# Plan: `tools/loop_fix.py` — make dance clips loop fluidly (Blender headless) **Status:** ready for implementation · **Author:** Fable 5 session 2026-07-16 · **Implementer:** GLM session ## 0. Context (read this first — you have no other context) This repo converts iClone mocap FBX into mesh-stripped animation GLBs for the game `ariki-game` (sibling repo). The game loops each clip with Godot `LoopMode.Linear`: after the last keyframe it wraps straight back to frame 0. Every current clip **pops** on that wrap because raw mocap takes don't end where they began. We already have the **detector**: `tools/loop_qc.py` (read it before coding — your output must satisfy it). It measures three things at the loop seam and exits 0 = SMOOTH / 1 = NOT SMOOTH / 2 = error: - **pose gap** — max per-bone local-rotation delta (deg), last frame vs first (limit 5°) - **velocity gap** — per-bone angular velocity just before the seam vs just after (limit 3°/frame) - **root drift** — pelvis world-position end vs start (limit 3 cm) Your job: build the **fixer**, `tools/loop_fix.py`, that transforms a failing GLB into one that passes `loop_qc.py`, and run it on all seven clips. ## 1. Environment - Machine: macOS, Apple Silicon. Blender: `/Applications/Blender.app/Contents/MacOS/Blender` (5.1.2). - Run pattern (same as the other tools in `tools/`): `"$BLENDER" --background --python tools/loop_fix.py -- --src --out [flags]` - Inputs: `exchange/converted-glb/{aloha1,dance1,hakadance1,hakadance2,alohaOG,firedance1,hakaOG}.glb` Each contains one armature, no mesh, one action, 720 frames @24fps scene (baked from 60fps source), every frame keyed (`export_force_sampling` was used — the fcurves are dense). - Outputs: `exchange/looped-glb/.glb` (create the dir; do NOT overwrite the originals). - **The animation name inside each GLB must not change** (e.g. `Dance1`, `HakaOG`) — the game references `/` and the pack name is the file basename, which also must not change. - Export exactly like `tools/cc_retarget.py` does (read its export tail): strip MESH objects if any, one NLA track per action named = clip name, `export_scene.gltf(export_animation_mode="NLA_TRACKS", export_force_sampling=True, export_optimize_animation_size=False)`. ## 2. Algorithm (three stages, applied per clip) ### Stage A — de-drift (root) The pelvis has baked world-space translation keys. Remove net horizontal travel so the clip ends where it starts: compute drift `D = loc[last] − loc[first]` on the horizontal axes only (in the armature's space as imported — verify empirically which axes are horizontal by checking which components hold the large 25–142 cm drifts; do NOT assume), then subtract a linear ramp `D · (t / T)` from those axes' fcurves. Vertical stays untouched (crouches are choreography). This alone must bring `root drift` under 3 cm. ### Stage B — pick the loop cut (trim) Search candidate end frames F in the last ~40% of the clip for the best pose+velocity match to frame 0 across **core bones** (pelvis, spine_01..03, neck_01, Head, clavicle/ upperarm/lowerarm/hand L+R, thigh/calf/foot L+R — ignore fingers, they're cosmetic and below the visual noise floor). Score = maxPoseGap(F vs 0) + 2·maxVelGap. Keep at least 60% of the clip. Trim the action to [0, F]. (Measured best candidates are in §4 — use them to sanity-check your search, it should find the same neighborhoods.) ### Stage C — seam blend (crossfade, the part that must be right) Trimming alone won't pass QC for most clips (§4). Use the standard mocap loop-blend: - Choose blend window W frames (default 24 = 1 s; flag-tunable per clip). - Set loop start `a = W`, loop end `b = F` (from stage B). The output clip is frames `[a, b]` rebased to start at 0. - For `k in [0, W]`: replace frame `b−W+k` with `blend( original[b−W+k], original[a−W+k], w(k/W) )` where `w` is smoothstep (`3t²−2t³`), rotations via **quaternion slerp with hemisphere correction** (if `dot(q1,q2) < 0` negate one first — skipping this causes spins), locations via lerp. - Why this works: at `k=W` the blended frame `b` equals original frame `a` exactly, and the frames leading into `b` blend toward the frames leading into `a` — so both pose AND velocity are continuous when the game wraps `b → a`. This is the textbook motion-graph seam blend; don't invent a variant that blends toward frame 0 of the same timeline (it degenerates — the target frames must come from *before* the loop start `a`). - Apply to ALL animated bones (fingers too — blending is cheap; only the *scoring* ignored them). Edge case: `hakadance2` already matches at its ends (0.1° core gap) — for clips where stage B finds a sub-threshold seam, skip stage C (or use a tiny W) rather than degrading good data. Make the tool decide per-clip: measure first, do the minimum. ## 3. CLI spec ``` --src required --out required --name optional (default: the action found) --blend-frames N default 24 --min-keep 0.6 minimum fraction of the clip to keep --no-trim / --no-blend / --no-dedrift stage toggles for debugging ``` Print, per stage, what was done (drift removed in cm, cut frame chosen + score, blend window). Exit 0 on success, 2 on error. Follow the code style of `tools/cc_retarget.py` (plain procedural, `[loop_fix]`-prefixed prints). ## 4. Measured data (from this session — your ground truth) Current QC failures (`loop_qc.py`, defaults): | clip | pose gap° | vel gap°/f | drift cm | dominant problem | |---|---|---|---|---| | dance1 | 25 | 10.3 | 128.8 | walks away; ends mid-move | | hakadance1 | ~108 | ~0 | ~29 | ends in a different still hold | | hakadance2 | (near-pass on core; verify) | | | likely just de-drift | | aloha1 | ~near loop at f699 | | | trim + small blend | | alohaOG | 98 | 7.4 | 25 | held start, mid-motion end | | firedance1 | 96 | 13 | 142.5 | worst: travel + mid-motion end | | hakaOG | 108 | 0.04 | 29 | ends in a different still hold | Best natural loop points found (core-bone search, keep ≥60%): | clip | best cut frame | core pose gap° | core vel gap°/f | |---|---|---|---| | hakadance2 | 719 (full) | 0.1 | 0.11 | | aloha1 | ~699 | 13–19 | 4–8 | | dance1 | 719 (full) | 35 | 10.3 | | alohaOG | ~610 | 44+ | 8.7 | | firedance1 | ~469 | 61 | 2.9 | | hakaOG / hakadance1 | ~516 | ~98 | ~1.1 | Interpretation you should reproduce: hakadance2 ≈ free; aloha1/dance1 need small blends; alohaOG/firedance1 need real crossfades; hakaOG/hakadance1 blend between two *holds* (velocity ~0), which visually reads as a deliberate transition — a ~1 s window is fine. ## 5. Acceptance criteria (all must hold) 1. `tools/loop_fix.py` exists, runs headless, no errors, matches the CLI spec. 2. For **all seven clips**: `exchange/looped-glb/.glb` exists and `loop_qc.py --src exchange/looped-glb/.glb` **exits 0 with default thresholds**. Capture exit codes directly — do NOT pipe the Blender run through `grep`/`tail` when reading `$?` (the pipe's status wins). 3. Animation name and file basename unchanged; output has no mesh; ≥60% of original duration kept. 4. Do not modify `tools/loop_qc.py` or its thresholds — the gate defines success. 5. Write a results report `plans/loop-fix-results-2026-07-16.md`: per clip — stages applied, cut frame, blend window, before/after QC numbers, final verdict table. ## 6. Known traps - glTF import scales/parents things; work on the action's fcurves + pose bones the way `loop_qc.py` and `cc_retarget.py` do. Frame range comes from `action.frame_range`. - Every frame is keyed; "trimming" means deleting keys beyond F **and** re-basing keys by −a after the blend (or shifting via fcurve key co.x). Verify final `action.frame_range` starts at 0. - Quaternion fcurves are 4 channels (`rotation_quaternion` w,x,y,z per bone). Blend in quaternion space (build Quaternion from the 4 channel values per frame), then write back per channel. Hemisphere-correct BEFORE slerp. - Scene fps after import is 24 — keep it; don't resample. - `hakadance1.glb` and `hakaOG.glb` are near-identical takes; expect near-identical results. - Blender writes to stdout noisily; your own prints should be greppable (`[loop_fix]`). ## 7. Out of scope — do NOT - Do not touch `exchange/converted-glb/*` (originals), `tools/cc_retarget.py`, `tools/loop_qc.py`, anything in `.claude/`, or the ariki-game repo. - Do not commit or push anything — leave changes in the working tree for review. - Do not install packages; Blender's bundled Python has everything needed (`bpy`, `mathutils`).