First male garment through the MD lane. MD's body analyzer rejects every
Tripo-Mako-derived mesh (0 arrangement points, 'avatar must be in T-pose or
A-pose' despite a verified 0.4-deg-perfect skeleton; same wall as ariki-game
e244e8a). Chimera test pins it on the MESH -- Lena's mesh on Mako's armature
gets 109 points. Ruled out: finger weights, decimation, head/hand chops, leg
spread, rename, OBJ import, export settings.
Workaround that ships: arrange+sew+elastic-lock the garment on a 1.07x-scaled
LENA donor, ImportFBX Mako with bAdd, DeleteAvatar(Lena), re-settle. A
seamless single-wrap slides off Mako's legs during the swap -- only SEWN
garments survive it, so the flat pattern's wrap reads are faked: overlap flap
seamed to a split front-waist segment, comb-teeth fringe (piupiu technique)
carved into the hem, rope belt as rigid Blender geometry (build_rope_belt.py).
Other findings baked into work/mako_kilt_v1/ scripts + config:
- fabric texture anchor: pattern y=0 maps to texture v=0.5 and WRAPS
(striped-probe verified; make_kilt_cloth.py mm_from_row)
- waist elastic never reaches TotalLength at default strength; strength 60
moved placement from 1.019 to 1.043
- SetAvatarActivation returns False (unusable); GetArrangementList dies on
any scene avatar mutation
QC PASS (turntable render, alpha mask, height 1.818): top 1.063 vs 1.054
target (tol .03), fringe tips 0.666 vs 0.665 (tol .04).
Avatars: _fingers = full finger weights restored via UV-space transfer from
rig-work/mako_fullhead_rigged.fbx (build_mako_avatar_fingers.py); shipped-body
avatar landed for future diagnosis. v1 (pre-flap/teeth) kept as provenance.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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)
-
PC: export FBX from iClone (Blender preset, Range=All, Preserve Bone Names ON) → drop into
exchange/incoming-fbx/→ commit +tinqs push. -
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. -
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. -
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 integrationpose-estimation/— MediaPipe video→pose-landmark extraction (scripts/extract_pose.py,compare_poses.py; models inmodels/, venv rebuilt viascripts/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/iCloneCC_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); seeAGENTS.mdfor 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.