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feat(rigboy): add the first SD-style side-profile motion rig - #79
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rigboy is an original short-haired boy in full side profile, holding a two-handed toy blaster. It takes Spineboy's motion-demo role with original art and authoring; no benchmark art, rig data or coordinates were copied. Seven modest samples: idle, walk, run, jump, aim, shoot and hit. aim is a live dial over -8..+8 degrees, driven by the aim_dial slider. walk and run are in-place cycles, and a travel helper adds the root advance used for the world-contact checks. Measured, on a fresh packaged copy run through the real RigPlayer on the job pool (exit 0): - all 181 files hash-equal before and after the run; - every clip draws its mesh canvases with nonzero material; - 0 page errors; - the aim dial at -8/0/+8 gives toy world angles 82/90/98, max error 0.0018 degrees; - stance drift under the travel helper is at most 1.35e-5 px; - arm settling on and off both pass after a key. After the smoke, only the README's limits paragraph was shortened. Limits are stated in the README. Deeper leg motion folds the knee meshes of a single profile painting, so it needs a parts-drawn source. Those attempts are excluded from this example and kept as lane receipts. Closes #78 Co-Authored-By: Naru <342599188+fj-naru[bot]@users.noreply.github.com> Co-Authored-By: Roa <342598975+fj-roa[bot]@users.noreply.github.com>
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| if (travel && velocities[context.animation]) | ||
| bones.bone('root').x += originX + velocities[context.animation] * (context.trackTime ?? 0); |
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Preserve accumulated travel when stopping or changing clips
When an application follows the README's walk-to-shoot example, disabling travel removes the entire root offset instead of stopping at the current position: after two seconds of walking the helper applies 128 pixels, but setTravel(false) makes the next stationary frame return to the original position. Switching from walk to run similarly resets the displacement when the new clip's track time starts at zero. Retain the accumulated displacement across clip changes and continue applying it while travel is disabled, so stopping movement does not teleport the character.
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HQ ruling on the Codex P2 (travel offset resets on setTravel(false) / clip change): rejected for this PR. |
Closes #78. Adds
rigboy/, the first SD-style motion character rig in the examples: an original side-profile figure that takes Spineboy's motion-demo role.Contents
config.jsonandmotions.jsonauthor it;rig/holds the generated rig andbuild/the packed model, atlas and page.generation.jsonwith its conditioning graph,preview.webp, andcontrols.js.Only the 181 files on the allowlist are committed. Lane-side candidates and diagnostic runs are excluded.
Verification
model
9cfa2773…, atlas3b44ba0e…, preview57656f4d….Limits (stated in the README)
The clips are modest on purpose. A single profile painting folds the knee meshes at deep flexion, and splitting or rigidifying the legs opens gaps instead. Deeper leg motion needs a source drawn in parts.
🤖 Generated with Claude Code