# animation Jeremy's animation-pipeline hub AND the **Mac↔PC bridge** for converting files and implementing animations. iClone 8 + Video Mocap live on the PC; Blender 5, the retarget tools, and the ariki-game repo live on both. This repo carries the skills, tools, and the files in flight between machines. ## Bridge workflow (Mac↔PC) 1. **PC**: export FBX from iClone (Blender preset, Range=All, Preserve Bone Names ON) → drop into `exchange/incoming-fbx/` → commit + `tinqs push`. 2. **Either machine**: `tinqs pull`, run the retargeter → ``` blender --background --python tools/cc_retarget.py -- \ --src exchange/incoming-fbx/.fbx \ --out exchange/converted-glb/.glb --name \ --target ``` → commit the GLB + `tinqs push`. 3. **Implementing machine**: copy the GLB into ariki-game `assets/quaternius/dancegen/` (auto-discovered by ClipCatalog as `/`), add a dance JSON, verify in the dance test bed. 4. Optional: reference footage for QA goes in `exchange/reference-video/`. Large binaries (`.fbx`, `.glb`, `.mp4`, `.task`) ride Git LFS — see `.gitattributes`. Clean out `exchange/` folders once a take has shipped into the game repo. ## Layout - `.claude/skills/` — Claude Code skills (auto-discovered when running Claude here) - `animation-creation/` — creating clips on the shared Quaternius skeleton: existing packs, Mixamo/Kevin retargeting, composite baking, dance JSON (paths reference the ariki-game repo) - `iclone-video-mocap/` — iClone 8 + Video Mocap plugin advisory: filming rules, workflow, cleanup, FBX export, game integration - `pose-estimation/` — MediaPipe video→pose-landmark extraction (`scripts/extract_pose.py`, `compare_poses.py`; models in `models/`, venv rebuilt via `scripts/setup.sh`) - `retarget-animations/` — deprecated early retarget notes (kept for history) - `tools/` — Blender-headless retargeters (all bake onto the Quaternius rig and export mesh-stripped GLB, one NLA track per clip) - `cc_retarget.py` — Reallusion CC/iClone `CC_Base_*` FBX (60fps; TempMotion guard) - `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) - `bake_run_punch.mjs` — composite upper/lower clip baking reference - `AGENTS.md` / `.agents/` — agent context (identity, wiki, plans, rules); see `AGENTS.md` for the knowledge map ## Canonical target rig All retargeters default to ariki-game's `assets/quaternius/base-characters/.../Godot - UE/Superhero_Male_FullBody.gltf` via a repo-relative path — **when running from this repo, pass `--target` with an explicit path to that GLTF** (or a local copy). Output GLBs are consumed by ariki-game's ClipCatalog from `assets/quaternius/{kevin,mixamo,dancegen}/` as `/`. ## Provenance Copied (not yet removed) from `ariki-game` `tools/` + `.claude/skills/` + `.agents/plans/`, and `~/.claude/skills/pose-estimation`. The ariki-game originals are still in place; the Windows-side iClone FBX conversion handoff (`ariki-game/.agents/handoff/iclone-fbx-conversion.md`) depends on them.