rig-parts 1.5.0 → 1.5.1
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- package/docs/AUTHORING.md +9 -4
- package/package.json +1 -1
package/docs/AUTHORING.md
CHANGED
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@@ -1048,10 +1048,15 @@ constraint. Declare the bend in `meshes.<part>.auto.stimulus` (issue #196, the f
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Choose `degrees` as the largest bend, per link, that the physics is expected to reach in the
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animations that drive it: the mesh is held only to what was declared, so a smaller bend passes a
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mesh that tears at the real one, and nothing here checks the declaration against the
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constraint.
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-
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the
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constraint. The recipe for a thin strand only physics moves is therefore two steps: put its
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chain on the strand's own art, and declare the stimulus. The chain's position decides whether
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the motion bound can be held at all: on the scarf strap cut out of the sweater, with the chain
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on the strap (the tracked example's), the automatic mesh passes at the default
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`maxLocalDeformation` 1 with 68 vertices (the contour mesh's 133); with the chain beside the
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strap, as the proposal first placed it, the same part is refused `AUTO_MESH_MOTION` at 1 and
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passes only at 3, with its hull alone (31 vertices) — a hull cannot hold a bend the chain does
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not run through. Raising the bound is the author's choice, not the package's; moving the chain
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is the fix.
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- **An added animation can move the idle's figures.** The render's viewport is fitted over
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every animation, and the idle frames share it, so an animation that travels further than the
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idle redraws the idle at another size: adding `hop` to `sample` narrowed the idle render from
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "rig-parts",
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-
"version": "1.5.
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"version": "1.5.1",
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"description": "AI-authored 2D character parts from one anime painting and its See-through layer decomposition: measured parts, weighted-mesh rig specs, verified through rig-c before anything is written. A CLI for agents that cannot see the image.",
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"type": "module",
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"bin": {
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