chore(agents): migrate to agents.md protocol — .agents/ wiki/plans/rules/skills

Root AGENTS.md is now a thin entry point + knowledge map; the batch-workflow
detail it duplicated already lived in .claude/skills/animation/SKILL.md.
Folded docs/ (dances registry + iclone-bridge stub), root plans/, and
devops-reports/ into .agents/wiki/ and .agents/plans/ per the per-repo .agents/
convention. Added .agents/SOUL.md, .agents/AGENTS.md, wiki/ARCHITECTURE.md,
wiki/architecture/, and wiki/master-plan.md (derived from the closed plans +
the dance registry's live ceremony-slot table). Fixed doc-path references in
exchange/GUIDE.md, the animation skill, and the iclone-bridge stub. All moves
via mv (git detected as renames) — no content deleted.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-07-24 15:02:47 -07:00
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# Architecture — animation pipeline
Entry point to architecture law for this repo. Per-system detail lives in
`.agents/wiki/architecture/`.
## The one-sentence shape
PC-side motion capture (iClone 8 + Video Mocap) → this repo (Mac↔PC bridge,
Blender-headless retargeting, loop QC) → `ariki-game` (Quaternius-rig GLB
consumption via ClipCatalog).
## Machines and where things live
| Machine | Owns |
|---|---|
| PC (Windows) | iClone 8 + Video Mocap plugin — authors motion, exports FBX |
| Mac (and PC) | Blender 5.1.2, this repo's retarget tools, `ariki-game` checkout |
Files move machine-to-machine only through `exchange/` in this repo, synced
with `tinqs push`/`tinqs pull` (Git LFS for `.fbx/.glb/.mp4/.task` — see
`.gitattributes`). Raw `git pull` hangs on LFS in tinqs.com repos.
## Pipeline stages
1. **Capture (PC)** — iClone export, Blender preset, Range=All, Preserve Bone
Names ON → `exchange/incoming-fbx/`.
2. **Retarget (either machine)** — Blender-headless, source-specific retargeter
in `tools/`, all bake onto the shared Quaternius rig and export a
mesh-stripped GLB with one NLA track per clip:
- `cc_retarget.py` — Reallusion CC/iClone `CC_Base_*` FBX (60fps; rejects
2-frame `_TempMotion` exports as a guard against motion-less takes)
- `mixamo_retarget.py` — Mixamo FBX (prefix auto-detect)
- `kevin_retarget.py` — Kevin Iglesias Unity FBX (`B-*` rig; hardcoded
target path, non-portable)
- `mocap_retarget.py` — MediaPipe pose JSON → GLB (rotation solving, no
source armature)
`exchange/converted-glb/`.
3. **Loop QC**`tools/loop_qc.py` (pre-commit gate: pose/velocity/root-drift
continuity across the seam, exit 0 = smooth). Fixers when it fails:
`tools/loop_fix.py` (de-drift/trim/seam-blend → `exchange/looped-glb/`) and
`tools/pingpong_bake.py` (palindrome bake, seam-perfect but motion reverses
at the turn → `exchange/pingpong-glb/`, clip suffix `PP`). Every adopted
dance ships as a base clip + `_pp` pair.
4. **Ship** — commit + `tinqs push` the GLBs in this repo, then copy into
`ariki-game/assets/quaternius/dancegen/` (auto-discovered by ClipCatalog as
`<pack>/<ClipName>` — also watches `kevin/`, `mixamo/`), write one dance JSON
per clip in `ariki-game/assets/dances/`, `game.sh import`, verify clip names
match GLB `animations[].name` exactly, commit in ariki-game (push only when
Jeremy asks).
5. **Post-ingest QC (game side, out of this repo)**`ariki-game/tools/anim_qc.py`
re-checks world-space seam continuity + renders a seam-cross video for eye
review. Two QC tools by design: this repo's gate is pre-commit/local-space,
the game's is post-ingest/world-space.
## Naming law
Full detail: `.agents/wiki/dances/REGISTRY.md` (source of truth — do not
duplicate its content elsewhere). Summary: new takes get a provisional `nd_##`
id (never a content-derived name); a take is renamed to its ceremony code
(snake_case of the sim's `DanceType` enum + index) only once Jeremy assigns it
to a specific ceremony, via `tools/rename_clip.py`. Rejected/superseded takes
are archived (`archive/`), never deleted; numbers are never reused.
## Canonical target rig
All retargeters bake onto ariki-game's
`assets/quaternius/base-characters/.../Godot - UE/Superhero_Male_FullBody.gltf`.
Run from this repo, `--target` must be passed explicitly (the tool's default
path is ariki-relative and won't resolve here). The rig/pack standard itself
(65-bone Quaternius UE-named skeleton, hero body `Ariki_Female_QuatSkin.glb`) is
governed by `ariki-game/.humans/animation-bone-sources.html` and
`ariki-game/.agents/wiki/quaternius-ual-packs.md` — this repo's iClone/mocap
lane is explicitly a separate clip source (not UAL1/UAL2/Kevin/Mixamo), landing
in `dancegen/` only.
## Tool provenance / mirroring
`tools/cc_retarget.py`, `mixamo_retarget.py`, `kevin_retarget.py`,
`mocap_retarget.py` are **mirrors of `ariki-game/tools/`** — the game copies are
authoritative; re-copy from ariki-game when they change (they have silently
diverged before). `.claude/skills/` here mirror a subset of `ariki-game/.claude/skills/`
plus `~/.claude/skills/pose-estimation` — see `README.md` Provenance section.
## See also
- `.agents/wiki/architecture/` — per-system detail (currently: this file covers
the whole pipeline; split out if a subsystem grows its own doc).
- `.agents/wiki/dances/REGISTRY.md` — naming/registry source of truth.
- `.agents/wiki/iclone-bridge.md` — PC-lane routing stub.
- `.agents/wiki/devops-reports/` — point-in-time audits and convergence reports.
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# architecture/ — per-system detail
This repo's pipeline is small enough that `.agents/wiki/ARCHITECTURE.md` covers
it end to end today; nothing has grown large enough yet to need its own
per-system doc here. Split a topic out into this folder (and link it from
`ARCHITECTURE.md`) when it does — likely candidates as the repo grows:
- Retarget-tool internals (per-source rig mapping, bone-name conventions).
- Loop QC/fix algorithms (pose-gap, velocity-gap, root-drift math).
- The exchange-folder state machine (`exchange/GUIDE.md` currently owns this —
promote here if it needs architecture-level treatment beyond an operator
guide).
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# Dance registry — single source of truth for names
Every dance clip in the pipeline is tracked here. **Numbers are never reused.**
## Naming system
Names follow the **game's item-id convention: lowercase snake_case** (like
`ceremonial_garb`, `dance_platform`, `war_challenge`).
**Stage 1 — provisional (new dances).** Every new take gets the next free `nd_##`
number at conversion time, regardless of what the PC-side export was called:
pack/file `nd_08`, clip `ND08`, dance JSON `nd_08.json`. Variants keep the base id +
suffix: `nd_08_pp` / `ND08PP`. The `nd` prefix means "not yet adopted — subject to
rename or archive". Never name a new dance after its content (a take called
"firedance1" turned out to be dance1's choreography — content-guessed names lie).
**Stage 2 — adopted (chosen for a specific dance ceremony).** Dance codes are the
**game ceremony** the dance belongs to — snake_case of the sim's `DanceType` enum
(`sim/arena/src/GameSystems.cs`) + a two-digit index for multiple takes per ceremony:
pack `war_dance_01`, clip `WarDance01` (PascalCase, matching the enum), dance JSON
`war_dance_01.json`, variants `war_dance_01_pp` / `WarDance01PP`. A take is only
renamed once Jeremy says which ceremony it corresponds to. Rename with:
```bash
/Applications/Blender.app/Contents/MacOS/Blender --background --python tools/rename_clip.py -- \
--src exchange/<dir>/nd08.glb --out exchange/<dir>/haka01.glb --name Haka01
```
…then rename the dance JSON (+ its `name` and `clip` fields) in ariki-game, re-run
`game.sh import`, and `git mv` the old files out. Update the row below.
**Loop rule.** Every adopted dance ships as a PAIR: the base clip (`war_dance_01`) plus its ping-pong loop variant (`war_dance_01_pp` / `WarDance01PP`, baked with `tools/pingpong_bake.py`, must pass `loop_qc.py`). No adoption is complete without the loop.
**Archive.** Rejected/superseded takes move to `archive/` (this repo) and
`archive/dances/` (ariki-game, `.gdignore`d) — never deleted, never renamed.
## Ceremony slots (from the sim's `DanceType` enum + tech tree)
| ceremony code | Age | status | take |
|---|---|---|---|
| `water_dance_01` | 1 | awaiting take | — |
| `fire_dance_01` | 1 | awaiting take | — (the old "firedance1" was mislabeled dance1 choreography) |
| `tide_dance_01` | 1 | ⚠ **no enum entry** | — (no `TideDance` in the sim `DanceType` enum as of 2026-07-23 — confirm with Ozan whether the slot is real before filming a take) |
| `fertility_dance_01` | 1 | **adopted** 2026-07-16 | aloha1 (hula) — shipped with `_pp` loop |
| `food_dance_01` | 1 | awaiting take | — |
| `taming_dance_01` | 1 | **adopted** 2026-07-16 | dance1 — shipped with `_pp` loop |
| `sailing_dance_01` | 2 | awaiting take | — |
| `war_dance_01` | 2 | **adopted** 2026-07-16 | hakadance1 (haka) — shipped with `_pp` loop |
| `building_dance_01` | 2 | awaiting take | — |
| `colony_shield_dance_01` | 2 | awaiting take | — |
| `age_progression_dance_01` | 3 | awaiting take | — (gates Age advancement) |
| `star_watching_dance_01` | 3 | awaiting take | — |
| `rain_dance_01` | 1 | awaiting take | — (tech-tree "Rain Maker"; `RainDance` **is** in the DanceType enum, Age 1 — earlier "not in enum yet" note was wrong, corrected 2026-07-23) |
## Register
| id | status | pack(s) | clip | origin take | notes |
|---|---|---|---|---|---|
| nd_01 | **provisional** | `nd_01`, `nd_01_pp` | `ND01`, `ND01PP` | baraka1 (iClone, 2026-07-21) | 1800f@60; `_pp` loop passes QC (0.00 seam); awaiting ceremony assignment |
| fertility_dance_01 | **adopted** | `fertility_dance_01`, `fertility_dance_01_pp` | `FertilityDance01`, `FertilityDance01PP` | aloha1 (iClone, 2026-07-15) | hula |
| taming_dance_01 | **adopted** | `taming_dance_01`, `taming_dance_01_pp` | `TamingDance01`, `TamingDance01PP` | dance1 (iClone, 2026-07-15) | |
| war_dance_01 | **adopted** | `war_dance_01`, `war_dance_01_pp` | `WarDance01`, `WarDance01PP` | hakadance1 (iClone, 2026-07-15) | haka |
| — | archived | `hakadance2` | `HakaDance2` | hakadance2 | near-duplicate of hakadance1 take family |
| — | archived | `alohaOG` | `AlohaOG` | alohaOG | superseded by aloha1 |
| — | archived | `firedance1` | `FireDance1` | firedance1 | **same choreography as dance1** — mislabeled export |
| — | archived | `hakaOG` | `HakaOG` | hakaOG | near-identical to hakadance1 |
| — | archived | `haka_mocap` | `HakaFull` | MediaPipe video mocap (2026-07-13) | pre-iClone experiment |
Next free provisional number: **nd_02** (nd_01 = baraka1, issued 2026-07-21).
## Boat actions (avatar action clips — direct names, no provisional stage)
Staging prop: `exchange/outgoing-props/boat/boat_prop.fbx` (built by
`tools/export_boat_prop.py`; see its README for iClone import + filming notes).
Cyclic clips (`*_loop`, `*_idle`) must pass `loop_qc.py` before shipping; one-shots
(dive/climb/collect) keep their pelvis translation (game moves the avatar).
| action code | clip | status | notes |
|---|---|---|---|
| `boat_dive` | `BoatDive` | awaiting take | airborne — hand-key/ActorCore or takeoff-only filming |
| `boat_climb` | `BoatClimb` | awaiting take | film over ~0.65 m proxy; Reach-target cleanup |
| `boat_collect` | `BoatCollect` | awaiting take | kneel over gunwale, flotsam grab |
| `boat_row_loop` | `BoatRowLoop` | awaiting take | helm, stern-oar sweep ±18° |
| `boat_fish_loop` | `BoatFishLoop` | awaiting take | Seat_Fisher; coexists with kevin Fishing01_Loop |
| `boat_sail_idle` | `BoatSailIdle` | awaiting take | sway/line-hauling loop |
| *(unregistered)* | `CanoeDismount`, `CanoeSitIdle` | **live in-game** since 2026-07-21 | shipped as `ariki-game/assets/quaternius/dancegen/canoedismount1.glb` (content-guessed name, predates this table) — register under a `boat_*` code at next adoption pass |
| *(unregistered)* | `run_to_dive` | **live in-game** | Mixamo one-off at `ariki-game/assets/quaternius/mixamo/run_to_dive.glb` — outside this pipeline, listed for completeness |
## QC tool split (audit 2026-07-23)
Two QC tools exist and gate different stages — both stay:
- **`tools/loop_qc.py` (this repo)** — the **pre-commit loop gate**: local-rotation pose gap,
velocity gap, root drift; exit 0/1. Every `_pp` (and `*_loop`/`*_idle` boat clip) must pass
it before adoption — this is the "must pass loop_qc" rule above.
- **`ariki-game/tools/anim_qc.py`** — **post-ingest QC** on the game side: world-space seam
position/velocity, mid-clip stutter scan, seam-cross video render for eye review.
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# dance1 — motion description
Kinematic description of the `dance1` clip (`dancegen/dance1.glb`, clip `Dance1`),
derived by sampling world-space bone positions across the whole clip in Blender —
not a subjective guess. Duration **30.0 s**, retargeted onto the Quaternius rig.
## One-line read
An energetic, **arm-forward** full-body dance: big symmetric sweeping arm gestures
carry the performance, over busy footwork and pronounced level changes, while the
whole body ranges around a ~1.2 × 1.7 m footprint. It never settles — continuous,
flowing motion for the full 30 seconds.
## What actually moves (path length over 30 s = how much a joint travels)
| Rank | Body part | Travel | Read |
|---|---|---|---|
| 1 | **Both hands** | ~4950 m each | The stars of the dance — huge, near-constant sweeps |
| 2 | Forearms | ~3233 m | Big arcs from the elbow reinforce the hand work |
| 3 | Shins | ~2526 m | Busy legs — steps, lifts, direction changes |
| 4 | Upper arms / feet | ~1821 m | Full-shoulder arm swings; active but grounded feet |
| 5 | Head / spine / pelvis | ~1617 m | Whole torso rides along — leans and level changes, not stiff |
Hands move at roughly **1.7 m/s average** with constant direction changes, and each
hand's reach spans ~1.72.5 m per axis — meaning full-wingspan sweeps that go both
**high** (≈1.51.7 m vertical range) and **wide**. This is expansive, expressive
upper-body choreography, not tight or contained.
## Character traits
- **Highly symmetric arms** — left/right hand travel matches at a **0.99 ratio**. The
arm choreography is mirrored/synchronized, the hallmark of a choreographed or
group-style routine (consistent with Polynesian dance vocabulary).
- **Slight left-foot bias** — feet symmetry is 0.89 (left foot a bit busier), so the
legwork isn't perfectly mirrored; there's a lead side.
- **Big level changes** — pelvis vertical range is **0.94 m**. The dancer drops and
rises a lot (deep bends / crouches into extensions), which gives the dance its
dynamic, punchy feel rather than staying at one height.
- **Travels the space** — pelvis moves over a **1.2 × 1.7 m** horizontal area (16 m of
total travel), so it's not planted-in-place; expect stepping and repositioning.
## Rhythm / tempo (caveat)
Autocorrelation of the most-active joint's vertical motion peaks around **~205 bpm**,
which is almost certainly the **double-time harmonic** of the real musical pulse —
halving it gives **~100103 bpm**, a lively mid-tempo. Treat this as approximate: the
trustworthy tempo comes from the **source reference video's** music, not the retargeted
motion. The `bpm: 100` in `dance1.json` is a hand-set placeholder that happens to land
in the same neighborhood.
## If scoring a song to it
Aim for a **~100 bpm** groove with a strong backbeat and room for **sweeping,
sustained phrases** (to match the long arm arcs) punctuated by **accents on the level
drops** (the pelvis dips). Symmetric, repeating 4- or 8-bar structures will sit well
against the mirrored, cyclic choreography. Confirm the real tempo against the source
footage before locking it in.
---
*Generated 2026-07-15 from `exchange/converted-glb/dance1.glb` via Blender headless
motion sampling. Method: per-frame world-space bone positions → path length, bounding
range, L/R symmetry, and vertical-signal autocorrelation for tempo.*
@@ -0,0 +1,193 @@
{
"name": "fertility_dance_01",
"glb": "exchange/converted-glb/fertility_dance_01.glb",
"duration_s": 30.0,
"fps": 24,
"frames": 720,
"bpm": 100,
"beats": 50,
"energy_per_beat": [
0.0671,
0.1187,
0.066,
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0.234,
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1.034,
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0.4643,
0.9822,
1.2955,
0.6826,
0.9628,
1.3345,
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0.489,
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],
"energy_norm": [
0.0009,
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0.0,
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0.0395,
0.1325,
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0.707,
1.0,
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0.3335,
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],
"accent_beats": [
6,
10,
11,
19,
20,
22,
23,
24,
25,
26,
28,
29,
30,
31,
32,
33,
34,
35,
36,
38,
39,
40,
44,
45,
47
],
"pelvis_drop_beats": [
6,
10,
11,
23,
24,
25,
26,
28,
29,
30,
31,
34,
39,
40,
44,
47
],
"hand_peak_beats": [
19,
20,
22,
25,
26,
28,
32,
33,
34,
35,
36,
38,
39,
45,
47
],
"phrase_beats": 3,
"totals": {
"hands_m": 26.653432767023645,
"forearms_m": 21.23157808829689,
"upper_arms_m": 13.863015059740327,
"feet_m": 9.769735456958077,
"shins_m": 13.50568795659558,
"pelvis_m": 10.606148213798214,
"head_m": 11.129225506410268,
"lr_symmetry_hands": 0.9986419895043533,
"lr_symmetry_feet": 0.9833129850891342,
"pelvis_vertical_range_m": 0.41678035259246826,
"footprint_m": [
0.536299467086792,
0.8529399633407593
]
},
"warnings": []
}
@@ -0,0 +1,200 @@
{
"name": "taming_dance_01",
"glb": "exchange/converted-glb/taming_dance_01.glb",
"duration_s": 30.0,
"fps": 24,
"frames": 720,
"bpm": 100,
"beats": 50,
"energy_per_beat": [
0.9916,
0.7155,
0.7886,
1.0957,
2.4134,
1.3599,
1.4711,
0.5712,
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],
"energy_norm": [
0.3321,
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0.9422,
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0.0,
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0.3786,
0.0517,
0.2124,
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1.0
],
"accent_beats": [
0,
1,
3,
4,
6,
9,
10,
11,
13,
14,
15,
17,
19,
20,
22,
23,
24,
27,
34,
36,
37,
40,
41,
43,
44,
47,
48,
49
],
"pelvis_drop_beats": [
1,
11,
14,
15,
22,
34,
36,
37,
48,
49
],
"hand_peak_beats": [
0,
1,
3,
4,
6,
9,
10,
13,
15,
17,
19,
20,
22,
23,
24,
27,
34,
37,
40,
41,
43,
44,
47,
48,
49
],
"phrase_beats": 10,
"totals": {
"hands_m": 49.32286386602802,
"forearms_m": 32.85868643786276,
"upper_arms_m": 20.531188024591692,
"feet_m": 18.62118179928407,
"shins_m": 25.7590113640975,
"pelvis_m": 16.053067387300725,
"head_m": 17.234514413654498,
"lr_symmetry_hands": 0.9871641314548004,
"lr_symmetry_feet": 0.8839844668246384,
"pelvis_vertical_range_m": 0.9356732368469238,
"footprint_m": [
1.2194406312191859,
1.6680276617407799
]
},
"warnings": []
}
@@ -0,0 +1,208 @@
{
"name": "war_dance_01",
"glb": "exchange/converted-glb/war_dance_01.glb",
"duration_s": 30.0,
"fps": 24,
"frames": 720,
"bpm": 100,
"beats": 50,
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0.399,
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1.0,
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"accent_beats": [
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7,
11,
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25,
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33,
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35,
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38,
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48,
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],
"pelvis_drop_beats": [
6,
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"hand_peak_beats": [
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5,
6,
7,
11,
12,
13,
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30,
33,
36,
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],
"phrase_beats": null,
"totals": {
"hands_m": 21.006407802644276,
"forearms_m": 12.905461711283007,
"upper_arms_m": 6.91306398100012,
"feet_m": 1.521721729225423,
"shins_m": 5.302736997519221,
"pelvis_m": 5.633388137876223,
"head_m": 6.2322590229562564,
"lr_symmetry_hands": 0.9744965493013217,
"lr_symmetry_feet": 0.6518710884905415,
"pelvis_vertical_range_m": 0.19754374027252197,
"footprint_m": [
0.2731027752161026,
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},
"warnings": []
}
@@ -0,0 +1,87 @@
# DevOps Report — Animation Standard Convergence (2026-07-23 → 24)
**Author:** Claude (Fable 5), Jeremy's session · **Repos:** `animation` + `ariki-game`
**Trigger:** Ozan landed the animation standardization contract on ariki-game main
(2026-07-23: `5409a82e0`, `3d7f3ef94`); Jeremy requested a full conformance assessment
of our lane (dance pipeline, this bridge repo, test beds), then execution of the fixes.
---
## 1. What the standard says (one paragraph)
One runtime skeleton — the Quaternius 65-bone UE-named rig. Hero body =
`Ariki_Female_QuatSkin.glb` (Mixamo weights on Quaternius rest orientations; the earlier
MixamoSkin+msrig pairing is superseded). Clip policy: UAL1 Pro = locomotion, UAL2 Source =
work (under `ariki-game/assets/quaternius/anim/`), Kevin packs gaps-only, Mixamo one-offs,
and **our iClone/video-mocap lane is explicitly separate**: `cc_retarget.py`
`dancegen/` → dance JSON. Canonical docs: `ariki-game/.humans/animation-bone-sources.html`,
wiki `player-quaternius-animator.md` + `quaternius-ual-packs.md`, skill
`aaa-player-animation`.
## 2. The assessment (how it ran)
- 52 checkable rules extracted from the 7 standard docs.
- 10 audit roles, model-routed: GLM-5.2 ×2 (inline-input tasks), DeepSeek v4-pro ×5
(code/doc/bed sweeps; one run died and was completed by the orchestrator), Fable ×3
(wiring, dance system, synthesis). Every CRITICAL/HIGH re-verified mechanically.
- Bone-census probe over 21 GLBs (this repo's `exchange/{converted,pingpong}-glb/` +
ariki `dancegen/` + the three body GLBs).
- Full report: `ariki-game/.agents/audits/animation-standard-assessment-2026-07-23.md`;
meeting page: `ariki-game/.humans/animation-standard-assessment.html`.
**Result:** the pipeline core was already conformant — 100% of runtime clip GLBs on the
65-bone contract, 4/4 `_pp` loop pairs, all dance JSONs clean post-rename, 16/17 test
beds compliant. The defects clustered in the superseded MixamoSkin/msrig mechanism and
stale doc/tool mirrors.
## 3. What we shipped
### This repo (`b4d9621`, pushed 2026-07-23)
| Change | Why |
|---|---|
| `tools/cc_retarget.py` + `mixamo_retarget.py` re-synced from ariki-game | They were stale forks (2026-07-15) silently missing `--despike`, `--fingers`, `--map ual` — PC batches would have lost QC |
| Tool **mirroring rule** added to `exchange/GUIDE.md` | Game copies are authoritative; never edit mirrors here |
| `tools/kevin_retarget.py` path fix (mirrored) | Was hardcoded to Ozan's home dir |
| `exchange/INBOX/lena/Ariki_Female_QuatSkin.glb` added (LFS) + README rewrite | The drop shipped only the superseded MixamoSkin body; **import the QuatSkin one on the PC** |
| `docs/dances/REGISTRY.md` corrections | `tide_dance_01` flagged (NO `TideDance` in the sim enum); rain note fixed (`RainDance` IS in the enum); boat table now records live `canoedismount1`/`run_to_dive`; QC split documented (loop_qc = pre-commit gate here, anim_qc = post-ingest game-side) |
| `docs/iclone-bridge.md` created | GUIDE referenced it; it never existed |
Earlier same day (`998e306`): the original Lena INBOX drop (GLB + rigged/unrigged T-pose
FBX + toned textures).
### ariki-game (`b70d5a11c` + `934b6d4dc`, pushed)
- **Dance bed `LenaBodyPath` → QuatSkin** (the bed had gone Lena-only on the superseded
MixamoSkin body whose msrig clip-reroute is dead — basename rot after the Pro rename).
Build green.
- Doc convergence: clip-inventory wiki corrected (23→30 wired UAL2; shield/sword set was
mislabeled "unused"), UALPACKS "Standard removed" claim scoped, `animation-pipelines.md`
coverage extended (+`anim-combined/ msrig/ derived-bodies/`), `pose-estimation` skill
reference re-pointed to THIS repo.
- Bug filed for Ozan: `.agents/bugs/2026-07-23-ninjajump-idle-missing-clip.md`
code requests `NinjaJump_Idle`, pack ships `NinjaJump_Idle_Loop`, resolver can't bridge.
## 4. Live verification (2026-07-24)
Screenshot-verified on a running dance bed (post-fix build): QuatSkin Lena dancers
upright, phase-locked, `war_challenge` playing on the stock clip libraries. Engine log
carries **zero** `MISSING clip` warnings → the NinjaJump bug is **latent** (current
Godot import config strips `_Loop`), not active; hardening still recommended. Bug file
updated with this evidence (`934b6d4dc`).
## 5. Open items (owners)
| Item | Owner |
|---|---|
| Import `INBOX/lena/Ariki_Female_QuatSkin.glb` on the PC (not the MixamoSkin one) | Jeremy |
| Retire `msrig/` + MixamoSkin GLB outright (recommended) or re-retarget under new basenames | Ozan (negotiate) |
| Amend the Kevin-swim keep-set rule to match the restored swim override in code | Ozan (negotiate) |
| Add derived/import packs (Run_Punch, mixamo one-offs, canoe clips) to the BONES tables | Ozan (negotiate) |
| NinjaJump 1-token fix + resolver `+_Loop` arm | Ozan (bug filed) |
| Register `canoedismount1` under a `boat_*` code at next adoption pass | Jeremy (this repo) |
## 6. Ops notes
- All syncs via `tinqs pull`/`tinqs push` (LFS-safe); QuatSkin GLB verified as an LFS pointer.
- Executor telemetry: GLM headless = 1 clean / 1 silent-empty; DeepSeek = 4 clean / 1 SIGTERM;
Fable tracks found both deep bugs (dead msrig reroute, NinjaJump). Full disclosure table
in the audit report.
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# iClone bridge — PC-lane overview
(Stub created 2026-07-23 — this path was referenced by `exchange/GUIDE.md` but never
written. The full operational detail lives elsewhere; this page just routes you.)
The Mac↔PC animation bridge: iClone 8 + Video Mocap on Jeremy's Windows machine authors
motion; this repo carries files both directions; ariki-game consumes 65-bone Quaternius
GLBs.
| Need | Go to |
|---|---|
| Which exchange/ folder to use, when files move/archive | `exchange/GUIDE.md` |
| Naming (nd_## → ceremony codes), loop-pair rule, registry | `.agents/wiki/dances/REGISTRY.md` |
| Filming rules, iClone/AccuFACE settings, mocap cleanup, FBX export | `iclone-video-mocap` skill (`.claude/skills/` here and in ariki-game) |
| CC FBX → Quaternius GLB conversion | `tools/cc_retarget.py` (mirror of ariki-game — game copy is authoritative) |
| Looping (`_pp`) + QC gates | `tools/pingpong_bake.py` + `tools/loop_qc.py`; game-side `anim_qc.py` (split documented in REGISTRY.md) |
| Game-side landing zone | `ariki-game/assets/quaternius/dancegen/` + `assets/dances/*.json` |
| The skeleton/pack standard itself | `ariki-game/.humans/animation-bone-sources.html` + `.agents/wiki/quaternius-ual-packs.md` |
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@@ -0,0 +1,56 @@
# Master plan — animation repo
What's in flight and recently shipped. See `.agents/plans/` for the closed-out
plan/results docs behind these items; see `.agents/wiki/dances/REGISTRY.md` for
the live per-clip status table (source of truth, not duplicated here).
## Recently shipped (closed plans, folded into wiki)
- **Animation-gen pipeline** (2026-07-13) — the FBX→Blender-retarget→GLB→dance-JSON
bridge itself; core of `.agents/wiki/ARCHITECTURE.md` today.
- **Animation skills adoption** (2026-07-13) — `.claude/skills/animation*`,
`iclone-video-mocap`, `pose-estimation` brought in as repo skills.
- **Loop fix** (2026-07-16, plan + results) — `tools/loop_fix.py` (de-drift/trim/
seam-blend) and `tools/pingpong_bake.py` shipped; every adopted dance now ships
as a base clip + `_pp` pair, gated by `tools/loop_qc.py`.
- **Boat prop export** (2026-07-17, plan + fixes + results) — `tools/export_boat_prop.py`
staging pipeline for the boat action-clip set (see "Boat actions" below).
- **Animation-standard convergence** (2026-07-23/24, `.agents/wiki/devops-reports/`) —
full audit against ariki-game's animation-standardization contract. Result:
pipeline core already conformant (100% of runtime clip GLBs on the 65-bone
Quaternius rig, all `_pp` pairs present, dance JSONs clean). Fixes landed:
registry corrections (`tide_dance_01` has no sim enum entry — flag before
filming; `rain_dance_01` confirmed in-enum), `iclone-bridge.md` written
(previously a dead reference), QC-tool split documented (`loop_qc.py` here =
pre-commit gate, `ariki-game/tools/anim_qc.py` = post-ingest gate).
- **agents.md migration** (2026-07-24, this change) — repo restructured onto the
open agent protocol: root `AGENTS.md` (thin) + `.agents/` (SOUL, wiki, plans,
skills-pointer). `docs/` and root `plans/`/`devops-reports/` folded into
`.agents/wiki/`.
## In flight — ceremony dance slots awaiting a take
Per `.agents/wiki/dances/REGISTRY.md`, adopted so far: `fertility_dance_01`
(hula), `taming_dance_01`, `war_dance_01` (haka) — each shipped with its `_pp`
loop. One provisional take (`nd_01`, baraka1) is filmed and QC-passed but not
yet assigned to a ceremony. Still **awaiting a take**: `water_dance_01`,
`fire_dance_01`, `food_dance_01`, `sailing_dance_01`, `building_dance_01`,
`colony_shield_dance_01`, `age_progression_dance_01`, `star_watching_dance_01`,
`rain_dance_01`. `tide_dance_01` has no confirmed sim `DanceType` entry — resolve
with Ozan before filming.
## In flight — boat action clips
Staging tooling (`tools/export_boat_prop.py`) is built and the boat prop rig
verified; the action-clip set itself is **awaiting takes**: `boat_dive`,
`boat_climb`, `boat_collect`, `boat_row_loop`, `boat_fish_loop`,
`boat_sail_idle`. Two boat-adjacent clips are already live in-game
(`CanoeDismount`/`CanoeSitIdle`, `run_to_dive`) but predate this registry and
need a `boat_*` code assigned at the next adoption pass.
## Open threads
- `tools/kevin_retarget.py` has a hardcoded, non-portable target path — fine for
now, flagged in `AGENTS.md` gotchas.
- `.claude/skills/retarget-animations/` is kept only for history (deprecated,
superseded by the per-source retargeters in `tools/`).