Commit Graph

4 Commits

Author SHA1 Message Date
type-two
91bc391633 Lane E, Sprint 13: no wind clip — the pipeline can't supply one, and the lean was never a clip
Gate 2.4 asked for lean/stagger/brace clips staged by wind band. The answer,
measured twice, is that the asset shouldn't exist.

1. The lean cannot be a clip. _rotOnly drops Hips.quaternion from every clip at
   load (player.js:53, applied :239). Parsed the shipped pack to confirm rather
   than trust the read: 17 clips, 195 channels each, 64 survive. A lean baked
   into a clip's hips is discarded. And stripping it is right — the wind's
   bearing swings (the change; site_02's venturi) and a canned clip has one
   fixed lean axis, so only the sim can aim it. Same trick as the knockdown and
   climbY. The lean is D's root pitch; thresholds proposed off Beaufort 7
   ("inconvenience felt when walking against the wind" = 13.9 m/s), which lands
   storm_01 never leaning, storm_03 gusting through the line, storm_02 in gale.

2. Mixamo has no wind animations. Searched the real API, not assumed: shiver
   returns zero, brace returns eleven ledge-hang clips, wind returns Catwalk
   Turn. The factory header already recorded this in Sprint 3.

Rendered the two real candidates on a skinned rig, twice each — as authored and
as the game shows them. Pushing is a squat shoving a couch. Leaning is a man
waiting for a bus. Both rejected. Both would have passed every check we own:
they load, they're metre-scale, their nodes survive. Dims can't answer "is this
the right shape" — the bike rule, catching a whole feature this time.

Brace and stagger already ship (TakeCover, StumbleBack, Reaction). D should wire
the root lean first; I'll hand-author a WindPosture additive into the gap we can
both see, if one remains. Spine rotation survives _rotOnly, so it would land.

Evidence, harness and repro in tools/character/windclip_candidates/, plus the
four pipeline traps I hit in order so the next lane doesn't.

selftest 335/0/0, unchanged — no asset added, no shipped file touched.
2026-07-18 00:45:22 +10:00
m3ultra
6083151af6 Bake M3 animation pack: 11 new Mixamo clips into player_anims.glb
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 23:06:40 +10:00
m3ultra
6382e604b8 Lane D: the small person — player, interactions, selftests
player.sim.js  Deterministic core, zero imports: camera-relative movement, the
               state-machine table, wind slow/gust-shove/knockdown. step(dt,t)
               is the whole clock — no Date.now, no Math.random, no rAF — so a
               storm fast-forwards identically in selftest and in the game.
player.js      The view: rig load per the 90sDJsim DEVMANUAL rig rules
               (SkeletonUtils.clone, height-normalise off the MEASURED head
               bone, canonicalised bone namespace), clip retarget, and
               createPlayer() satisfying the Player contract.
interact.js    Hold-E with radial progress + wireYardActions (re-rig 2.5 s,
               turnbuckle trim 1.2 s, carry-one-item), duck-typed so it no-ops
               cleanly until Lane B lands sailRig.repair/trim.
d.test.js      20 asserts in Lane A's harness: 38 pass / 3 skip overall.

Ported from the 2D prototype's shape (game.js:250-252), retuned to m/s: the
slow curve, and shove gated to gusts only and scaling with speed² so gusts have
teeth. Knockdown needs 0.5 s of SUSTAINED overload — deliberately the same rule
as a sail corner letting go, so cloth and people speak one language.

Two decisions worth the review:
- The knockdown pitches the root in code rather than playing the Falling clip's
  root. Shared clips must drop Hips.quaternion (a different-orientation source
  lays the target flat), so a clip physically cannot lie the body down. Doing it
  in code also lets the fall go DOWNWIND of the gust that caused it, which a
  canned clip could never do, and keeps it deterministic.
- Gust magnitude is recovered from a slow EMA of local wind rather than widening
  Lane C's contract: wind.sample() gives the total and gustTelegraph() only fires
  BEFORE a gust, so nothing reports gust size during the hold. The EMA
  self-calibrates to whatever storm JSON Lane C authors.

Verified in a real scene, not only in asserts: head bone 1.715 m at fig scale
0.983, all six clips bound, walk/run at the tuned speeds, the body lies down and
gets back up, hold-E fires exactly once per press.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:55:16 +10:00
m3ultra
027fb99828 Lane D: player rig assets — ped copy + anim-only clip pack
Character is a byte copy of 90sDJsim's man_casual_01 ped (already metre-scale,
head bone 1.75 m, bind pose proven in that game). Clips ride beside it in an
anim-only carrier built from the FBX libraries on the M1 Ultra.

The peds cannot round-trip through Blender: they encode metre scale as a node
scale of 0.01 on mixamorig*:Hips with child bones in centimetres, and Blender
bones carry no rest scale, so the glTF importer silently drops it — the rig is
exploded on import (LeftToe_End 96 m below the floor) before any merge happens.
So merging clips onto the ped (PLAN3D 5-D.1) is not viable; we ship the ped
untouched and retarget rotation-only clips onto it at runtime, the same shape
90sDJsim already uses for peds/idle.glb + peds/walk.glb.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:27:04 +10:00