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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FBX→GLB Converter Research — what to learn from external tools & skills
Date: 2026-07-30
Scope: survey of established FBX→GLB converters, retargeting tools, and published Claude
skills, cross-referenced against our pipeline (tools/cc_retarget.py, mixamo_retarget.py,
kevin_retarget.py + loop_qc.py/loop_fix.py). Complements — does not replace —
plans/fbx-pipeline-plan-2026-07-21.md, which this research largely validates.
TL;DR — ranked recommendations
| # | Change | Fixes | Effort | Source of technique |
|---|---|---|---|---|
| 1 | Enforce quaternion neighborhood in the baker (negate q when dot(qᵢ,qᵢ₊₁)<0) | latent rotation-flip pops at runtime | ~10 lines | Khronos glTF #1395/#2073, Magnum |
| 2 | Post-export gltf-transform resample pass (slerp-aware, tol 1e-4, lossless) |
dense 1800-frame bakes, GLB size | 1 script hook (Node stack already in repo) | glTF-Transform / keyframe-resample-wasm |
| 3 | gltf-validator JSON output as a machine gate after export |
silent malformed output | small | Khronos glTF-Validator (no published skill does this — we'd be first) |
| 4 | Unmapped-bone diagnostics + mapping-quality score before retarget | silently degraded clips | small | blender-toolkit skill (Excellent/Good/Fair/Poor gate) |
| 5 | Explicit rest-pose alignment step (A-pose→T-pose correction) | the open shoulders-~45°-off QA item | medium | avatar-asset-pipeline pose configs, ARP "Redefine Rest Pose", Godot Rest Fixer |
| 6 | Bake twist-bone rotation into parent instead of dropping it | candy-wrapper forearms/thighs | medium | ufbx helper-node insight, standard practice |
| 7 | Unified retargeter + JSON rig maps (already planned as P2/FR-3) | 3 divergent forks | planned | validated by avatar-asset-pipeline's declarative component design |
| 8 | Motion QC thresholds beyond the loop seam (ground penetration, scale drift, heading jumps) | "green-verify-is-not-correct" | medium | blender-motion-state-inspection skill |
| 9 | Evaluate soupday cc_blender_tools importer for CC FBX | stock-importer risk we already documented | evaluation spike | soupday docs: "do not use the standard Blender FBX importer" |
| 10 | If GLB size ever matters: meshopt (not Draco) + gltfpack-style quantization | — | later | gltfpack (12-bit rot / 16-bit trans / 30 Hz defaults) |
Items 1–4 are cheap, independent, and zero-risk to output quality. Item 5 closes our single biggest open correctness question.
1. What the established converters teach
FBX2glTF (Facebook, archived; Godot fork)
- Pattern worth keeping (we already follow it): correctness by evaluation, not translation — never convert FBX curves directly; sample the evaluated transform per frame. FBX2glTF bakes everything at a fixed rate exactly like our depsgraph-evaluate loop.
- Its failure modes (GeometricTransformation pivots mishandled — fork #56; skeleton defects that made Godot abandon it) confirm Blender-headless was the right lane.
- Blend-shape lesson: morph normals/tangents in FBX are "rarely correctly present" — if we ever carry facial morphs, don't export morph normals unless verified.
glTF-Blender-IO (what our export actually runs through)
- Armature export is always sampled; rest pose is the baseline for the relative TRS it
writes. If our armature rest ≠ the game skeleton rest, the export silently differs —
reinforces the plan's QC-1
verify_target.py(pinned rig vs live game rig, tol 1e-5). - Known issues we should pin settings against: sampling keys all bones (#1432/#2657),
stepped keys become linear (#842). Action: set
export_force_sampling,export_frame_step,export_optimize_animation_sizeand thekeep_anim_*flags explicitly per Blender version instead of trusting defaults (we already set the first and last — add the rest).
ufbx — the best-documented catalog of FBX semantics
- Rest pose ≠ bind pose is legal FBX. Correct converters trust skin-cluster matrices
(
geometry_to_bone), never the node hierarchy at time 0. (assimp gets this wrong — assimp #4015 — which is why it's disqualified for rigged characters.) Relevant to our A-pose question: iClone's "T-pose export" only prepends a T-pose frame; the skin bind stays A-pose. - Scale-inheritance and geometric-transform mismatches with glTF are solved by inserting helper nodes — the explanation to reach for if iClone props/twist bones ever explode.
- Baking niceties: don't re-resample tracks that are already dense
(
minimum_sample_rateguard); reduce keys after baking, not by blind resampling.
glTF-Transform (directly usable — Node + gltf-transform already in repo via bake_run_punch.mjs)
resample()is lossless keyframe dedup: drop interior keys exactly reproduced by interpolating neighbors, using the track's real mode — slerp-aware for rotations, default tolerance 1e-4 (algorithm: keyframe-resample-wasm). Perfect complement to our bake-every-frame approach; free size win, zero quality risk.- Compression fact: Draco compresses mesh primitives only. meshopt (EXT_meshopt_compression) also compresses animation samplers — meshopt is the only correct choice for our animation-only GLBs, if size ever matters (needs gzip/brotli outer layer to pay off; Godot must support the extension — verify before adopting).
- Community warning (blender-kiln skill): never run
gltf-transform optimizeas one blob — its simplify pass can destroy assets; apply individual steps (resample,prune,dedup) sequentially.
Keyframe reduction done right — ozz-animation
- ozz's
AnimationOptimizermeasures error as world-space distance at the end of the joint's child hierarchy (default tolerance 1 mm, probe distance 0.1 m, per-joint overrides). Far better than per-channel epsilons: tighten fingers/feet, loosen spine. The metric to copy if we ever add lossy reduction on top ofresample(). - gltfpack's shipping defaults — 30 Hz resample, 12-bit rotation / 16-bit translation quantization — calibrate "what players don't notice."
Quaternion continuity — a latent bug we likely have
- glTF runtimes disagree on >180° rotation steps (lerp+normalize vs slerp, shortest-path ambiguity — Khronos #1395, #2073). Blender's matrix decomposition does not guarantee quaternion sign continuity frame-to-frame.
- Fix at bake time in
retarget_one(): keep the previous frame's quaternion per bone; ifdot(prev, cur) < 0, negatecurbeforekeyframe_insert. ~10 lines, applies to all three retargeters (or the future unified one). - Also: never use CUBICSPLINE samplers for rotations (overshoot — Khronos #2008). We export sampled/linear, so we're fine there.
2. Retargeting techniques
Godot's fixed-skeleton retargeting (closest published design to our Quaternius lane)
SkeletonProfileHumanoid+ BoneMap + Rest Fixer with:- Overwrite Axis — rewrite all bone rests to canonical profile rests (their version of our "rig onto the clip rest" move).
- Fix Silhouette — A-pose sources corrected toward the T-pose profile (documented limitation: can't fully fix bone roll).
- Remove Unimportant Positions — strip position tracks from everything except root/hips. We already comply (rotation-only except pelvis/root) — validated.
- Normalize Position Tracks — scale hip translation by source/target hips-height
ratio (
motion_scale). Ourtscaleis the same idea — validated, keep it.
- Docs: https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/retargeting_3d_skeletons.html
Rest-pose alignment (our open weakness #1)
Every serious retargeter has an explicit rest-alignment step; we have none:
- Auto-Rig Pro Remap: map → Redefine Rest Pose (snapshot a corrected source pose as the retarget basis) → retarget → per-bone offsets → bake. The proven order of operations.
- avatar-asset-pipeline (infosia):
declarative JSON pipelines with an A-pose↔T-pose component driven by a pose config
file (quaternion per bone). Closest architectural analog to our planned
pipeline/retarget/rigs/*.json— extend the rig-map JSON schema with an optionalrest_correctionblock of per-bone quaternions applied to the source rest before computingC, and the A-pose problem becomes data, not code. - soupday cc_blender_tools maps skin bones by iClone ID rather than name and explicitly warns against Blender's stock FBX importer ("Automatic Bone Orientation" alters joint rotations and breaks round-tripping). It retargets armature and shape-key animation. Worth a spike: import one known-problem CC FBX both ways and diff the baked curves.
Twist bones (our weakness #2)
We currently drop *Twist01/02 rotation entirely → candy-wrapper forearms/thighs.
Standard fix: compose the twist bone's captured rotation into its mapped parent
(upperarm/lowerarm/thigh) before writing the target key — the twist joints exist to
distribute roll, so discarding them loses real roll. (ufbx's helper-node machinery is
the deep version; composing into the parent is the cheap correct-enough one for a rig
with no twist joints on the target.)
Further afield (noted, not recommended now)
- Unity Mecanim: retarget in normalized "muscle space," then IK-correct hands/feet — the principled fix for foot slide, heavyweight.
- ossos (Ubisoft IK-Rig style): motion as normalized IK targets re-solved on the target — the modern answer when proportions differ wildly. Prototype-quality.
- Root Motionist add-on: hip→root channel migration pattern, if we ever need root-motion variants (currently banned in-game).
3. Published Claude skills — what exists, what to borrow
Nothing published covers our exact lane (FBX skeletal retarget → game GLB with numeric
animation QC); our loop-qc agent is already ahead of public art. Reusable pieces:
- blender-motion-state-inspection (SKILL.md) — "measure, don't eyeball" QC playbook with thresholds worth adopting into a broader motion-QC gate alongside loop-qc: ground penetration >1–2 cm visible; scale drift >5% = rig problem; root heading jump >30°/frame suspicious. Sample frames likely to expose errors (contact, airborne, extremes), check source integrity before blaming the retarget, report facts (frame numbers, coordinates) before verdicts.
- blender-toolkit (kevinbadi/blender-skills) — only published skill with a real retargeting workflow. Borrow: named bone-map presets as skill assets, and a mapping-quality score (Excellent/Good/Fair/Poor by critical-bone coverage) that gates whether the pipeline may proceed autonomously — direct fit for the plan's FR-2 (reject with unmapped-bone list).
- blender-kiln (elithril) — best-structured
3D skill: thin SKILL.md dispatcher + deep
references/files, phase-gated pipeline with mandatory state-read before each phase, scale sanity via reference dimensions (character ≈1.75 m — same trick as our 1.700 m AccuRig rule), batch manifest pattern. - VibeCAD render-glb (rawwerks) — GLB→PNG so the agent can see its output. Rendering 3–4 keyframes of a retargeted clip to PNG would partially automate the mandatory human-eyeball QC-3 step (catches upside-down/T-posed/ exploded output; still not a substitute for motion judgment).
- anthropics/skills docx pattern — the canonical file-conversion skill structure our
animationskill could adopt more fully: decision table routing by source type (Mixamo / CC / Kevin → script + bone map), explicit Gotchas section (AccuRig 4 cm offset, Dummy export, External Motion skating), pinned script invocations, and an explicit SHIP / NO-SHIP verdict at the end. - gltf-validator gap: no published skill or agent workflow wires
Khronos glTF-Validator in as a
machine-checkable gate — everyone stops at
gltf-transform inspect+ eyeballing. Addinggltf-validator -o jsonafter export is cheap and genuinely novel.
4. What this validates in the existing plan
plans/fbx-pipeline-plan-2026-07-21.md is independently confirmed by this research:
- Unified retargeter + JSON rig maps (P2/FR-3) = avatar-asset-pipeline's architecture.
- Reject-with-unmapped-list (FR-2) = blender-toolkit's mapping-quality gate.
verify_target.pypinned-rig check (QC-1) = the glTF-Blender-IO rest-pose-baseline risk.- Intake T-pose WARN (IC-3) = every retargeter's rest-alignment prerequisite.
- Fail-loud + atomic writes + provenance (NFR-1/2) = table stakes in every surveyed tool.
Two additions this research argues for beyond the plan:
- A
rest_correctionper-bone quaternion block in the rig-map JSON schema (turns the A-pose fix into data). - A post-export normalize step in FR-1's single command: quaternion-neighborhood fix
(in-baker) →
gltf-transform resample→gltf-validatorgate → optional render-to-PNG contact sheet.