# 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//nd08.glb --out exchange//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 **Archive.** Rejected/superseded takes move to `archive/` (this repo) and `archive/dances/` (ariki-game, `.gdignore`d) — never deleted, never renamed.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.