Bulk import of the working lanes that were living untracked on the PC. Content: - characters/ Lena/male body lanes, bakes, texture work, run logs - clothing/ garment pipeline, configs, gates, contract docs - garments/ MD-authored garment sources (.zprj/.zpac) - UAL-Lib/ Universal Animation Library 2 source (.blend/.fbx/.glb) - tools/ blender_bridge, iclone_bridge, md_bridge, tailor, glm_agent - docs/, plans/, dev/, .agents/plans/ Repo hygiene: - .gitattributes: LFS now covers .blend, .zprj, .zpac, .obj, .npy and the Reallusion .iAvatar/.ccAvatar/.ccRestore containers. Without this the ~3.8 GB in this commit would land as raw blobs. .png/.jpg are left out on purpose — ~250 are already tracked raw and converting them would rewrite every one without shrinking history. - .gitignore: exclude /accurig/ (~1 GB AccuRig program files, redistributable from Reallusion, nothing authored here) and /dev/null/ (git-lfs hook copies dropped by a `>/dev/null` redirect on Windows). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Architecture — animation pipeline
Entry point to architecture law for this repo. Per-system detail lives in
.agents/wiki/architecture/.
This file covers the animation lane (motion → clips). The repo also runs a
clothing lane (garments → worn outfits) that targets the same skeleton —
see .agents/wiki/architecture/clothing-lane.md.
The one-sentence shape
PC-side motion capture (iClone 8 + Video Mocap) → this repo (Mac↔PC bridge,
Blender-headless retargeting, loop QC) → ariki-game (Quaternius-rig GLB
consumption via ClipCatalog).
Machines and where things live
| Machine | Owns |
|---|---|
| PC (Windows) | iClone 8 + Video Mocap plugin — authors motion, exports FBX |
| Mac (and PC) | Blender 5.1.2, this repo's retarget tools, ariki-game checkout |
Files move machine-to-machine only through exchange/ in this repo, synced
with tinqs push/tinqs pull (Git LFS for .fbx/.glb/.mp4/.task — see
.gitattributes). Raw git pull hangs on LFS in tinqs.com repos.
Pipeline stages
- Capture (PC) — iClone export, Blender preset, Range=All, Preserve Bone
Names ON →
exchange/incoming-fbx/. - Retarget (either machine) — Blender-headless, source-specific retargeter
in
tools/, all bake onto the shared Quaternius rig and export a mesh-stripped GLB with one NLA track per clip:cc_retarget.py— Reallusion CC/iCloneCC_Base_*FBX (60fps; rejects 2-frame_TempMotionexports as a guard against motion-less takes)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) →exchange/converted-glb/.
- Loop QC —
tools/loop_qc.py(pre-commit gate: pose/velocity/root-drift continuity across the seam, exit 0 = smooth). Fixers when it fails:tools/loop_fix.py(de-drift/trim/seam-blend →exchange/looped-glb/) andtools/pingpong_bake.py(palindrome bake, seam-perfect but motion reverses at the turn →exchange/pingpong-glb/, clip suffixPP). Every adopted dance ships as a base clip +_pppair. - Ship — commit +
tinqs pushthe GLBs in this repo, then copy intoariki-game/assets/quaternius/dancegen/(auto-discovered by ClipCatalog as<pack>/<ClipName>— also watcheskevin/,mixamo/), write one dance JSON per clip inariki-game/assets/dances/,game.sh import, verify clip names match GLBanimations[].nameexactly, commit in ariki-game (push only when Jeremy asks). - Post-ingest QC (game side, out of this repo) —
ariki-game/tools/anim_qc.pyre-checks world-space seam continuity + renders a seam-cross video for eye review. Two QC tools by design: this repo's gate is pre-commit/local-space, the game's is post-ingest/world-space.
Naming law
Full detail: .agents/wiki/dances/REGISTRY.md (source of truth — do not
duplicate its content elsewhere). Summary: new takes get a provisional nd_##
id (never a content-derived name); a take is renamed to its ceremony code
(snake_case of the sim's DanceType enum + index) only once Jeremy assigns it
to a specific ceremony, via tools/rename_clip.py. Rejected/superseded takes
are archived (archive/), never deleted; numbers are never reused.
Canonical target rig
All retargeters bake onto ariki-game's
assets/quaternius/base-characters/.../Godot - UE/Superhero_Male_FullBody.gltf.
Run from this repo, --target must be passed explicitly (the tool's default
path is ariki-relative and won't resolve here). The rig/pack standard itself
(65-bone Quaternius UE-named skeleton, hero body Ariki_Female_QuatSkin.glb) is
governed by ariki-game/.humans/animation-bone-sources.html and
ariki-game/.agents/wiki/quaternius-ual-packs.md — this repo's iClone/mocap
lane is explicitly a separate clip source (not UAL1/UAL2/Kevin/Mixamo), landing
in dancegen/ only.
Tool provenance / mirroring
tools/cc_retarget.py, mixamo_retarget.py, kevin_retarget.py,
mocap_retarget.py are mirrors of ariki-game/tools/ — the game copies are
authoritative; re-copy from ariki-game when they change (they have silently
diverged before; verified identical 2026-08-06). .claude/skills/ here mirror a
subset of ariki-game/.claude/skills/ plus ~/.claude/skills/pose-estimation —
see README.md Provenance section.
The character/body lane is authoritative HERE and is not mirrored (moved out
of ariki-game 2026-08-06): tools/rigbait_decimate.py,
make_lena_nude_body.py, _bake_nude_body_texture.py,
_render_body_closeup.py, verify_body_variant.py. Anything that authors a
character mesh, rig, or body texture is born here from now on, governed by
characters/REGISTRY.md. The game repo keeps only the historical committed
generators (make_lena_body.py, make_male_ib_quatskin_accurig.py,
male_mesh_decimate.py, the _convert_lena_quat_v* series): they are cited by
game-side plans and some carry game-side tests.
Which repo does a non-gameplay tool belong to
Decided by subject, not by "is it gameplay" — nothing in ariki-game/tools/
is gameplay (no .gd runtime script references it at all), so that test would
empty the folder into this one. Three questions, in order:
- Does the engine, CI, or the game's own test suite run it? → stays in
ariki-game.
asset_pipeline.py,game.sh,session.py,e2e_interaction.py,anim_qc.py,rig_pose_gate.py,targeted_reimport.sh,clothing_motion_qa.sh, and every module atools/test_*.pyimports. - Does it author characters or motion? → here.
- Neither? → it is game-asset authoring (trees, terrain, water, props, items, animals, VFX). Not gameplay, but not animation either — leave it there rather than making this repo a dumping ground.
Two things that keep tripping this up: some character tools have game-side tests
(brow_cover_math.py, generate_lena_brow_surface.py, test_mako_rig_math.py),
so they move with their tests or not at all — and this repo has no test
harness, so receiving them means standing one up. And anim_qc.py staying is a
deliberate split, not drift (see the two-QC-tools note above).
Cross-repo paths in tools that moved here: resolve the game checkout from
$ARIKI_GAME, else guess the sibling directory and verify it, aborting with the
path tried. Never let an ariki-relative default resolve silently wrong — same rule
as --target above.
See also
.agents/wiki/architecture/clothing-lane.md— the clothing lane (reference image → Marvelous Designer →clothing/→ worn outfit in-game)..agents/wiki/architecture/— per-system detail (split a subsystem out when it grows its own doc)..agents/wiki/dances/REGISTRY.md— naming/registry source of truth..agents/wiki/iclone-bridge.md— PC-lane routing stub..agents/wiki/devops-reports/— point-in-time audits and convergence reports.