Files
animation/.claude/skills/iclone-video-mocap/references/ariki-integration.md
T
jeremy 31ba2911df init: animation pipeline hub — Mac↔PC bridge for converting and implementing animations
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>
2026-07-15 10:29:48 -07:00

76 lines
8.5 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# ariki-game — Integrating iClone Animation Exports
How motion authored in iClone 8 (incl. Video Mocap output) lands on ariki-game's shared Quaternius skeleton. Mapped 2026-07-15 from the repo.
**Headline: the retargeter already exists — `tools/cc_retarget.py` (created 2026-07-14) handles `CC_Base_*` (Reallusion CC/iClone) FBX → Quaternius GLB.** The pipeline is: iClone FBX export → `cc_retarget.py` → mesh-stripped GLB in an auto-discovered pack dir → referenceable as `<pack>/<ClipName>` in dances/showcase.
## 1. The shared Quaternius skeleton (retarget target)
- **Canonical rig:** `assets/quaternius/base-characters/Universal Base Characters[Standard]/Base Characters/Godot - UE/Superhero_Male_FullBody.gltf` — all retargeters default to it (`--target` overrides). `kevin_retarget.py:26` is the exception (hardcoded absolute path, non-portable).
- **65 bones, UE-style names, T-pose rest.** Spine: `root, pelvis, spine_01..03, neck_01, Head` (capital H). Per side: `clavicle_, upperarm_, lowerarm_, hand_, thigh_, calf_, foot_, ball_, ball_leaf_` + fingers `thumb/index/middle/ring/pinky_01..03_` with `_04_leaf_` tips.
## 2. ClipCatalog discovery (`src/Testing/Dance/ClipCatalog.cs`)
- Hardcoded packs (lines 20-25): UAL1, UAL2, Run_Punch.
- Auto-discovered dirs (lines 37-45): `res://assets/quaternius/kevin`, `res://assets/quaternius/mixamo`, `res://assets/quaternius/dancegen` — drop a GLB in one and it's live; **pack name = GLB basename**.
- Clip ref format: `"<pack>/<ClipName>"` (e.g. `dancegen/HakaFull`).
- Lazy extraction (lines 80-118): first `AnimationPlayer` in GLB scene, skips `RESET`, forces `LoopMode.Linear`, caches. Name fallback: `exact → +"_Loop" → -"_Loop"`.
- Gotcha baked into the code (lines 63-64): `DirAccess.GetNext()` returns `""` at end, not null — null check pegs CPU.
## 3. `tools/cc_retarget.py` — the iClone/CC ingestion tool
Blender 5 headless, same world-rotation-delta method as `mixamo_retarget.py`:
```bash
/Applications/Blender.app/Contents/MacOS/Blender --background \
--python tools/cc_retarget.py -- \
--src "<dir-or-fbx>[,<more>...]" --out assets/quaternius/dancegen/<pack>.glb \
[--name <ClipName>] [--target <gltf>]
```
- **BONE_MAP (lines 25-48):** `CC_Base_Hip→pelvis`, `CC_Base_Waist→spine_01`, `CC_Base_Spine01→spine_02`, `CC_Base_Spine02→spine_03`, `CC_Base_NeckTwist01→neck_01`, `CC_Base_Head→Head`; limbs `CC_Base_L_Clavicle/Upperarm/Forearm/Hand/Thigh/Calf/Foot/ToeBase → clavicle_l/upperarm_l/lowerarm_l/hand_l/thigh_l/calf_l/foot_l/ball_l`. **Thumbs 3-seg, other fingers 1-seg** (`CC_Base_L_Index1→index_01_l` etc. — game-optimized CC rigs have one segment per finger). Twist helpers (`UpperarmTwist01…`) unmapped → ride parent rigidly.
- **Char-frame conjugation:** `q_delta = C @ (q_src·q_src_rest⁻¹) @ C⁻¹` with `C = char_frame(target) @ char_frame(source)⁻¹`; source frame from `CC_Base_Hip`/`CC_Base_Head`/`CC_Base_L_Upperarm` (lines 128-129).
- **Units/scale:** `unit = src_arm.scale.x` captured BEFORE `transform_apply` (importer's cm→m 0.01); pelvis = world-space delta `× tscale × unit` (lines 176-177). Handles iClone's cm natively.
- **fps 60** (only tool at 60 — "iClone exports at 60; glTF export resamples fine").
- **Motion-presence guard** (`pick_action`, lines 89-105): picks the longest action whose fcurves reference `CC_Base_` bones; **rejects `TempMotion` <5-frame placeholders** with error "FBX exported WITHOUT motion — Re-export with Include Motion".
- Export tail (shared with all retargeters): drop MESH objects, one NLA track per action (track name = clip name = glTF animation name), `export_scene.gltf(export_animation_mode="NLA_TRACKS", export_force_sampling=True, export_optimize_animation_size=False)`.
### ⚠ Open validation item: A-pose
The tool's comments claim "CC rigs rest in T-pose, verified on ActorBuild exports", but iClone/CC3+ characters bind in **A-pose**. The char-frame delta math measures off actual rest and should self-cancel — but the left-arm char-frame axis (`CC_Base_L_Upperarm` bone-Y) points down-and-out in A-pose, not straight +X. **QA the first A-pose export**: if arms bake rotated, fix the char-frame or add a per-arm rest-alignment quaternion. This is the one genuine divergence vs the proven Mixamo (T-pose) path. Alternatively force T-pose on the iClone side: FBX Advanced Settings > **Use T-Pose As Bind Pose**.
## 4. Recommended iClone export settings for this pipeline
- iClone: `File > Export > Export Fbx...`, Target Tool Preset **Blender** (or Unity 3D), Export Range **All**/**Range**, FPS `Project(60)` fine (tool handles it). Advanced: **Preserve Bone Names (CC Base)** ON (default — the bone map depends on it), consider **Use T-Pose As Bind Pose** (see §3 caveat), **Reset Bone Scale** ON.
- Run **Menu > Animation > Flatten All Motion with Constraint** first if the take uses Reach/Link/Look At/Path — those keys don't survive FBX.
- iClone 8 always exports mesh+animation (no motion-only mode); `cc_retarget.py` strips the mesh anyway, so don't fight it — but uncheck Embed Textures / set Max Texture Size low to keep the FBX small.
- Animation-only alternative: export via CC4 (`FBX Options: Motion`) — the retargeter still needs a rest pose, and Blender only gets bind pose from a weighted mesh, so prefer the iClone mesh+motion export.
- Store-content license wall: Reallusion marketplace motions/characters need a per-pack **Export License** to leave via FBX; your own Video Mocap recordings and characters are unrestricted.
## 5. Runtime consumers
- **AnimationShowcase** (`src/Testing/AnimationShowcase.cs`, `scenes/animation_showcase.tscn`): pages all clips. `SCENE=animation_showcase bash tools/game.sh spawn` (game.sh:926). ASK Jeremy before launching the game.
- **Dance test bed** (`scenes/dance_test_bed.tscn`, `src/Testing/Dance/DanceTestBed.cs:118-124`): hot-reload dances via `DanceLibrary.Poll`; in-scene `VideoRecorder``~/Downloads/*.mp4` at 30fps. `SCENE=dance_test_bed bash tools/game.sh spawn` (game.sh:927).
- **Dance JSON** (`assets/dances/*.json`): `{ "name", "bpm", "moves": [...] }`; move = `{ "clip": "pack/Clip", "loops": N }` or composite `{ "layers": [{"mask":"upper","clip":...},{"mask":"lower","clip":...}], "duration": s }`. Transitions quantize to the BPM beat clock. Examples: `haka_mocap.json` (uses `haka_mocap/HakaFull`), `clap_stomp.json` (110), `war_challenge.json` (120).
- **CompositeClipBaker.cs**: lower mask = `root|pelvis|thigh*|calf*|foot*|ball*` (always owns hip pos+rot — prevents hip-fight/foot-slide); upper = rest; first-writer-wins per track. Cache keyed by definition → JSON edits need no invalidation.
- **Hard rules:** skeleton path remap mandatory for raw GLB clips (GLB tracks target `Armature/Skeleton3D:bone`; derive real prefix from an already-remapped clip — `PlayerController.LoadUalLibrary` is canonical). **Never use `*RM`/`*RootMotion` clip variants** — everything is in-place.
## 6. Godot import conventions
- `.import` sidecars: `importer="scene"`, **`animation/fps=30`** (even 60fps cc output resamples to 30 at import), `animation/remove_immutable_tracks=true`, `animation/import_rest_as_RESET=false`, `meshes/generate_lods=false`. `.uid` files auto-generate — never hand-author.
- Commit GLB + let Godot import → immediately referenceable as `<pack>/<ClipName>`.
## 7. Precedents
- **Kevin Iglesias**: 199 Unity FBX (`B-*` rig) → 12 packs in `assets/quaternius/kevin/` via `kevin_retarget.py` batch — the batch-directory template.
- **Video-to-mocap (free, local)**: `extract_pose.py` (MediaPipe) → `mocap_retarget.py` (rotation-solving, no source armature) → `dancegen/haka_mocap.glb` / `HakaFull`. iClone Video Mocap is the paid, higher-quality alternative feeding the same `cc_retarget.py` path.
- Four bone-map dicts exist: `kevin_retarget.py:29`, `mixamo_retarget.py:26`, `cc_retarget.py:25`, `mocap_retarget.py` AIM_BONES.
## 8. End-to-end recipe (iClone Video Mocap → in-game dance)
1. Film per the Video Mocap guidelines (eye-level static camera, full body, single actor, textured clothing; stack takes with 2s gaps into one ≤60s region).
2. Generate in the plugin (Full Body [+ Includes Fingers]), apply to a CC character, clean up in iClone (Motion Correction for feet, Curve Editor smooth/Butterworth for jitter — see the other references).
3. Export FBX per §4.
4. `cc_retarget.py --src <fbx> --out assets/quaternius/dancegen/<pack>.glb --name <ClipName>`.
5. Verify: open in animation_showcase or reference `<pack>/<ClipName>` from a dance JSON in `assets/dances/` (hot-reloads in the dance test bed).
6. First A-pose export: eyeball arm orientation (§3 caveat) before batching.