Skills (.claude/skills/): animation-creation, iclone-video-mocap, pose-estimation (MediaPipe models via LFS), retarget-animations (deprecated). Tools: cc/mixamo/kevin/mocap retargeters + composite baker. Plans: animation-gen-pipeline + skills-adoption. exchange/: incoming-fbx, converted-glb, reference-video (LFS for fbx/glb/mp4). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
4.3 KiB
gltf-transform recipes
Headless GLB surgery with gltf-transform (donmccurdy, gltf-transform.dev) — inspect, merge, transplant, and shrink animation packs with no Blender required. Same Quaternius skeleton across all game GLBs, so node names line up 1:1 and clip moves are mechanical.
Install / run
CLI (no global install — npx pulls it on demand):
npx @gltf-transform/cli --help
npx @gltf-transform/cli inspect assets/quaternius/kevin/kevin_male_social.glb
Or as a JS SDK from a node script (mirror the layout of the existing
tools/bake_run_punch.mjs):
import { NodeIO } from "@gltf-transform/core";
import { prune, dedup, resample } from "@gltf-transform/functions";
const io = new NodeIO();
const doc = io.read("path/to/file.glb");
Install once into the repo's node tooling: npm i -D @gltf-transform/core @gltf-transform/functions
(the orchestrator installs — you author the script only).
Inspect clips
# Full report: meshes, animations, channels, duration.
npx @gltf-transform/cli inspect assets/quaternius/kevin/kevin_male_social.glb
For a quick clip-name list without the SDK, the pure-node JSON-chunk one-liner already in
SKILL.md (Path 1) reads the GLB's JSON chunk and prints animations[].name — use it to
confirm a clip exists before importing/transplanting.
Clip transplant between same-skeleton GLBs
Both files share the Quaternius skeleton, so every channel's target node matches by name.
Sketch: read source + target, copy the source Animation into the target document, then
re-point each channel's targetNode to the target-doc node with the same name.
// verify against gltf-transform v4 API before first use
import { NodeIO } from "@gltf-transform/core";
import { copyToDocument } from "@gltf-transform/functions";
const io = new NodeIO();
const target = io.read("assets/quaternius/mixamo/northern_soul.glb"); // pack to extend
const source = io.read("downloads/clip_to_add.glb"); // same skeleton
const srcAnim = source.getRoot().listAnimations()
.find(a => a.getName() === "NewClip");
const targetNodes = new Map(target.getRoot().listNodes().map(n => [n.getName(), n]));
copyToDocument(target, source, [srcAnim]); // copy the Animation property
const dstAnim = target.getRoot().listAnimations().at(-1);
for (const ch of dstAnim.listChannels()) {
const srcNode = ch.getTargetNode();
if (srcNode) ch.setTargetNode(targetNodes.get(srcNode.getName())); // re-point by name
}
io.write("assets/quaternius/mixamo/northern_soul.glb", target); // overwrites — back up first
Common variations: copy all source animations (iterate listAnimations()), rename on
the way in (dstAnim.setName("Wave01")), or strip a clip (remove its channels then
prune). If copyToDocument isn't the right entry point in your installed version, fall
back to walking srcAnim.listChannels() and rebuilding each (sampler interpolation +
input/output accessors + targetNode/path) on a fresh target.createAnimation().
Shrink / clean
Standard transforms, applied in this order for pack size:
npx @gltf-transform/cli optimize <in.glb> <out.glb> # resample + prune + dedup combined
# or individually:
npx @gltf-transform/cli <in.glb> <out.glb> resample # drop redundant keyframes
npx @gltf-transform/cli <in.glb> <out.glb> prune # remove unreferenced data
npx @gltf-transform/cli <in.glb> <out.glb> dedup # merge identical accessors/meshes
In the SDK: await doc.transform(prune(), dedup(), resample()). resample takes an
optional tolerance/ratio to trade fidelity for size — retargeted clips have clean
curves and tolerate aggressive resampling; mocap-sourced clips do not.
When to prefer this over Blender
Prefer gltf-transform when there's no new motion to author:
- Same-skeleton clip moves (one clip from a downloaded GLB into a shipped pack).
- Batch renames (fix a pack of
*_Loopsuffixes, normalize clip names). - Pack merges / splits (combine two
assets/quaternius/mixamo/packs). - Headless size passes before shipping (resample/prune/dedup).
Reach for Blender (Path 2 retarget / Path 5 authoring) when the source uses a different skeleton (needs the world-rotation-delta retarget), or when you must author, IK-solve, or layer new motion that exists nowhere.