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animation/docs/dances/REGISTRY.md
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jeremy 9b190e742e docs(naming): ceremony codes follow game item-id convention (snake_case DanceType)
13 ceremony slots tabled in the registry (12 DanceType + rain_dance),
provisional ids now nd_##; codes like war_dance_01 / WarDance01.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 14:36:03 -07:00

3.8 KiB

Dance registry — single source of truth for names

Every dance clip in the pipeline is tracked here. Numbers are never reused.

Naming system

Names follow the game's item-id convention: lowercase snake_case (like ceremonial_garb, dance_platform, war_challenge).

Stage 1 — provisional (new dances). Every new take gets the next free nd_## number at conversion time, regardless of what the PC-side export was called: pack/file nd_08, clip ND08, dance JSON nd_08.json. Variants keep the base id + suffix: nd_08_pp / ND08PP. The nd prefix means "not yet adopted — subject to rename or archive". Never name a new dance after its content (a take called "firedance1" turned out to be dance1's choreography — content-guessed names lie).

Stage 2 — adopted (chosen for a specific dance ceremony). Dance codes are the game ceremony the dance belongs to — snake_case of the sim's DanceType enum (sim/arena/src/GameSystems.cs) + a two-digit index for multiple takes per ceremony: pack war_dance_01, clip WarDance01 (PascalCase, matching the enum), dance JSON war_dance_01.json, variants war_dance_01_pp / WarDance01PP. A take is only renamed once Jeremy says which ceremony it corresponds to. Rename with:

/Applications/Blender.app/Contents/MacOS/Blender --background --python tools/rename_clip.py -- \
  --src exchange/<dir>/nd08.glb --out exchange/<dir>/haka01.glb --name Haka01

…then rename the dance JSON (+ its name and clip fields) in ariki-game, re-run game.sh import, and git mv the old files out. Update the row below.

Archive. Rejected/superseded takes move to archive/ (this repo) and archive/dances/ (ariki-game, .gdignored) — never deleted, never renamed.

Ceremony slots (from the sim's DanceType enum + tech tree)

ceremony code Age status take
water_dance_01 1 awaiting take
fire_dance_01 1 awaiting take — (the old "firedance1" was mislabeled dance1 choreography)
tide_dance_01 1 awaiting take
fertility_dance_01 1 awaiting take candidate: aloha1 (hula)
food_dance_01 1 awaiting take candidate: aloha1 / dance1
taming_dance_01 1 awaiting take
sailing_dance_01 2 awaiting take
war_dance_01 2 awaiting take candidate: hakadance1 (haka)
building_dance_01 2 awaiting take
colony_shield_dance_01 2 awaiting take
age_progression_dance_01 3 awaiting take — (gates Age advancement)
star_watching_dance_01 3 awaiting take
rain_dance_01 tech awaiting take — (tech-tree "Rain Maker"; not in DanceType enum yet)

Register

id status pack(s) clip origin take notes
candidate (legacy name) aloha1, aloha1_pp Aloha1, Aloha1PP aloha1 (iClone, 2026-07-15) hula; rename to hula## on adoption
candidate (legacy name) dance1, dance1_pp Dance1, Dance1PP dance1 (iClone, 2026-07-15) rename on adoption
candidate (legacy name) hakadance1 HakaDance1 hakadance1 (iClone, 2026-07-15) haka; rename to haka## on adoption
archived hakadance2 HakaDance2 hakadance2 near-duplicate of hakadance1 take family
archived alohaOG AlohaOG alohaOG superseded by aloha1
archived firedance1 FireDance1 firedance1 same choreography as dance1 — mislabeled export
archived hakaOG HakaOG hakaOG near-identical to hakadance1
archived haka_mocap HakaFull MediaPipe video mocap (2026-07-13) pre-iClone experiment

Next free provisional number: nd_01 (none issued yet — the five keepers predate the system and keep legacy names until adopted).