Ship the Quaternius npc_casual pilot base: rig-agnostic pose sync, five tint slots, unwrapped UVs and wrist-strap camera
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zwitschi committed 2026-11-06 13:42:37 +01:00
1 parent 68f49253fe
commit cd285b3a39
12 files changed
+242 -74

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+29 -4
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@@ -9,6 +9,17 @@ const NPC_BASE := "res://assets/models/generated/npc_base.glb"
const SLOTS := ["skin", "cloth", "pants", "accessory", "hair"]
const BONES := ["Head", "HipL", "HipR", "KneeL", "KneeR", "ShoulderL", "ShoulderR",
"ElbowL", "ElbowR", "HandL", "HandR"]
## The Quaternius rig (ADR-0018) is a 62-joint armature. `NpcAvatar` maps these
## joints onto the animation proxies, so they are the drop-in requirement for a
## Quaternius-derived character instead of the 13-core names.
const QUATERNIUS_BONES := ["Head", "UpperLeg.L", "UpperLeg.R", "LowerLeg.L",
"LowerLeg.R", "UpperArm.L", "UpperArm.R", "LowerArm.L", "LowerArm.R",
"Wrist.L", "Wrist.R"]
## Quaternius-derived characters are detected by a dot-suffixed UpperArm joint;
## the procedural library uses ShoulderL/ShoulderR instead.
func _is_quaternius(skeleton: Skeleton3D) -> bool:
return skeleton != null and skeleton.find_bone("UpperArm.L") >= 0
func _manifest() -> Dictionary:
if not FileAccess.file_exists(MANIFEST):
@@ -76,7 +87,8 @@ func test_characters_match_the_npc_base_contract() -> bool:
problems.append("%s lacks Skeleton3D/npc_base" % name)
node.free()
continue
for bone in BONES:
var required: Array = QUATERNIUS_BONES if _is_quaternius(skeleton) else BONES
for bone in required:
if skeleton.find_bone(bone) < 0:
problems.append("%s missing bone %s" % [name, bone])
var slots := {}
@@ -105,6 +117,11 @@ func test_character_joints_line_up_with_npc_base() -> bool:
var skeleton := node.find_child("Skeleton3D", true, false) as Skeleton3D if node else null
if skeleton == null:
problems.append("%s has no skeleton" % name)
elif _is_quaternius(skeleton):
# ADR-0018: a Quaternius character keeps its own 62-joint skeleton and
# NpcAvatar re-derives the proxy pivots from it, so the joints are not
# expected to sit on npc_base's 13-core positions.
pass
else:
for bone in BONES:
var a := _global_rest(base_skel, base_skel.find_bone(bone)).origin
@@ -127,10 +144,18 @@ func test_character_bones_accept_the_avatar_pose_math() -> bool:
if skeleton == null:
problems.append(name)
else:
for bone in BONES:
var bones: Array = QUATERNIUS_BONES if _is_quaternius(skeleton) else BONES
for bone in bones:
var index := skeleton.find_bone(bone)
var rest := skeleton.get_bone_rest(index).basis.get_rotation_quaternion()
skeleton.set_bone_pose_rotation(index, rest * Quaternion(Vector3.RIGHT, 0.4))
if index < 0:
problems.append("%s missing %s" % [name, bone])
continue
# NpcAvatar._swing_bone(): pose = rest^-1 * swing * rest, applied
# through the global pose. The composition must stay a valid
# rotation on every limb bone of either rig.
var rest := skeleton.get_bone_global_rest(index).basis.get_rotation_quaternion()
var swing := Quaternion(Vector3.RIGHT, 0.4)
skeleton.set_bone_pose_rotation(index, rest.inverse() * swing * rest)
if not skeleton.get_bone_pose_rotation(index).is_normalized():
problems.append("%s.%s" % [name, bone])
if node:
+49 -6
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@@ -141,8 +141,8 @@ func test_skinned_model_loads_and_keeps_the_head_contract() -> bool:
"a skinned library character is used")
var b := TestUtils.check(avatar.get_node_or_null("Rig/Head") != null,
"Rig/Head survives the skinned path")
var c := TestUtils.check(avatar._skeleton != null and avatar._bone_indices.has("Head")
and avatar._bone_indices.has("HipL") and avatar._bone_indices.has("HandR"),
var c := TestUtils.check(avatar._skeleton != null and avatar.bone_name("head") != ""
and avatar.bone_name("hip", 0) != "" and avatar.bone_name("hand", 1) != "",
"armature bones are bound")
avatar.free()
return a and b and c
@@ -152,10 +152,10 @@ func test_skinned_model_loads_and_keeps_the_head_contract() -> bool:
func test_pose_reaches_the_skeleton_bones() -> bool:
var avatar := _avatar(Rules.NpcType.TOURIST, 55)
var sk := avatar._skeleton
var hip: int = int(avatar._bone_indices["HipL"])
var knee: int = int(avatar._bone_indices["KneeL"])
var rest_hip := sk.get_bone_rest(hip).basis.get_rotation_quaternion()
var rest_knee := sk.get_bone_rest(knee).basis.get_rotation_quaternion()
var hip: int = int(avatar._bone_indices[avatar.bone_name("hip", 0)])
var knee: int = int(avatar._bone_indices[avatar.bone_name("knee", 0)])
var rest_hip := sk.get_bone_pose_rotation(hip)
var rest_knee := sk.get_bone_pose_rotation(knee)
avatar.arrived = true
avatar.npc.intent = "sit"
for _i in 45:
@@ -179,6 +179,49 @@ func test_pose_reaches_the_skeleton_bones() -> bool:
avatar.free()
return a and b and c and d
## Regression (ADR-0018): the shipped base must resolve every animation joint on
## the rig it actually uses, keep the baked arm-down rest, and put each proxy on
## the matching body side. The Quaternius rig labels its dot-suffixed joints with
## the opposite side (its `L` sits at +x), so `RIG_BONES` is the single mapping and
## a silent side swap would splay the arms across the torso.
##
## The swing itself is proven by the pose-capture gate; `_swing_bone()` writes the
## global pose, which Godot only computes for a skeleton inside the scene tree and
## the headless runner executes tests before the tree is ready.
func test_shipped_rig_resolves_the_animation_joints() -> bool:
var avatar := _avatar(Rules.NpcType.TOURIST, 91)
var sk := avatar._skeleton
var problems: Array[String] = []
for joint in NpcAvatar.RIG_BONES:
for side in 2:
var bone := avatar.bone_name(joint, side)
if bone == "" or not avatar._bone_indices.has(bone):
problems.append("%s/%d unresolved" % [joint, side])
var a := TestUtils.check(problems.is_empty(),
"the shipped rig resolves every animation joint (%s)" % str(problems))
var wrist := avatar.bone_name("hand", 0)
var shoulder := avatar.bone_name("shoulder", 0)
var b := TestUtils.check(wrist != "" and shoulder != "", "shoulder/hand joints resolve")
if not b:
avatar.free()
return false
var shoulder_rest := sk.get_bone_global_rest(int(avatar._bone_indices[shoulder]))
var wrist_rest := sk.get_bone_global_rest(int(avatar._bone_indices[wrist]))
var c := TestUtils.check(shoulder_rest.origin.y - wrist_rest.origin.y > 0.3,
"the shipped base is baked arm-down (%.3f below the shoulder)"
% (shoulder_rest.origin.y - wrist_rest.origin.y))
# A straight-down arm axis is what makes an X swing read as forward/back.
var arm_down := shoulder_rest.basis.y.normalized().dot(Vector3.DOWN)
var d := TestUtils.check(arm_down > 0.95,
"the arm rest axis points down (dot %.3f)" % arm_down)
# Proxy side 0 must drive the -x arm and side 1 the +x arm on either rig.
var left := sk.get_bone_global_rest(int(avatar._bone_indices[avatar.bone_name("shoulder", 0)]))
var right := sk.get_bone_global_rest(int(avatar._bone_indices[avatar.bone_name("shoulder", 1)]))
var e := TestUtils.check(left.origin.x < right.origin.x,
"proxy side 0 drives the -x arm (%.3f vs %.3f)" % [left.origin.x, right.origin.x])
avatar.free()
return a and b and c and d and e
func test_character_selection_is_deterministic_and_complete() -> bool:
# Seed 5 resolves each role to a fixed pool member; the routine crowd roles
# now pick from the crowd-variety pools instead of a single npc_casual.