threenative-animation-mcp 0.0.0-stage → 0.1.1

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package/README.md CHANGED
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- # Temporary Holding Version
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+ # threenative-animation-mcp
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- This version is a temporary placeholder for this package. An operational version to replace this has been submitted for review and is awaiting a staged release.
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+ Author, repair and verify character animation through one MCP. Every operation is a build-time
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+ edit: the input is a GLB, the output is an ordinary GLB, and no game depends on this package at
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+ runtime.
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+
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+ ```sh
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+ npx threenative-animation-mcp # stdio MCP server
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+ npx threenative-animation-mcp --view # the calibrator page, on http://127.0.0.1:4192/pose
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+ ```
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+
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+ Generating a project with `@threenative/core` installs this server for you; it is wired into the
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+ project's `.mcp.json` as `threenative-animation`, exactly like the asset, sculpt, engine and Blender
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+ servers.
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+
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+ ## Tools
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+
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+ | Tool | Does | State |
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+ | --- | --- | --- |
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+ | `animation_inspect` | bones, skeleton landmarks, clips with durations, root-motion travel, in-place detection | shipped |
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+ | `animation_attach` | prop on a bone with per-clip keyed offsets, baked into a GLB | shipped |
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+ | `animation_open_view` | the calibrator page, live over the op log | shipped |
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+ | `animation_auto_rig`, `animation_ik_retarget`, `animation_preview` | the four tools the asset MCP still owns | moved once their code is relicensed |
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+ | `animation_modify`, `animation_verify` | trim, retime, loop point, mirror, resample, root motion, foot lock; foot skate, ground penetration, loop seam, jitter, bone stretch | phase 2 |
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+ | `animation_pose`, `animation_bake`, `animation_find_clip` | constraint intents solved into a pose, a pose sequence baked into a clip, Quaternius library search | phase 3 |
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+
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+ ## The op log
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+
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+ Every change, from an agent or a human in the view, is one JSON op appended to
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+ `<model>.anim.json` beside the source GLB:
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+
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+ ```json
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+ {
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+ "version": 4,
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+ "host": "public/assets/enemy-terrorist.glb",
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+ "ops": [
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+ {
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+ "op": "attach",
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+ "attached": "public/assets/weapon-ak47.glb",
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+ "anchor": { "id": "right-hand", "label": "Right hand", "node": "mixamorigRightHand_035", "source": "detected" }
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+ },
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+ { "op": "key", "clip": "RifleIdle", "time": 0, "attachment": "attached", "transform": { "position": [188.2202, 439.6458, 144.7051], "rotation": [-112.708, -30.378, -45.826], "scale": [34.5157, 34.5157, 31.2312] } }
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+ ]
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+ }
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+ ```
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+
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+ Replaying the ops on the source gives a deterministic output GLB, so the log is the git diff, the
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+ undo stack and the record of what changed. Version 3 pose recipes — the ones the archived
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+ `@threenative/pose-lab` wrote — load as the same ops and still bake.
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+
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+ An op whose `attachment` is `detached` releases the prop in that clip. The bake writes no
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+ attachment track for it: where the prop goes after release is the game's physics, not an offset
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+ this package can invent.
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+
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+ ## View
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+
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+ `animation_open_view` starts the recovered Pose Lab page on `127.0.0.1` and returns its URL. A
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+ human drags the prop into place there; the page records the same ops an agent writes, so the two
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+ cannot disagree. It is a calibrator for one GLB, not a scene editor.
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+
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+ ## Not this package
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+
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+ `asset_list_bundle_animations`, `asset_download_bundle_animation` and the `creature_*` tools stay
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+ in `threenative-asset-mcp`: they download or compile assets and do not edit animation.