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creature-animation

Author, gate, preview and install production animation sets for Final Stand creatures (quadrupeds, arthropods, flyers, hybrids) using the Plan 009 pipeline in tools/3d/animation_quality/creatures. Use when adding a creature to the roster, re-authoring a creature's Idle/Locomotion/BasicAttack/Hit/Death/Cast clips, fixing a rejected animation, running the reimport gates or Unity install, or when the user mentions creature animation, bites, deaths, gaits, reels, Plan 009 or the animal roster.

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TheOrcDev/skills
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September 13, 2026 at 21:55
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creature-animation
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Author, gate, preview and install production animation sets for Final Stand creatures (quadrupeds, arthropods, flyers, hybrids) using the Plan 009 pipeline in tools/3d/animation_quality/creatures. Use when adding a creature to the roster, re-authoring a creature's Idle/Locomotion/BasicAttack/Hit/Death/Cast clips, fixing a rejected animation, running the reimport gates or Unity install, or when the user mentions creature animation, bites, deaths, gaits, reels, Plan 009 or the animal roster.
# Creature animation (Plan 009 workflow) One rule set, one pipeline, every creature: existing rig → correction → species-specific actions → baked exports → independent reimport gates → labeled reels → Unity install → commit per slice. Read [RULES.md](RULES.md) before authoring; run [WORKFLOW.md](WORKFLOW.md) commands as written. ## Quick start ```sh # from the git checkout (not the slim workspace; see WORKFLOW.md) python3 tools/3d/animation_quality/creatures/pipeline.py --subject wolf --version 2 --trial /tmp/trial --render keys # iterate python3 tools/3d/animation_quality/creatures/pipeline.py --subject wolf --version 2 --render all # official python3 tools/3d/animation_quality/creatures/unity_install.py --subject wolf --version 2 # native install python3 tools/3d/animation_quality/creatures/subject_report.py --subject wolf --version 2 --notes "..." # evidence README python3 -m unittest discover -s tools/tests -p "test_creature_animation_*.py" ``` ## New creature checklist 1. Contract comes from `ArtSource/3D/Roster/subjects.json` only (clips, lineage, scale). Never redefine it in tooling. 2. Inspect the production FBX (`inspect_sources.py`); confirm the scaffold rig, bone names, rigid parts, facing. 3. Add a calibration entry in `calibration.py`: family template + species overrides (gait, attack type, death type, jaw). `referenced_bones` must equal the rig's bone set; the tooling test enforces it. 4. Trial with `--trial --render keys`, look at the contact sheet, fix until `gates.evaluate` passes AND it reads right. 5. Official run, Unity install, README, commit with explicit paths, push, board entry. ## The rules that came from operator review (non-negotiable) - A bite is a bite: real jaw bone (author one if the rig lacks it), jaw opens, head yaws and twists at contact, then closes. No "pecking". - Four-legged deaths fall to the ground: legs give way, body sinks, ends flat on the side and holds. No bug-like flips onto the back. - Flyers die by losing flight: descend once to the real ground (anchor offset applied once), wings on the ground and still. - Arthropods curl; belly-resting bodies keel over (recorded gate decision). - Locomotion travels: planted soles drift ≤2% body height while the actor moves at nominal speed; loops are pose- and velocity-continuous. - Use the existing models, textures and rigs. Regeneration and Meshy are fallbacks that need a recorded obstruction; Meshy's quadruped library offers only Walking. ## Do not - Stage broad paths, touch another agent's files, or commit Unity's meta/settings noise (see WORKFLOW.md). - Raise a gate threshold to pass; change `gates.py` only with a board entry for the operator. - Claim art acceptance from a technical pass. Every subject stays "operator visual review pending" until the operator says otherwise.
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