * or two — the upper lid's half of this is the mixer's `lidBias`, and a face
986
- * whose upper lid follows while the lower one stays reads as a drowsy droop
987
- * rather than a glance. Driven through the squint target run backwards,
988
- * which is the lower lid and nothing else: at the notes gaze (`pupilY` 0.72)
989
- * the margin drops ~0.006, about 1.7 px at the 400 px tile.
990
- */
991
- const LOWER_LID_FOLLOW = 0.35;
992
-
993
1068
  const LID_KNEE = 0.35;
994
1069
  const LID_SHUT = 0.66;
995
1070
 
@@ -997,24 +1072,22 @@ const LID_SHUT = 0.66;
997
1072
  * A squint's influence rises faster than its channel. The mixer's values are
998
1073
  * set where a line face's lower lid reads — a smile's squint is 0.30 — and a
999
1074
  * photographic lower lid rising 0.30 of its travel is a pixel or two, so the
1000
- * squint that makes a smile real was not there. A power curve lifts the small
1001
- * values into sight. The lower-lid follow, which runs this target backwards,
1002
- * is added after it and stays linear.
1075
+ * squint that makes a smile real was not there. The lower-lid follow, which
1076
+ * runs this target backwards, is added after the curve and stays linear.
1003
1077
  *
1004
- * TARA-SPECIFIC. The curve needs a ceiling as well as a lift, because the
1005
- * squint stacks and the mouth does not. A *silent* smile takes squint from
1006
- * three layers at once — an approval clip, the encouraging emotion and
1007
- * prosody's warmth — which reach 0.51 together, while the smile map saturates
1008
- * at a mouth corner of 0.8 and no layer drives the jaw, so the last third of a
1009
- * smile arrives as narrowing eyes over lips that cannot part any further. On a
1010
- * line face that reads as warmth. On a photograph it reads as sedation: a
1011
- * reviewer watching a recorded call read those two moments as the avatar
1012
- * falling asleep or heavily medicated, and named the eyes, not the mouth. The
1013
- * ceiling is where the face stops reading drugged, judged at crop. The knee is
1014
- * low enough that an ordinary one-layer smile is untouched (0.22 renders
1015
- * 0.402, against 0.403 with no ceiling at all), and the approach is
1016
- * exponential rather than a clamp so the slope is continuous where the two
1017
- * meet and the lower lid never visibly sticks.
1078
+ * The curve needs a ceiling as well as a lift, because the squint stacks and
1079
+ * the mouth does not. A *silent* smile takes squint from three layers at once —
1080
+ * an approval clip, the encouraging emotion and prosody's warmth — which reach
1081
+ * 0.51 together, while the smile map saturates at a mouth corner of 0.8 and no
1082
+ * layer drives the jaw, so the last third of a smile arrives as narrowing eyes
1083
+ * over lips that cannot part any further. On a line face that reads as warmth.
1084
+ * On a photograph it reads as sedation: a reviewer watching a recorded call
1085
+ * read those two moments as the avatar falling asleep or heavily medicated, and
1086
+ * named the eyes, not the mouth. The ceiling is where the face stops reading
1087
+ * drugged, judged at crop. The knee is low enough that an ordinary one-layer
1088
+ * smile is untouched (0.22 renders 0.402 against 0.403 with no ceiling), and
1089
+ * the approach is exponential rather than a clamp so the slope is continuous
1090
+ * where the two meet and the lower lid never visibly sticks.
1018
1091
  */
1019
1092
  const SQUINT_CURVE = 0.6;
1020
1093
  const SQUINT_KNEE = 0.2;
@@ -1036,17 +1109,6 @@ const lidClosure = (i: number): number => {
1036
1109
  return i + (1 - LID_SHUT) * t * t;
1037
1110
  };
1038
1111
 
1039
- /**
1040
- * A channel's morph influence. One line — and the lid and squint curves above — and the
1041
- * same one `scripts/morphs.py:influence` uses, so a Blender preview and the
1042
- * browser pose the face identically.
1043
- *
1044
- * It is allowed to go negative, which is what lets one target serve a
1045
- * bidirectional channel: `mouthCornerL` at −1.4 is the smile target run
1046
- * backwards into a frown, and `lidL` below its 0.12 rest opens the eye wider
1047
- * than neutral. A rig that clamped this at 0 would silently delete the negative
1048
- * half of six channels.
1049
- */
1050
1112
  /**
1051
1113
  * The neck's follow targets, and the one place a morph is not driven by
1052
1114
  * `influence`.
@@ -1060,8 +1122,8 @@ const lidClosure = (i: number): number => {
1060
1122
  *
1061
1123
  * So under pitch and roll the throat tracks the skull exactly at any angle,
1062
1124
  * and — the part worth having — the asset stops depending on the envelope.
1063
- * These fields carry no angle, so `HEAD_DEG` below is a runtime number that can
1064
- * move without leaving `tara.glb` stale. Yaw's pair is a partial twist rather
1125
+ * These fields carry no angle, so `HEAD_DEG` above is a runtime number that can
1126
+ * move without leaving a built GLB stale. Yaw's pair is a partial twist rather
1065
1127
  * than the skull's own rotation, and the build weights its two fields so these
1066
1128
  * same two influences drive it (`morphs.neck_twist`).
1067
1129
  */
@@ -1081,40 +1143,24 @@ const neckInfluence = (channel: string, pose: RigPose): number | null => {
1081
1143
 
1082
1144
  /**
1083
1145
  * The hair's roll, which is the one thing in this rig that is not a function of
1084
- * the pose alone.
1146
+ * the pose alone. `hold` is the share of the head's roll the hanging hair
1147
+ * declines to take, and `hz`/`damping` are how it gets there.
1085
1148
  *
1086
- * A hank that hangs past the jaw is lying on a shoulder, and a shoulder does not
1087
- * tilt when the head does. Rolled rigidly with the skull it lifts off the collar
1088
- * and the page shows through behind it, so the shell gives up `hold` of the
1089
- * roll at its lowest rows and none at the crown, graded by `morphs.hair_hold`.
1090
- * That is the static half and it is what fixes the gap.
1149
+ * A hank that hangs past the jaw is lying on a shoulder, and a shoulder does
1150
+ * not tilt when the head does: rolled rigidly with the skull it lifts off the
1151
+ * collar and the page shows through behind it, so the shell gives up `hold` of
1152
+ * the roll at its lowest rows and none at the crown (`morphs.hair_hold`).
1091
1153
  *
1092
1154
  * The other half is why roll read as a hinge at all. A rigid rotation about a
1093
- * fixed point is a hinge — there is nothing else in it — and what a real head
1094
- * tilt has that this lacked is hair that arrives late and settles. Live2D gives
1095
- * every hank a spring for exactly this (`docs/research-head-rotation.md` § 3.1:
1096
- * mobility ~0.95, delay 0.8-0.9, one clear overshoot), so this is a spring on
1097
- * the hair's own angle chasing the share of the roll it agrees to take.
1098
- *
1099
- * It is on the hair and not on the head's channels on purpose. The mixer's
1100
- * per-channel time constants are shared with the SVG faces and every clip in the
1101
- * library is authored pre-compensated for them, so a spring on `headRoll` would
1102
- * silently re-time every nod ever authored. Secondary motion on a shell that
1103
- * only this renderer has costs nothing outside it.
1104
- *
1105
- * 1.5 Hz is the band the library already keeps gesture under, and a hank of hair
1106
- * on a real head swings near it (a 7 cm pendulum is 1.9 Hz); the damping is a
1107
- * single visible overshoot, settling inside 0.8 s. Faster reads as a flick and
1155
+ * fixed point *is* a hinge, and what a real tilt has that this lacked is hair
1156
+ * that arrives late and settles (`docs/research-head-rotation.md` § 3.1:
1157
+ * mobility ~0.95, delay 0.8-0.9, one clear overshoot). At 0.65 that is a single
1158
+ * visible overshoot, inside 5% of the hold in 450 ms — faster reads as a flick,
1108
1159
  * slower as wet hair.
1109
- */
1110
- /**
1111
- * `hold` is the share of the head's roll the hanging hair declines to take, and
1112
- * `hz`/`damping` are how it gets there. 1.5 Hz is the ceiling the repo's idle
1113
- * constraint sets on *driven* oscillation; a settle is a one-shot and could
1114
- * defensibly go faster, but there is no reason to spend the exemption: what
1115
- * unhinges the roll is the hair arriving late, not the ring. At 0.65 it trails
1116
- * by 93% of its travel a frame in, overshoots 5% and is inside 5% of the hold in
1117
- * 450 ms — well within a phrase's hold.
1160
+ *
1161
+ * It is on the hair and not on `headRoll` on purpose: every clip in the library
1162
+ * is authored pre-compensated for the mixer's per-channel time constants, so a
1163
+ * spring on the channel would silently re-time every nod ever authored.
1118
1164
  */
1119
1165
  export const HAIR_ROLL = { hold: 0.85, hz: 1.5, damping: 0.65 };
1120
1166
 
@@ -1124,9 +1170,8 @@ export const HAIR_ROLL = { hold: 0.85, hz: 1.5, damping: 0.65 };
1124
1170
  * stiffness and 30 fps; this does not, which is the only reason the order of
1125
1171
  * those two lines is worth a sentence.
1126
1172
  *
1127
- * Exported for `test/nods.test.ts`, because settle time and overshoot are
1128
- * numbers and not something a still frame can show. It is not part of the
1129
- * package's surface — `packages/avatar/client/tara.ts` is.
1173
+ * Exported for `test/nods.test.ts`: settle time and overshoot are numbers, not
1174
+ * something a still frame can show.
1130
1175
  */
1131
1176
  export const hairRollStep = (angle: number, rate: number, target: number, dt: number) => {
1132
1177
  const w = 2 * Math.PI * HAIR_ROLL.hz;
@@ -1142,6 +1187,16 @@ const hairInfluence = (channel: string, extra: number): number | null => {
1142
1187
  return null;
1143
1188
  };
1144
1189
 
1190
+ /**
1191
+ * A channel's morph influence — the same law `scripts/morphs.py:influence`
1192
+ * uses, so a Blender preview and the browser pose the face identically.
1193
+ *
1194
+ * It is allowed to go negative, which is what lets one target serve a
1195
+ * bidirectional channel: `mouthCornerL` at −1.4 is the smile target run
1196
+ * backwards into a frown, and `lidL` below its rest opens the eye wider than
1197
+ * neutral. A rig that clamped this at 0 would silently delete the negative half
1198
+ * of every channel that has one.
1199
+ */
1145
1200
  const influence = (channel: string, value: number): number => {
1146
1201
  const rest = (REST as Record<string, number>)[channel] ?? 0;
1147
1202
  const i = (value - rest) / (1 - rest);
@@ -1149,6 +1204,27 @@ const influence = (channel: string, value: number): number => {
1149
1204
  return channel === "squintL" || channel === "squintR" ? squintCurve(i) : i;
1150
1205
  };
1151
1206
 
1207
+ /**
1208
+ * The jaw a closure lets through. This shell hangs the lower lip from the
1209
+ * mandible (`morphs._mandible`), and the jaw is the slower of the two to settle
1210
+ * (`JAW_RESPONSE_TAU_S`), so into an [m] the lips have shut while the jaw is
1211
+ * still coming up. That pulls the lower lip back off the upper, and the teeth
1212
+ * show through the seam. A real lower lip closes over a jaw that is still
1213
+ * open. A press is what a seal looks like on these channels, so in proportion
1214
+ * to the press past rest the jaw is held to what the lips' own aperture
1215
+ * implies. The cost is a chin that arrives with the lips rather than just
1216
+ * after them, and that is not what a viewer looks at during an [m].
1217
+ */
1218
+ const SEAL_FROM = VISEME_SHAPES.X.mouthPress ?? REST.mouthPress;
1219
+ const SEAL_FULL = VISEME_SHAPES.A.mouthPress ?? 1;
1220
+ function sealed(pose: RigPose): RigPose {
1221
+ const { jaw, mouthOpen = 0, mouthPress } = pose;
1222
+ if (jaw === undefined || mouthPress === undefined) return pose;
1223
+ const seal = Math.min(1, Math.max(0, (mouthPress - SEAL_FROM) / (SEAL_FULL - SEAL_FROM)));
1224
+ const excess = jaw - JAW_OF_OPEN * mouthOpen;
1225
+ return seal > 0 && excess > 0 ? { ...pose, jaw: jaw - seal * excess } : pose;
1226
+ }
1227
+
1152
1228
  /** One side's weights for the asset's expression maps, in its order. A
1153
1229
  * channel with no side (`mouthPress`) weighs the same on both. */
1154
1230
  const expressionWeights = (pose: RigPose, side: "L" | "R", expression: Expression,
@@ -1164,27 +1240,22 @@ const expressionWeights = (pose: RigPose, side: "L" | "R", expression: Expressio
1164
1240
  });
1165
1241
  };
1166
1242
 
1167
- // `options` is `unknown` in the contract, and stays `unknown` here: the mixer
1168
- // passes `rigOptions` through verbatim and has no way to know any rig's shape.
1169
- export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig {
1243
+ export function createCharacterRig(mount: HTMLElement, options?: unknown): AvatarRig {
1170
1244
  const { onReady, url, expression: readExpression = true, readback = false } =
1171
- (options ?? {}) as TaraRigOptions;
1245
+ (options ?? {}) as CharacterRigOptions;
1172
1246
  // A missing `url` is a caller's defect, not a browser condition — the WebGL
1173
1247
  // path below degrades because a driver is nobody's fault, whereas this would
1174
1248
  // otherwise be a 404 on a path spelled `undefined`.
1175
- if (!url) throw new TypeError("createTaraRig: `url` is required");
1249
+ if (!url) throw new TypeError("createCharacterRig: `url` is required");
1176
1250
  const scene = new THREE.Scene();
1177
1251
  const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0.1, 100);
1178
1252
  camera.position.set(0, FRAME_CENTRE, 6);
1179
1253
  camera.lookAt(0, FRAME_CENTRE, 0);
1180
1254
 
1181
1255
  const renderer = webglRenderer(readback);
1182
- // No context, no face — and that has to be the whole of it. `createAvatar` is
1183
- // synchronous and returns `{ destroy }`, so a consumer has nothing to catch:
1184
- // anything thrown here lands in *their* window and takes the call page with
1185
- // it, over a browser condition that is nobody's defect. WebGL is unavailable
1186
- // more often than it looks — a driver on a blocklist, a hardened profile, a
1187
- // remote desktop — and the right outcome is a call that still has audio,
1256
+ // `createAvatar` is synchronous, so anything thrown here lands in the
1257
+ // consumer's window and takes the call page with it over a browser condition
1258
+ // that is nobody's defect. The right outcome is a call that still has audio,
1188
1259
  // captions and states, with an empty tile where the head would be.
1189
1260
  //
1190
1261
  // `warn` rather than `error` on purpose: `[avatar]` console errors mean a
@@ -1221,20 +1292,18 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
1221
1292
  // `trunk` sways everything, and `lift` carries the neck and head on the
1222
1293
  // breath the torso takes inside `trunk` — and on the lean's rigid share,
1223
1294
  // which reaches the head the same way for the same reason.
1224
- //
1225
- // There were three. The outermost was `figure`, and it existed only to scale
1226
- // the whole character for `torsoLean`; with the camera a sibling rather than
1227
- // a child, that was a zoom and not a lean. The trunk deforms on the shell now
1228
- // (`morphs.torso_targets`), so the group has no work left and is gone rather
1229
- // than left behind as an identity transform for someone to wonder about.
1230
1295
  const trunk = new THREE.Group();
1231
1296
  const lift = new THREE.Group();
1232
1297
  const head = new THREE.Group();
1233
- head.position.copy(PIVOT);
1298
+ // The asset's own, once it has loaded; these hold the shape of the hierarchy
1299
+ // until then, and nothing draws before that.
1300
+ let pivot = PIVOT.clone();
1301
+ let rollPivot = ROLL_PIVOT.clone();
1302
+ head.position.copy(pivot);
1234
1303
  // Yaw and pitch turn `head`; roll turns `tilt`, which rides inside them at
1235
- // the chin (ROLL_PIVOT), so the parts hang from `tilt`.
1304
+ // the chin (`rollPivot`), so the parts hang from `tilt`.
1236
1305
  const tilt = new THREE.Group();
1237
- tilt.position.subVectors(ROLL_PIVOT, PIVOT);
1306
+ tilt.position.subVectors(rollPivot, pivot);
1238
1307
  scene.add(trunk);
1239
1308
  trunk.add(lift);
1240
1309
  lift.add(head);
@@ -1252,34 +1321,49 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
1252
1321
  const eyes: THREE.Object3D[] = [];
1253
1322
  // Both globes turn together, so one rotation serves both sockets.
1254
1323
  const gaze = { value: new THREE.Matrix3() };
1324
+ const lidShade = { L: { value: 1 }, R: { value: 1 } };
1255
1325
  const turn = new THREE.Matrix4();
1256
1326
  let expression: Expression | null = null;
1327
+ let shut: Shut | null = null;
1257
1328
  // The `Hair` shell, on a character whose hair hangs low enough to have the
1258
- // roll pair; null on one whose hair stops beside the temple (`HAIR_ROLL`).
1259
- let hairMesh: THREE.Mesh | null = null;
1329
+ // roll pair, and the `HairLayer` over the body, on one whose hair is a layer
1330
+ // of its own; empty where the hair stops beside the temple (`HAIR_ROLL`).
1331
+ const hairMeshes: THREE.Mesh[] = [];
1260
1332
  // The head's roll in the asset's own frame — what both the neck's follow and
1261
1333
  // the hair's are authored about — and the hair's own, which chases it.
1262
1334
  let headRollRad = 0;
1263
1335
  let hairRollRad = 0;
1264
1336
  let hairRate = 0;
1265
1337
  let hairSeeded = false;
1338
+ // How far the jaw's rim travels at jaw = 1 on this asset, and the uniform the
1339
+ // neck's shadow reads it through at the pose's influence (`jawShadow`).
1340
+ let jawRimTravel = 0;
1341
+ const jawDrop = { value: 0 };
1342
+ // The lip opening at rest and each channel's move of it, off the shell
1343
+ // (`build_character.lip_aperture`), as [top, bottom, left, right]; and what
1344
+ // `mouthInterior` reads it through, as (centre, top, half-width, height).
1345
+ let aperture: { rest: number[]; deltas: [string, number[]][] } | null = null;
1346
+ const mouthOpening = { value: new THREE.Vector4(0, 0, 1, 1) };
1347
+ const tongueLift = { value: 0 };
1266
1348
 
1267
1349
  /** The share of the head's roll the hair settles at. */
1268
1350
  const hairTarget = () => headRollRad * (1 - HAIR_ROLL.hold);
1269
1351
 
1270
1352
  const writeHair = () => {
1271
- const dictionary = hairMesh?.morphTargetDictionary;
1272
- const influences = hairMesh?.morphTargetInfluences;
1273
- if (!dictionary || !influences) return;
1274
1353
  const extra = hairRollRad - headRollRad;
1275
- for (const [channel, index] of Object.entries(dictionary)) {
1276
- const term = hairInfluence(channel, extra);
1277
- if (term !== null) influences[index] = term;
1354
+ for (const mesh of hairMeshes) {
1355
+ const dictionary = mesh.morphTargetDictionary;
1356
+ const influences = mesh.morphTargetInfluences;
1357
+ if (!dictionary || !influences) continue;
1358
+ for (const [channel, index] of Object.entries(dictionary)) {
1359
+ const term = hairInfluence(channel, extra);
1360
+ if (term !== null) influences[index] = term;
1361
+ }
1278
1362
  }
1279
1363
  };
1280
1364
 
1281
1365
  const stepHair = (dt: number) => {
1282
- if (!hairMesh || !hairSeeded) return;
1366
+ if (!hairMeshes.length || !hairSeeded) return;
1283
1367
  ({ angle: hairRollRad, rate: hairRate } =
1284
1368
  hairRollStep(hairRollRad, hairRate, hairTarget(), dt));
1285
1369
  };
@@ -1293,9 +1377,10 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
1293
1377
  // of the wrong aspect shows more or less background rather than a face of
1294
1378
  // the wrong shape. The atlas cannot be stretched: it is a photograph.
1295
1379
  // Symmetric about the camera, which is *already* at the frame's centre
1296
- // height. Offsetting the frustum by that centre as well applies it twice:
1297
- // the face rendered 0.47 face heights low, at exactly the right size, which
1298
- // reads as a framing choice rather than as the arithmetic error it was.
1380
+ // height — offsetting the frustum by that centre as well applies it twice,
1381
+ // and the face rendered 0.47 face heights low, at exactly the right size,
1382
+ // which reads as a framing choice rather than as the arithmetic error it
1383
+ // was.
1299
1384
  const halfHeight = FRAME_HEIGHT / 2;
1300
1385
  const halfWidth = (halfHeight * width) / height;
1301
1386
  camera.top = halfHeight;
@@ -1308,7 +1393,8 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
1308
1393
  observer.observe(mount);
1309
1394
  resize();
1310
1395
 
1311
- const applyPose = (pose: RigPose) => {
1396
+ const applyPose = (given: RigPose) => {
1397
+ const pose = sealed(given);
1312
1398
  headRollRad = radians(((pose.headRoll ?? 0) / HEAD_CLAMP) * HEAD_DEG.roll);
1313
1399
  // The first pose is a starting point, not a movement: seed the hair where it
1314
1400
  // would have settled, so a tool that sets one pose and screenshots it gets
@@ -1319,7 +1405,7 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
1319
1405
  const influences = mesh.morphTargetInfluences;
1320
1406
  if (!dictionary || !influences) continue;
1321
1407
  const neck = mesh.name === "Neck";
1322
- const hair = mesh === hairMesh;
1408
+ const hair = hairMeshes.includes(mesh);
1323
1409
  for (const [channel, index] of Object.entries(dictionary)) {
1324
1410
  // The hair carries the head's roll channel too, and it is neither a
1325
1411
  // channel value nor the head's own angle: it is how much *further* than
@@ -1330,9 +1416,11 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
1330
1416
  if (term !== null) { influences[index] = term; continue; }
1331
1417
  }
1332
1418
  // The neck's head targets are the rotation's two terms, not a channel
1333
- // scaled by the influence law. Only on the neck: the same three channel
1334
- // names on the head group are a rigid transform, and nowhere else.
1335
- if (neck) {
1419
+ // scaled by the influence law. Only on the neck and the hair layer's
1420
+ // yaw hold (`morphs.hair_layer_targets`), whose field carries the hold
1421
+ // and takes the skull's own angle: the same three channel names on the
1422
+ // head group are a rigid transform, and nowhere else.
1423
+ if (neck || (hair && mesh.name === "HairLayer")) {
1336
1424
  const term = neckInfluence(channel, pose);
1337
1425
  if (term !== null) { influences[index] = term; continue; }
1338
1426
  }
@@ -1342,6 +1430,23 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
1342
1430
  influences[index] = (value === undefined ? 0 : influence(channel, value)) - follow;
1343
1431
  }
1344
1432
  }
1433
+ // The chin's shadow on the throat rides the same channel the chin does.
1434
+ jawDrop.value = jawRimTravel
1435
+ * (pose.jaw === undefined ? 0 : influence("jaw", pose.jaw));
1436
+ if (aperture) {
1437
+ const at = aperture.rest.slice();
1438
+ for (const [channel, delta] of aperture.deltas) {
1439
+ const value = pose[channel];
1440
+ if (value === undefined) continue;
1441
+ const k = influence(channel, value);
1442
+ for (let i = 0; i < 4; i++) at[i] += k * delta[i];
1443
+ }
1444
+ // A floor on the height so a shut mouth divides by something: the seam
1445
+ // it shows is a line, and what colour a line is does not read.
1446
+ mouthOpening.value.set((at[2] + at[3]) / 2, at[0], Math.max((at[3] - at[2]) / 2, 1e-3),
1447
+ Math.max(at[0] - at[1], 2e-3));
1448
+ }
1449
+ tongueLift.value = pose.tongue === undefined ? 0 : influence("tongue", pose.tongue);
1345
1450
  // Blender's Z is face-space v, so its yaw is about Z, its pitch about X and
1346
1451
  // its roll about Y. The export maps Blender (x, y, z) to glTF (x, z, −y),
1347
1452
  // so Blender +Z *is* glTF +Y and Blender +X is glTF +X: yaw and pitch carry
@@ -1349,15 +1454,9 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
1349
1454
  // is glTF −Z, and that is a statement about two axes and not about the
1350
1455
  // channel.
1351
1456
  //
1352
- // Yaw was negated here as well until 2026-09-10, on the belief that the
1353
- // export flips the handedness of a turn. It does not — both frames are
1354
- // right-handed — and the cost was a head that turned toward the viewer's
1355
- // *left* on a positive `headYaw`, against `params.js`'s stated sign. It
1356
- // survived because the same negation was in `build_tara.pose_head`, so the
1357
- // Blender preview and the browser agreed with each other and only disagreed
1358
- // with the library. `gaze.js` is what makes it a defect rather than a
1359
- // convention: it hands `pupilX` and `headYaw` the same aversion term, so
1360
- // tara's eyes went one way and her head went the other.
1457
+ // Yaw is not negated, and a negation here survived for a long time because
1458
+ // `build_character.pose_head` had the same one: the Blender preview and the
1459
+ // browser agreed with each other and only disagreed with the library.
1361
1460
  //
1362
1461
  // YXZ because that is the order a neck composes in — yaw carrying the pitch
1363
1462
  // — rather than the order three.js defaults to.
@@ -1402,14 +1501,43 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
1402
1501
  );
1403
1502
  }
1404
1503
  if (eyes.length) gaze.value.setFromMatrix4(turn.makeRotationFromEuler(eyes[0].rotation));
1504
+ for (const side of ["L", "R"] as const) {
1505
+ const value = pose[`lid${side}`];
1506
+ const i = value === undefined ? 0 : influence(`lid${side}`, value);
1507
+ lidShade[side].value = 1 - LID_SHADE * THREE.MathUtils.smoothstep(i, LID_SHADE_FROM, 1);
1508
+ }
1405
1509
  if (expression) {
1406
1510
  expressionWeights(pose, "L", expression, expression.left);
1407
1511
  expressionWeights(pose, "R", expression, expression.right);
1408
1512
  }
1513
+ if (shut) {
1514
+ const closure = (channel: "lidL" | "lidR") => {
1515
+ const value = pose[channel];
1516
+ return value === undefined ? 0 : influence(channel, value);
1517
+ };
1518
+ const [l, r] = [closure("lidL"), closure("lidR")];
1519
+ const { smoothstep } = THREE.MathUtils;
1520
+ shut.lid.set(smoothstep(l, SHUT_FROM, SHUT_FULL), smoothstep(r, SHUT_FROM, SHUT_FULL));
1521
+ shut.fringe.set(smoothstep(l, SHUT_FRINGE_FROM, SHUT_FRINGE_FULL),
1522
+ smoothstep(r, SHUT_FRINGE_FROM, SHUT_FRINGE_FULL));
1523
+ }
1409
1524
  };
1410
1525
 
1411
1526
  new GLTFLoader().load(url, (gltf) => {
1412
1527
  if (destroyed) return;
1528
+ // Where this head turns and tilts, and what rides its skull, are facts
1529
+ // about this head — measured by the build, stamped into the scene, and read
1530
+ // here before anything is reparented into the frames they define. An asset
1531
+ // that predates the stamp keeps the constants above, which are the numbers
1532
+ // it was built with.
1533
+ const stamp = (gltf.scene.userData ?? {}) as Record<string, unknown>;
1534
+ pivot = stampedVec(stamp, "head_pivot", PIVOT);
1535
+ rollPivot = stampedVec(stamp, "roll_pivot", ROLL_PIVOT);
1536
+ head.position.copy(pivot);
1537
+ tilt.position.subVectors(rollPivot, pivot);
1538
+ const headParts = Array.isArray(stamp.head_parts)
1539
+ && stamp.head_parts.every((n) => typeof n === "string")
1540
+ ? stamp.head_parts as string[] : HEAD_PARTS;
1413
1541
  trunk.add(gltf.scene);
1414
1542
  // Collect the morphed meshes *before* reparenting: every one of them is a
1415
1543
  // head part, so a traverse of `gltf.scene` after the move finds only the
@@ -1420,7 +1548,15 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
1420
1548
  if (mesh.isMesh && mesh.morphTargetDictionary) morphed.push(mesh);
1421
1549
  // Kept aside as well: its roll pair is driven by a clock and not only by a
1422
1550
  // pose, so the render loop has to reach it between poses (`HAIR_ROLL`).
1423
- if (mesh.isMesh && mesh.name === "Hair" && mesh.morphTargetDictionary) hairMesh = mesh;
1551
+ if (mesh.isMesh && (mesh.name === "Hair" || mesh.name === "HairLayer")
1552
+ && mesh.morphTargetDictionary) hairMeshes.push(mesh);
1553
+ // Hair that lies over the body is in front of everything the portrait
1554
+ // has, and it turns with the skull where the chest does not: tested
1555
+ // against depth, a nod swings the lower hank back through the chest.
1556
+ if (mesh.isMesh && mesh.name === "HairLayer") {
1557
+ (mesh.material as THREE.Material).depthTest = false;
1558
+ mesh.renderOrder = 1;
1559
+ }
1424
1560
  });
1425
1561
  // Out of the scene before anything draws it: it carries the maps, and is
1426
1562
  // one triangle behind the body that nothing should pay a draw call for.
@@ -1432,26 +1568,40 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
1432
1568
  carrier.geometry.dispose();
1433
1569
  (carrier.material as THREE.Material).dispose();
1434
1570
  }
1435
- for (const name of HEAD_PARTS) {
1571
+ const shutCarrier = gltf.scene.getObjectByName("Shut") as THREE.Mesh | undefined;
1572
+ if (shutCarrier) {
1573
+ shutCarrier.removeFromParent();
1574
+ shut = shutLids(shutCarrier);
1575
+ if (!shut) (shutCarrier.material as THREE.MeshStandardMaterial).map?.dispose();
1576
+ shutCarrier.geometry.dispose();
1577
+ (shutCarrier.material as THREE.Material).dispose();
1578
+ }
1579
+ for (const name of headParts) {
1436
1580
  const part = gltf.scene.getObjectByName(name);
1437
1581
  // Reparenting moves the object into the tilt's frame, whose origin is
1438
- // ROLL_PIVOT, so subtract that to leave the part where it was authored.
1439
- // `attach()` would do this from the world matrix, which has not been
1440
- // computed yet at load.
1582
+ // the roll pivot, so subtract that to leave the part where it was
1583
+ // authored. `attach()` would do this from the world matrix, which has
1584
+ // not been computed yet at load.
1441
1585
  if (part) {
1442
- part.position.sub(ROLL_PIVOT);
1586
+ part.position.sub(rollPivot);
1443
1587
  tilt.add(part);
1444
1588
  }
1445
1589
  }
1446
1590
  // One clone per source material, shared by every shell that carries the
1447
1591
  // field; a mesh without it keeps the material it came with.
1592
+ // The shell with the lids is a clone of its own: the ears and the hair
1593
+ // share its material and have no lid attributes to read.
1448
1594
  const turned = new Map<THREE.Material, THREE.MeshStandardMaterial>();
1595
+ const lidded = new Map<THREE.Material, THREE.MeshStandardMaterial>();
1449
1596
  head.traverse((object) => {
1450
1597
  const mesh = object as THREE.Mesh;
1451
1598
  if (!mesh.isMesh || !mesh.geometry.getAttribute(MOTION_DEPTH)) return;
1452
1599
  const base = mesh.material as THREE.MeshStandardMaterial;
1453
- const own = turned.get(base) ?? motionDepth(base, expression ?? undefined);
1454
- turned.set(base, own);
1600
+ const withLids = shut !== null && LID_SHUT_ATTRS.every((name) => mesh.geometry.getAttribute(name) !== undefined);
1601
+ const cache = withLids ? lidded : turned;
1602
+ const own = cache.get(base)
1603
+ ?? motionDepth(base, expression ?? undefined, withLids ? shut ?? undefined : undefined);
1604
+ cache.set(base, own);
1455
1605
  mesh.material = own;
1456
1606
  });
1457
1607
  // The neck rides the breath with the head; the torso *is* the breath. Both
@@ -1459,15 +1609,18 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
1459
1609
  // origin until a pose arrives, so moving the neck needs no correction.
1460
1610
  const neck = gltf.scene.getObjectByName("Neck") as THREE.Mesh | undefined;
1461
1611
  if (neck) lift.add(neck);
1462
- // The shadow's map comes from the build (`build_tara.py`, the neck); an
1612
+ // The shadow's map comes from the build (`build_character.py`, the neck); an
1463
1613
  // asset without it keeps the shadow painted on, as every build did before.
1464
1614
  const skull = head.getObjectByName("Head");
1465
- const { jaw_shadow_uv: jawUv, jaw_shadow_extent: jawExtent, jaw_shadow_rim_z: jawRim } =
1466
- neck?.userData ?? {};
1615
+ const { jaw_shadow_uv: jawUv, jaw_shadow_extent: jawExtent, jaw_shadow_rim_z: jawRim,
1616
+ jaw_shadow_drop: jawTravel } = neck?.userData ?? {};
1467
1617
  if (neck && skull && Array.isArray(jawUv) && Array.isArray(jawExtent) && typeof jawRim === "number") {
1468
1618
  const headInverse = { value: new THREE.Matrix4() };
1619
+ // A build that predates the travel keeps the shadow rotating but not
1620
+ // opening, which is where this started and is still better than no tile.
1621
+ jawRimTravel = typeof jawTravel === "number" ? jawTravel : 0;
1469
1622
  neck.material = jawShadow(neck.material as THREE.MeshStandardMaterial, jawUv, jawExtent,
1470
- jawRim, headInverse);
1623
+ jawRim, headInverse, jawDrop);
1471
1624
  neck.onBeforeRender = (_renderer, _scene, camera) => {
1472
1625
  headInverse.value.multiplyMatrices(camera.matrixWorldInverse, skull.matrixWorld).invert();
1473
1626
  };
@@ -1493,21 +1646,32 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
1493
1646
  // before the globes carried the field keeps the socket shader alone.
1494
1647
  mesh.material = socketed(mesh.material as THREE.MeshStandardMaterial,
1495
1648
  name === "Eye_L" ? -1 : 1, gaze,
1496
- mesh.geometry.getAttribute(MOTION_DEPTH) !== undefined);
1649
+ mesh.geometry.getAttribute(MOTION_DEPTH) !== undefined,
1650
+ name === "Eye_L" ? lidShade.L : lidShade.R);
1497
1651
  eyes.push(globe);
1498
1652
  }
1499
- // The mouth's inside, which is otherwise the one flat-lit surface on this
1500
- // face. Found by *mesh* name rather than material name: `flat_material`
1501
- // hard-codes a `tara_` prefix, so tushar's cavity material is called
1502
- // `tara_cavity` as well, and the mesh is what distinguishes it.
1503
- const cavity = head.getObjectByName("Cavity") as THREE.Mesh | undefined;
1504
- if (cavity) {
1505
- cavity.geometry.computeBoundingBox();
1506
- const box = cavity.geometry.boundingBox;
1507
- if (box) {
1508
- cavity.material = cavityShade(cavity.material as THREE.MeshStandardMaterial,
1509
- box.min.y, box.max.y);
1653
+ // The mouth's inside, painted against the opening the lips make
1654
+ // (`mouthInterior`). Found by *mesh* name rather than material name:
1655
+ // `flat_material` hard-codes a `tara_` prefix, so tushar's cavity material
1656
+ // is called `tara_cavity` as well, and the mesh is what distinguishes it.
1657
+ // An asset built before the shell carried its opening keeps the flat fill.
1658
+ const opening = skull?.userData?.aperture as
1659
+ { rest?: unknown; deltas?: Record<string, unknown> } | undefined;
1660
+ if (opening && Array.isArray(opening.rest) && opening.rest.length === 4) {
1661
+ aperture = { rest: opening.rest as number[],
1662
+ deltas: Object.entries(opening.deltas ?? {})
1663
+ .filter((e): e is [string, number[]] => Array.isArray(e[1]) && e[1].length === 4) };
1664
+ for (const [name, lift] of [["Cavity", { value: 0 }], ["Tongue", tongueLift]] as const) {
1665
+ const mesh = head.getObjectByName(name) as THREE.Mesh | undefined;
1666
+ if (!mesh) continue;
1667
+ const extent = mesh.userData?.interior_extent;
1668
+ mesh.material = mouthInterior(mesh.material as THREE.MeshStandardMaterial, mouthOpening, lift,
1669
+ Array.isArray(extent) && extent.length === 4 ? extent : null);
1510
1670
  }
1671
+ const lower = head.getObjectByName("Teeth_Lower") as THREE.Mesh | undefined;
1672
+ if (lower) lower.material = lowerArch(lower.material as THREE.MeshStandardMaterial, mouthOpening);
1673
+ const upper = head.getObjectByName("Teeth_Upper") as THREE.Mesh | undefined;
1674
+ if (upper) upper.material = upperArch(upper.material as THREE.MeshStandardMaterial, mouthOpening);
1511
1675
  }
1512
1676
  // A rig with no morph targets still renders a perfectly good rest pose, so
1513
1677
  // the failure mode of losing them is a face that simply never moves — which
@@ -1519,15 +1683,11 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
1519
1683
  onReady?.();
1520
1684
  }, undefined, (error: unknown) => console.error("[avatar] could not load this character", url, error));
1521
1685
 
1522
- // The tolerance is not a fudge factor, it is the whole of what makes the cap
1523
- // land on 30. rAF fires on the panel's own grid, so the elapsed time is only
1524
- // ever a multiple of the refresh interval and lands *near* 33.3 ms rather than
1525
- // on it: 33.33 on a 60 Hz panel, and either side of it under any timestamp
1526
- // jitter. A bare `elapsed < MIN_FRAME_MS` therefore rejects the frame it wants
1527
- // and waits for the next one — 50 ms, i.e. 20 fps, not 30. Four milliseconds
1528
- // is under half the interval of every rate worth caring about (8.3 at 120,
1529
- // 11.1 at 90, 16.7 at 60), so it can never admit two frames where one belongs,
1530
- // and it puts 60, 90 and 120 Hz all on 30 fps.
1686
+ // rAF fires on the panel's own grid, so elapsed lands *near* the frame
1687
+ // interval and never on it, and a bare `elapsed < MIN_FRAME_MS` rejects the
1688
+ // frame it wants and waits for the next — 20 fps, not 30. The tolerance is
1689
+ // under half the interval at 120, 90 and 60 Hz, so it can never admit two
1690
+ // frames where one belongs.
1531
1691
  const GRID_TOLERANCE_MS = 4;
1532
1692
  let lastFrameMs = 0;
1533
1693
  renderer.setAnimationLoop(() => {
@@ -1578,6 +1738,7 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
1578
1738
  });
1579
1739
  // A uniform, not a material's map, so the traverse above never meets it.
1580
1740
  expression?.map.dispose();
1741
+ shut?.map.dispose();
1581
1742
  renderer.dispose();
1582
1743
  renderer.domElement.remove();
1583
1744
  },