init: animation pipeline hub — Mac↔PC bridge for converting and implementing animations
Skills (.claude/skills/): animation-creation, iclone-video-mocap, pose-estimation (MediaPipe models via LFS), retarget-animations (deprecated). Tools: cc/mixamo/kevin/mocap retargeters + composite baker. Plans: animation-gen-pipeline + skills-adoption. exchange/: incoming-fbx, converted-glb, reference-video (LFS for fbx/glb/mp4). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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name: iclone-video-mocap
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description: Advise on Reallusion iClone 8 and the Video Mocap plugin (AI body mocap from video) — filming rules, generation settings, mocap cleanup (Motion Correction, Curve Editor), face layering with AccuFACE, FBX export, and integrating the result into ariki-game via tools/cc_retarget.py. Use when the user asks how to do anything in iClone/Character Creator, wants to record video for mocap, or wants an iClone export playing in the game.
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# iClone 8 + Video Mocap (advisory + ariki-game integration)
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Jeremy uses **iClone 8** (Windows) with the **iClone Video Mocap plugin** — Reallusion's cloud AI body-mocap from ordinary video (QuickMagic-powered, launched Oct 2025, requires iClone 8.63+). This skill answers "how do I do X in iClone" and "how do I get it into the game".
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**Reference files (read the one that matches the question):**
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- `references/video-mocap-plugin.md` — Video Mocap product facts, pricing (~$2.50–3/generation, points), full 5-stage workflow, filming rules, known bugs, AccuFACE.
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- `references/iclone8-core-animation.md` — motion clips/layer keys, Edit Motion Layer (IK/pins), Reach Target, timeline ops, Curve Editor filters, Motion Correction, face animation, characterization, FBX dialog options, hotkeys.
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- `references/export-pipeline-to-blender-godot.md` — iClone/CC4 FBX+BVH export details, soupday Blender Tools, retargeting to simple rigs, FBX→GLB→Godot, pitfalls checklist.
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- `references/ariki-integration.md` — **the game-side path**: `tools/cc_retarget.py` (CC_Base_→Quaternius), ClipCatalog discovery, dance JSON, end-to-end recipe.
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## The 60-second mental model
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- iClone animation = **Motion Clip + Layer Keys** (layer keys live inside the clip and can't leave it). Pose edits go through **Edit Motion Layer** (hotkey N, HumanIK IK/FK, pinning). Foot/hand locking via **Reach Target**; foot-slide fix via right-click clip > **Motion Correction** (flatten between iterations). Jitter fix: right-click clip > **Sample Motion Clip to New Layer**, then Curve Editor (F12) **Smooth / Butterworth / Optimize** filters.
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- Video Mocap = separate plugin panel: import video → trim to ≤60 s region → **Full Body / Upper Body** (+ Includes Fingers) → cloud generate (5–8 min, costs points) → **Apply Motion** to selected character (check "Apply reference video" for rotoscope cleanup) → clip lands in Content Manager > Motion > VideoMocap as rlMotion. **Body only — no face**; layer AccuFACE/LIVE FACE for talking.
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- System: iClone is **60 fps internal, cm units, Z-up**; CC3+ characters bind in **A-pose**; FBX axis conversion comes from the **Target Tool Preset**. Constraint keys (Reach/Link/Look At/Path) need **Animation > Flatten All Motion with Constraint** before export.
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## Filming rules that make or break Video Mocap (advise BEFORE recording)
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Eye-level static camera, single continuous shot; whole actor in frame the entire time; one person; textured clothing that contrasts the background; avoid flips, jumps, fast spins, hand-occluding poses. Money-saver: **stack several motions into one ≤60 s take with ~2 s gaps** — one generation fee, split into clips in iClone.
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## Getting it into ariki-game (short version)
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```bash
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/Applications/Blender.app/Contents/MacOS/Blender --background \
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--python tools/cc_retarget.py -- \
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--src "<iclone-export.fbx>" --out assets/quaternius/dancegen/<pack>.glb --name <ClipName>
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```
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Export from iClone with preset **Blender**, range **All**, **Preserve Bone Names (CC Base)** ON. The tool maps `CC_Base_*` → the shared 65-bone Quaternius skeleton, strips the mesh, and the GLB is auto-discovered by ClipCatalog as `<pack>/<ClipName>` (dirs: kevin/, mixamo/, dancegen/). Details, dance-JSON format, and the **unvalidated A-pose caveat** (first export needs an arm-orientation QA; workaround: FBX Advanced > Use T-Pose As Bind Pose): `references/ariki-integration.md`.
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## Cross-cutting gotchas
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- iClone 8 has **no animation-only FBX export** (CC4 does: FBX Options > Motion) and **no BVH export** (CC4 4.4+ does). No native glTF anywhere — route through Blender or Godot's ufbx.
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- Marketplace content needs a per-pack **Export License** to leave via FBX/USD; your own recordings/characters don't.
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- Video Mocap: keep plugin ≥1.02 (pre-1.02 double-charged points on re-open); Loop-enabled clips silently discard motion-layer edits — Flatten first.
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- MixMoves is gone in iClone 8 (Motion Director replaced it); AccuLips only works on CC-Standard/Gamebase characters.
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- ariki side: ASK Jeremy before launching the game; never use `*RM`/root-motion clip variants in dances.
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