jeremy c12c4f156c feat(lena): v02 lane recipes + the archival full-res master
The v02 chain, which exists because bisecting the shard-eye defect proved it lives in
the hires MASTER rather than in any v02 step: the early heal chain ran whole-mesh welds
and reset custom split normals, and the eye/lash shells only read as an eye through
Tripo's authored normals. Every descendant inherits it, including the shipped body.

  48_decimate_headsafe  body/hands only, head bit-identical (feathered ramp)
  49_seams_v02          24_seams with a density-aware hip landmark — the v01 rule fired
                        at u=0.610, mid-belly, on the head-protected vert count
  50_seams_headuv       body-only unwrap; the head KEEPS its original Tripo charts.
                        SLIM collapsed the undecimated lash/brow slivers to points and
                        ANGLE_BASED packed at half v01's texel density; the face was
                        the best-mapped region of the source atlas, so it is reused
  51_reatlas_v02        31_reatlas + centroid splats for sub-texel triangles — the
                        skipped set IS the lashes, which rendered as grey glass
  52_head_transplant    the PRISTINE ORIGINAL head onto the decimated nude body
  53_rig_transfer       54_crotch_refill

55_fullres_v02.blend is pinned in .lanekeep as THE archival master: full-res nude body
+ pristine original head, crotch refill and texture despeckle applied, 883,404 v /
1,761,640 f. It supersedes 34_v04 as the lane root (34_v04's head has the shard eyes).

Also: tools/graft_hands.py, the Marvelous Designer hunter-skirt configs v1-v8, the
hunter cloth texture generator, and Mako's measurement card.

Per .agents/rules/working-files.md the per-attempt .blend files under work/lena/v02
are SCRATCH ("never committed") — the .py recipes here are the history and regenerate
any of them from the pinned master. See the ignore rule landing next.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 18:53:17 -07:00

animation

Jeremy's animation-pipeline hub AND the Mac↔PC bridge for converting files and implementing animations. iClone 8 + Video Mocap live on the PC; Blender 5, the retarget tools, and the ariki-game repo live on both. This repo carries the skills, tools, and the files in flight between machines.

Bridge workflow (Mac↔PC)

  1. PC: export FBX from iClone (Blender preset, Range=All, Preserve Bone Names ON) → drop into exchange/incoming-fbx/ → commit + tinqs push.

  2. Either machine: tinqs pull, run the retargeter →

    blender --background --python tools/cc_retarget.py -- \
      --src exchange/incoming-fbx/<take>.fbx \
      --out exchange/converted-glb/<pack>.glb --name <ClipName> \
      --target <path-to-ariki Superhero_Male_FullBody.gltf>
    

    → commit the GLB + tinqs push.

  3. Implementing machine: copy the GLB into ariki-game assets/quaternius/dancegen/ (auto-discovered by ClipCatalog as <pack>/<ClipName>), add a dance JSON, verify in the dance test bed.

  4. Optional: reference footage for QA goes in exchange/reference-video/.

Large binaries (.fbx, .glb, .mp4, .task) ride Git LFS — see .gitattributes. Clean out exchange/ folders once a take has shipped into the game repo.

Layout

  • .claude/skills/ — Claude Code skills (auto-discovered when running Claude here)
    • animation-creation/ — creating clips on the shared Quaternius skeleton: existing packs, Mixamo/Kevin retargeting, composite baking, dance JSON (paths reference the ariki-game repo)
    • iclone-video-mocap/ — iClone 8 + Video Mocap plugin advisory: filming rules, workflow, cleanup, FBX export, game integration
    • pose-estimation/ — MediaPipe video→pose-landmark extraction (scripts/extract_pose.py, compare_poses.py; models in models/, venv rebuilt via scripts/setup.sh)
    • retarget-animations/ — deprecated early retarget notes (kept for history)
  • tools/ — Blender-headless retargeters (all bake onto the Quaternius rig and export mesh-stripped GLB, one NLA track per clip)
    • cc_retarget.py — Reallusion CC/iClone CC_Base_* FBX (60fps; TempMotion guard)
    • mixamo_retarget.py — Mixamo FBX (prefix auto-detect)
    • kevin_retarget.py — Kevin Iglesias Unity FBX (B-* rig; hardcoded target path — non-portable)
    • mocap_retarget.py — MediaPipe pose JSON → GLB (rotation solving, no source armature)
    • bake_run_punch.mjs — composite upper/lower clip baking reference
  • AGENTS.md / .agents/ — agent context (identity, wiki, plans, rules); see AGENTS.md for the knowledge map

Canonical target rig

All retargeters default to ariki-game's assets/quaternius/base-characters/.../Godot - UE/Superhero_Male_FullBody.gltf via a repo-relative path — when running from this repo, pass --target with an explicit path to that GLTF (or a local copy). Output GLBs are consumed by ariki-game's ClipCatalog from assets/quaternius/{kevin,mixamo,dancegen}/ as <pack>/<ClipName>.

Provenance

Copied (not yet removed) from ariki-game tools/ + .claude/skills/ + .agents/plans/, and ~/.claude/skills/pose-estimation. The ariki-game originals are still in place; the Windows-side iClone FBX conversion handoff (ariki-game/.agents/handoff/iclone-fbx-conversion.md) depends on them.

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