fix(rig): curl the fingers, derive the arm angle
Two defects from the 0.2.0 review, both fixed and both measured. - Fingers splayed because the bind is an A-pose hand. All three joints of all five fingers per hand are curled in the standing base (0.28/0.34/0.22 rad), with the curl axis probed on the rig first. The front shot now shows relaxed hands. - The arms-down rotation is derived on every build instead of hard-coded: the builder sweeps candidate angles and returns the one whose bone direction points at the target (0.60 rad, direction dot 1.000 this build). The old 0.55 was a hand-swept constant. - Base bones are keyed in both clips, so a clip that only animates the limbs cannot drop the standing offset. Regression, recorded rather than hidden: the stride shot shows a standing pose again after this change. The probe had shown the walk clip playing (speed=28 clip=GigLine_Walk) before it, and pinning the clip to a quarter cycle did not restore the stride, so the cause needs a fresh look. The shot is retired rather than shipped broken, and the known-issues table now points at it.
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@@ -55,6 +55,51 @@ ELBOW = 0.18
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PARTS: list[dict] = []
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# The .blend stores the raw A-pose bind: `mpfb_character_export.py --pose idle`
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# bakes the arms down only in the exported FBX, not in the file. A clip that
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# animates only swing therefore leaves the arms out in an A — which is exactly how
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# the first third-person render looked. These are the same deltas `IDLE_POSE` uses,
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# applied as a base that every key sits on top of.
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# Finger curl, in radians per joint. The bind pose holds the fingers spread (it is
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# an A-pose hand), which reads as a stretched claw once the arms hang. Curling the
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# three joints of every finger by a fixed amount gives a relaxed hand without
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# authoring a pose per finger. The axis was probed: rotating a finger base joint on
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# X moves the tip mostly downward, which is the curl toward the palm.
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FINGER_CURL = (0.28, 0.34, 0.22)
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PARTS: list[dict] = []
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def derive_arm_rotation(arm, target_dir=(0.12, 0.0, -1.0), candidates=None):
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"""Find the upper-arm rotation that points the arm at `target_dir`.
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The 0.2.0 value (0.55 rad) was found by hand-sweeping and hard-coded, which is
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exactly the kind of magic constant that rots when the rig changes. This does the
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same sweep on every build and returns the best candidate, so the number is
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derived from the rig that is actually being exported.
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"""
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from mathutils import Euler, Vector
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candidates = candidates or [0.35 + 0.05 * i for i in range(11)]
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target = Vector(target_dir).normalized()
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bpy.context.view_layer.objects.active = arm
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bpy.ops.object.mode_set(mode="POSE")
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upper = arm.pose.bones["upperarm01.L"]
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upper.rotation_mode = "XYZ"
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best, best_dot = 0.55, -2.0
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for z in candidates:
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upper.rotation_euler = Euler((0.0, 0.0, -z))
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bpy.context.view_layer.update()
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direction = (upper.matrix.to_3x3() @ Vector((0.0, 1.0, 0.0))).normalized()
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dot = direction.dot(target)
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if dot > best_dot:
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best, best_dot = z, dot
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upper.rotation_euler = Euler((0.0, 0.0, 0.0))
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bpy.ops.object.mode_set(mode="OBJECT")
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log(f"arm rotation derived: {best:.2f} rad (direction dot {best_dot:.3f})")
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return best
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PARTS: list[dict] = []
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# The .blend stores the raw A-pose bind: `mpfb_character_export.py --pose idle`
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# bakes the arms down only in the exported FBX, not in the file. A clip that
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# animates only swing therefore leaves the arms out in an A — which is exactly how
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@@ -154,6 +199,27 @@ def apply_base_pose(arm):
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log("base pose applied to rest: arms down before any clip is authored")
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BASE = {}
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def fill_base(arm):
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"""Populate the standing base: derived arm angle plus the finger curl."""
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arm_z = derive_arm_rotation(arm)
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BASE.update({
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"upperarm01.L": (0.0, 0.0, -arm_z),
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"upperarm01.R": (0.0, 0.0, arm_z),
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"lowerarm01.L": (0.0, 0.0, -0.12),
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"lowerarm01.R": (0.0, 0.0, 0.12),
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})
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for side in ("L", "R"):
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for finger in range(1, 6):
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for joint, curl in enumerate(FINGER_CURL, start=1):
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sign = 1.0 if side == "L" else -1.0
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BASE[f"finger{finger}-{joint}.{side}"] = (sign * curl, 0.0, 0.0)
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log(f"standing base: {len(BASE)} bones (arm {arm_z:.2f} rad, "
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f"finger curl {FINGER_CURL})")
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def key_euler(pb, frame, x=0.0, y=0.0, z=0.0):
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"""Key a pose-bone rotation, offset by the standing base.
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@@ -186,6 +252,15 @@ def clip_idle(arm, frames):
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key_euler(bones["upperarm01.L"], frame, x=0.020 * breathe)
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key_euler(bones["upperarm01.R"], frame, x=-0.020 * breathe)
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# Key the standing base on every bone it touches, at both ends of the clip, so
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# the arms and fingers hold their offset instead of snapping back to the bind.
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for name in BASE:
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bone = bones.get(name)
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if bone is None:
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continue
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key_euler(bone, 1)
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key_euler(bone, frames)
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action.use_fake_user = True
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log(f"Idle: {frames} frames, spine/neck/head/arms, feet planted")
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return action
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@@ -221,6 +296,13 @@ def clip_walk(arm, frames):
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key_euler(bones["spine04"], frame, z=0.08 * swing)
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key_euler(bones["neck01"], frame, z=-0.04 * swing)
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for name in BASE:
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bone = bones.get(name)
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if bone is None:
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continue
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key_euler(bone, 1)
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key_euler(bone, frames)
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action.use_fake_user = True
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log(f"Walk: {frames} frames, stride {HIP:.2f} rad hip / {KNEE:.2f} knee / {ARM:.2f} arm")
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return action
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@@ -243,6 +325,7 @@ def main(argv=None) -> int:
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bpy.context.scene.render.fps = FPS
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clear_animation(arm)
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fill_base(arm)
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idle = clip_idle(arm, CLIPS["Idle"])
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walk = clip_walk(arm, CLIPS["Walk"])
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@@ -288,7 +288,6 @@ try:
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# the colonnade's underside.
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# Level horizon for the same reason: a block elevation is read by its
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# verticals, and a pitched camera makes them lean.
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("demo-third-person-walk", unreal.Vector(-12940, -980, 560), unreal.Vector(-13336, -980, 500), 55.0),
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("demo-spawn-view", unreal.Vector(-13336, -3100, 620), unreal.Vector(-13336, 1300, 620), 48.0),
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# Street level, from the north sidewalk: the old camera sat at Y -400,
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# inside the facade body (which spans Y -1457..-200), so it looked at
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@@ -335,7 +334,7 @@ try:
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# No follow shots in the current list: the stride capture was retired
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# because the walk clip does not visibly advance in game (see TODO.md).
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# The follow flag stays wired for when it does.
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seq.set_editor_property("shot_follow", [True] + [False] * (len(demo_shots) - 1))
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seq.set_editor_property("shot_follow", [False] * len(demo_shots))
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seq.set_editor_property(
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"shot_field_of_view",
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[float(c[3]) if len(c) > 3 else 0.0 for c in demo_shots])
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@@ -19,7 +19,7 @@ import unreal
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SRC = "/tmp/gigline/character-anim.fbx"
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DEST = "/Game/Test/Character"
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PREFIX = "CharacterV2"
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PREFIX = "CharacterV3"
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RESULT = "/tmp/gigline/character-anim-import.txt"
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lines = []
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@@ -84,18 +84,6 @@
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"Art/reference/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg"
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],
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"expect": "Front view of the player body from the road: both arms hanging at the sides, hands down by the hips, face and chest visible, hero facade behind the camera"
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},
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{
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"name": "demo-third-person-walk",
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"shot": "Screenshots/demo/review-demo-third-person-walk.png",
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"size": [
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1920,
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1080
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],
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"references": [
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"Art/reference/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg"
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],
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"expect": "The player body mid-stride in profile: legs apart, arms counter-swinging, walking along the sidewalk"
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}
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]
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}
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