Skip to main content

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.

Informations de source

Dépôt
TheOrcDev/skills
Dernière activité de la source
13 septembre 2026 à 21:55
Langue détectée de SKILL.md
anglais
Étoiles
106
Forks
4

Options d'installation

Le prompt qui vérifie d'abord la source est sélectionné par défaut. Vous pouvez passer à une commande directe ou télécharger une copie locale.

Vérifiez les fichiers source

Lisez SKILL.md et les fichiers associés affichés par SkillsMP avant de décider de l'installer.

Explorateur de fichiers
3 fichiers

Affichage de SKILL.md

SKILL.md
Instructions source · Aperçu en lecture seule
name
creature-animation
description
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.
Voir sur GitHub