854dbb5ce4
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>
150 lines
8.5 KiB
Markdown
150 lines
8.5 KiB
Markdown
# Plan: `tools/loop_fix.py` — make dance clips loop fluidly (Blender headless)
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**Status:** ready for implementation · **Author:** Fable 5 session 2026-07-16 · **Implementer:** GLM session
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## 0. Context (read this first — you have no other context)
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This repo converts iClone mocap FBX into mesh-stripped animation GLBs for the game
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`ariki-game` (sibling repo). The game loops each clip with Godot `LoopMode.Linear`:
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after the last keyframe it wraps straight back to frame 0. Every current clip **pops**
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on that wrap because raw mocap takes don't end where they began.
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We already have the **detector**: `tools/loop_qc.py` (read it before coding — your
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output must satisfy it). It measures three things at the loop seam and exits
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0 = SMOOTH / 1 = NOT SMOOTH / 2 = error:
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- **pose gap** — max per-bone local-rotation delta (deg), last frame vs first (limit 5°)
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- **velocity gap** — per-bone angular velocity just before the seam vs just after (limit 3°/frame)
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- **root drift** — pelvis world-position end vs start (limit 3 cm)
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Your job: build the **fixer**, `tools/loop_fix.py`, that transforms a failing GLB into
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one that passes `loop_qc.py`, and run it on all seven clips.
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## 1. Environment
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- Machine: macOS, Apple Silicon. Blender: `/Applications/Blender.app/Contents/MacOS/Blender` (5.1.2).
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- Run pattern (same as the other tools in `tools/`):
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`"$BLENDER" --background --python tools/loop_fix.py -- --src <in.glb> --out <out.glb> [flags]`
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- Inputs: `exchange/converted-glb/{aloha1,dance1,hakadance1,hakadance2,alohaOG,firedance1,hakaOG}.glb`
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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).
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- Outputs: `exchange/looped-glb/<same-basename>.glb` (create the dir; do NOT overwrite the originals).
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- **The animation name inside each GLB must not change** (e.g. `Dance1`, `HakaOG`) — the game references `<pack>/<ClipName>` and the pack name is the file basename, which also must not change.
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- 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)`.
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## 2. Algorithm (three stages, applied per clip)
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### Stage A — de-drift (root)
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The pelvis has baked world-space translation keys. Remove net horizontal travel so the
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clip ends where it starts: compute drift `D = loc[last] − loc[first]` on the horizontal
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axes only (in the armature's space as imported — verify empirically which axes are
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horizontal by checking which components hold the large 25–142 cm drifts; do NOT assume),
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then subtract a linear ramp `D · (t / T)` from those axes' fcurves. Vertical stays
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untouched (crouches are choreography). This alone must bring `root drift` under 3 cm.
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### Stage B — pick the loop cut (trim)
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Search candidate end frames F in the last ~40% of the clip for the best pose+velocity
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match to frame 0 across **core bones** (pelvis, spine_01..03, neck_01, Head, clavicle/
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upperarm/lowerarm/hand L+R, thigh/calf/foot L+R — ignore fingers, they're cosmetic and
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below the visual noise floor). Score = maxPoseGap(F vs 0) + 2·maxVelGap. Keep at least
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60% of the clip. Trim the action to [0, F]. (Measured best candidates are in §4 — use
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them to sanity-check your search, it should find the same neighborhoods.)
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### Stage C — seam blend (crossfade, the part that must be right)
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Trimming alone won't pass QC for most clips (§4). Use the standard mocap loop-blend:
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- Choose blend window W frames (default 24 = 1 s; flag-tunable per clip).
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- Set loop start `a = W`, loop end `b = F` (from stage B). The output clip is frames
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`[a, b]` rebased to start at 0.
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- For `k in [0, W]`: replace frame `b−W+k` with
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`blend( original[b−W+k], original[a−W+k], w(k/W) )` where `w` is smoothstep
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(`3t²−2t³`), rotations via **quaternion slerp with hemisphere correction**
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(if `dot(q1,q2) < 0` negate one first — skipping this causes spins), locations via lerp.
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- Why this works: at `k=W` the blended frame `b` equals original frame `a` exactly, and
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the frames leading into `b` blend toward the frames leading into `a` — so both pose
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AND velocity are continuous when the game wraps `b → a`. This is the textbook
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motion-graph seam blend; don't invent a variant that blends toward frame 0 of the
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same timeline (it degenerates — the target frames must come from *before* the loop
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start `a`).
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- Apply to ALL animated bones (fingers too — blending is cheap; only the *scoring*
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ignored them).
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Edge case: `hakadance2` already matches at its ends (0.1° core gap) — for clips where
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stage B finds a sub-threshold seam, skip stage C (or use a tiny W) rather than degrading
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good data. Make the tool decide per-clip: measure first, do the minimum.
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## 3. CLI spec
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```
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--src <in.glb> required
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--out <out.glb> required
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--name <ClipName> optional (default: the action found)
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--blend-frames N default 24
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--min-keep 0.6 minimum fraction of the clip to keep
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--no-trim / --no-blend / --no-dedrift stage toggles for debugging
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```
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Print, per stage, what was done (drift removed in cm, cut frame chosen + score, blend
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window). Exit 0 on success, 2 on error. Follow the code style of `tools/cc_retarget.py`
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(plain procedural, `[loop_fix]`-prefixed prints).
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## 4. Measured data (from this session — your ground truth)
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Current QC failures (`loop_qc.py`, defaults):
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| clip | pose gap° | vel gap°/f | drift cm | dominant problem |
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|---|---|---|---|---|
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| dance1 | 25 | 10.3 | 128.8 | walks away; ends mid-move |
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| hakadance1 | ~108 | ~0 | ~29 | ends in a different still hold |
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| hakadance2 | (near-pass on core; verify) | | | likely just de-drift |
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| aloha1 | ~near loop at f699 | | | trim + small blend |
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| alohaOG | 98 | 7.4 | 25 | held start, mid-motion end |
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| firedance1 | 96 | 13 | 142.5 | worst: travel + mid-motion end |
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| hakaOG | 108 | 0.04 | 29 | ends in a different still hold |
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Best natural loop points found (core-bone search, keep ≥60%):
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| clip | best cut frame | core pose gap° | core vel gap°/f |
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|---|---|---|---|
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| hakadance2 | 719 (full) | 0.1 | 0.11 |
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| aloha1 | ~699 | 13–19 | 4–8 |
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| dance1 | 719 (full) | 35 | 10.3 |
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| alohaOG | ~610 | 44+ | 8.7 |
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| firedance1 | ~469 | 61 | 2.9 |
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| hakaOG / hakadance1 | ~516 | ~98 | ~1.1 |
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Interpretation you should reproduce: hakadance2 ≈ free; aloha1/dance1 need small blends;
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alohaOG/firedance1 need real crossfades; hakaOG/hakadance1 blend between two *holds*
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(velocity ~0), which visually reads as a deliberate transition — a ~1 s window is fine.
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## 5. Acceptance criteria (all must hold)
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1. `tools/loop_fix.py` exists, runs headless, no errors, matches the CLI spec.
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2. For **all seven clips**: `exchange/looped-glb/<clip>.glb` exists and
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`loop_qc.py --src exchange/looped-glb/<clip>.glb` **exits 0 with default thresholds**.
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Capture exit codes directly — do NOT pipe the Blender run through `grep`/`tail` when
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reading `$?` (the pipe's status wins).
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3. Animation name and file basename unchanged; output has no mesh; ≥60% of original
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duration kept.
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4. Do not modify `tools/loop_qc.py` or its thresholds — the gate defines success.
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5. Write a results report `plans/loop-fix-results-2026-07-16.md`: per clip — stages
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applied, cut frame, blend window, before/after QC numbers, final verdict table.
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## 6. Known traps
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- glTF import scales/parents things; work on the action's fcurves + pose bones the way
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`loop_qc.py` and `cc_retarget.py` do. Frame range comes from `action.frame_range`.
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- Every frame is keyed; "trimming" means deleting keys beyond F **and** re-basing keys
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by −a after the blend (or shifting via fcurve key co.x). Verify final
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`action.frame_range` starts at 0.
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- Quaternion fcurves are 4 channels (`rotation_quaternion` w,x,y,z per bone). Blend in
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quaternion space (build Quaternion from the 4 channel values per frame), then write
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back per channel. Hemisphere-correct BEFORE slerp.
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- Scene fps after import is 24 — keep it; don't resample.
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- `hakadance1.glb` and `hakaOG.glb` are near-identical takes; expect near-identical results.
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- Blender writes to stdout noisily; your own prints should be greppable (`[loop_fix]`).
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## 7. Out of scope — do NOT
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- Do not touch `exchange/converted-glb/*` (originals), `tools/cc_retarget.py`,
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`tools/loop_qc.py`, anything in `.claude/`, or the ariki-game repo.
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- Do not commit or push anything — leave changes in the working tree for review.
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- Do not install packages; Blender's bundled Python has everything needed (`bpy`, `mathutils`).
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