Add canoedismount1 iClone export for retarget, swim/dive/talk staging clips, and boat_prop hull texture. Co-authored-by: Cursor <cursoragent@cursor.com>
Boat staging prop — boat_prop.fbx
A single static FBX of the ariki-game expedition canoe, rebuilt exactly as
ariki-game/src/Viewer/BoatRenderer.cs assembles it at runtime, for staging boat-
interaction character animations in iClone 8. Built by
tools/export_boat_prop.py (Blender 5.1.2 headless) from
ariki-game/assets/models/glbs/Boat__PolynesianCanoe_hull.glb.
- Frame: metres, Z-up, bow = −Y, keel at Z = 0. (Game frame is Y-up, bow = +Z; the
tool converts via g2b
(x,y,z) → (x,−z,y).) - Scale: 8.5 m long (
BoatLength), exported with FBX unit scale = cm → iClone reads it as an ~850 cm prop with all local scales 1.0. - Generate / re-verify:
"$BLENDER" --background --python tools/export_boat_prop.py --(re-runs the export and its built-in self-verify, which must exit 0.)
Attribution
The hull mesh is the Polynesian Canoe by DITCH.WAV, licensed CC BY 4.0.
- Source: https://sketchfab.com/3d-models/polynesian-canoe-fb4379ba486c43bd846f9b9ef608743a
- Author: DITCH.WAV — https://sketchfab.com/DITCH.WAV
- License: CC BY 4.0 — https://creativecommons.org/licenses/by/4.0/
Modifications made (required to be noted under CC BY 4.0):
- The game project already removed the baked crab-claw sail from the hull GLB
(
Boat__PolynesianCanoe_hull.glb— the_hullvariant); the carved hull, ama outrigger, and iako booms are unchanged. - Rescaled uniformly ×8.5 to the game's
BoatLength(8.5 m) and re-oriented so the bow runs along the game's +Z (Blender −Y), keel at the waterline. - Staging markers and placeholder rigging added for iClone authoring only — these are NOT part of the licensed asset: 5 seat-marker spheres, a mast/boom/sail placeholder, a steering-oar placeholder, a waterline outline, and a 1.9 m reference figure. Flat-color materials (no textures) on the added parts; the hull retains its original embedded jpg.
Credit is also given in ariki-game's in-game credits screen and root ATTRIBUTIONS.md.
Contents legend
Every named node in the FBX (positions in game coords — Y-up, bow +Z — for reference; in the FBX itself they are in Blender Z-up / bow −Y):
| Node | What it is | Game pos (x, y, z) m |
|---|---|---|
Boat_ArikiCanoe |
The hull mesh (carved canoe + baked ama + iako booms), scaled ×8.5, keel at Z=0. The textured part. | keel at y=0, bow at z=±4.25 |
Mast |
Mast cylinder, radius 0.055, height 4.2 m, centred on the keel at the sail pivot. | (0, deckTop, 0) |
Sail |
Crab-claw sail placeholder (silhouette, not accuracy). Foot 2.1 m spreading to −X (port), height 3.8 m. | foot at (0, deckTop+0.45, −0.10) |
Boom |
Boom spar along X, radius 0.045, length 2.205 m. | centred (−1.05, deckTop+0.45, −0.10) |
SteeringOar |
Hoe uli (steering oar) placeholder — tapered shaft + blade, raked aft, at the stern starboard oarlock. | pivot (0.384, 0.75, −3.655) |
Seat_Navigator |
Bow seat (4 cm marker). Navigator stands/drives here. | (0, 0.75, +2.55) |
Seat_Lookout |
Mast-top lookout post. | (0, 4.00, −0.20) |
Seat_Fisher |
Port-side seat beside the ama outrigger (−X). | (−1.50, 0.65, 0) |
Seat_Rest |
Stern rest seat. | (0, 0.75, −2.975) |
Seat_Helm |
Stern helm by the steering oar — where the pilot stands. | (0.072, 0.50, −2.72) |
Waterline_Fwd/Aft/Stbd/Port |
Four thin edges forming a 10 × 7 m open rectangle at the still-water surface (Z = −0.06 m). Not a filled plane. | z = −0.06 |
RefFigure_190cm (+ _Head) |
1.9 m capsule reference figure (Ø0.35) standing on Seat_Helm, feet at the marker. Scale/height check. |
feet at Seat_Helm |
deckTop = 0.40 m (computed from the measured hull height as max(0.12 × height, 0.40)).
The ama (outrigger) is baked into the hull on the port side (−X), where Seat_Fisher
sits — verified by the hull's centre-of-mass offset.
iClone import
- Drag
boat_prop.fbxinto iClone as a Prop (Content Manager → drag, or File → Import). - In the Modify panel, confirm the prop length is ≈ 850 cm (8.5 m). If iClone shows ~8.5 cm or ~85 m, the FBX unit preset on import is wrong — re-import with the unit set to centimeters.
- Drop a CC avatar next to the prop and confirm
RefFigure_190cmstands head-high beside it (~1.9 m). This is your scale ground-truth. - The seat markers (
Seat_*) are snap targets — move/parent hands, feet, hips, and props to them when blocking poses. - When rendering/previewing, hide
RefFigure_190cmand theWaterline_*edges (they're staging guides, not part of the scene). The flat-colored placeholder rigging (Mast/Sail/Boom/SteeringOar) is a stand-in — hide or replace it once you have the real rigging; it exists only so blocking reads correctly.
Filming / authoring notes (per animation)
Jeremy films everything with Video Mocap; these notes flag what's filmable vs. what needs hand-keying or an ActorCore fallback:
- Fishing loop — at
Seat_Fisher(seated, port side by the ama). Filmable: a stick as the fishing-rod prop. Snap the seated pose onto the marker. - Row / steer loop — at
Seat_Helm(stern). Use a broomstick mimicking the stern oar's ±18° sweep (the game sweeps4° + effort×14°, max ±18° under throttle). Film the sweep, then snap the hands to Reach targets onSteeringOar/Seat_Helmin cleanup. - Collect-flotsam — kneel/lean over the gunwale (port side). Keep the hands unoccluded in frame (Video Mocap loses occluded joints). Filmable.
- Climb-aboard — film over a ~0.65 m box/table proxy (the gunwale height). Expect heavy Reach-target cleanup; likely a hand-key fallback for the final pull-up.
- Dive-off — airborne motion breaks Video Mocap (no ground contact, feet leave frame). Film only the takeoff crouch + spring and the hand-finish; get the airborne arc from an ActorCore dive, or hand-key it.
- Sailing sway loops — gentle stand/brace sway at a seat. Filmable. Static bracing poses are hand-posed against the mast/boom.
Per-take iClone export reminder
For every clip you send back through the animation pipeline:
- Format: FBX
- Target Tool Preset: Blender
- Frame rate: 60 fps
- Range: All
- Include Motion: ON (a 2-frame
*TempMotiontake means motion was NOT exported — re-export with this checked) - Preserve Bone Names (CC Base): ON
Then retarget with tools/cc_retarget.py as usual.