Files
jeremy 854dbb5ce4 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>
2026-07-24 15:02:47 -07:00

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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.