diff --git a/docs/ASSETS.md b/docs/ASSETS.md index a7c37bd..fbb58f1 100644 --- a/docs/ASSETS.md +++ b/docs/ASSETS.md @@ -26,16 +26,42 @@ nike_air_max, moschino, quiksilver, kmart, disruptor_ii…), dynamically loaded sprites before committing — pixelated photo-sprites can look mushy; may need a cleanup pass or MODELBEAST-assisted redraw per sprite. -### 2. Drunk/idle/dance animation references -`ultra:~/Documents/90sDJsim/web/world/models/` — 22 ped GLBs + **9 anim clip GLBs -incl. `walk_drunk`, idle, sit** (from the shared `character_kit` rig). Plus -`ultra:~/Documents/MOTIONLIB/` — 2,703 motion/anim FBX. -- Option A (cheap): use `walk_drunk` etc. as *visual reference* for hand-animating - the pixel sway/stumble frames. -- Option B (pipeline): pre-render `character_kit` characters + MOTIONLIB clips to - top-down sprite-sheet rotations for the Floor scene (Blender orthographic cam → - pixelate). Heavier, but gives unlimited consistent NPC animation. Decide at v0.4; - the doll contract's `floorTopDown` pose doesn't care which path wins. +### 2. RIGROOM — the character × animation factory (surveyed 2026-07-19) +**This supersedes the old "animation references" note. The fleet has a full +character/animation pipeline, live and organised:** +- **RIGROOM library** (`ultra:~/meshgod-backups/library`, 2.4 GB): **607 + animation FBX** in themed packs + 59 character files. Web UI live at + `http://100.91.239.7:8010/rigroom` (characters × animations pairing, three.js + preview, instant Mixamo-ready FBX download). CLI: + `MESHGOD/scripts/rigroom.py classify|sort|scan`. +- Clips that read like THIS game's shot list: `Searching_Pockets` (pat-down), + `Standing_Arguing` + a full boxing/knockout pack (floor fights), + `Shaking_Head_No` (the deny), `Inspecting`/`Looking_Around` (ID check), + `Leaning_Idle02_Smoking` (smoking area), dozens of idles/sits, dance packs, + `Brutal To Happy Walking`, zombie stagger (maggot walk), 12 DJ motions. + Raw source: `m3ultra:~/Documents/Rokoko_Free_Mocap_FBX_263` (606 FBX). +- **Modular character kit** (`m3ultra:~/Documents/character_kit_modular`, + canonical `ultra:~/Documents/character_kit/modular/`): GODVERSE socket + standard — head/hands/feet/torso swap on one shared 65-bone `mixamorig:` + skeleton, 40 embedded actions, every library clip retargets for free. +- **repose** (`m3ultra:~/Documents/repose`): photo → T-pose views (SD1.5 + + ControlNet, all-local) → MeshGod multi-view → autorig. A face becomes a + rigged character without leaving the tailnet. +- **For NOT TONIGHT (v0.4 art pass), the pre-render path is now fully paved:** + modular kit character + RIGROOM clip → Blender orthographic top-down/front → + pixelate → sprite sheets behind the existing `renderDoll` poses. The outfit + variety could even come from kit part swaps. Same pipeline, one venue's + worth of NPC animation for free. Decide at v0.4; contracts don't move. +- Also present, unsurveyed depth: `MOCAPGOD` (empty queue — service scaffold), + `mixamo_upload` staging, `MOTIONLIB` (2,703 FBX, ultra) still the deep pool. + +### 2b. procity (m3ultra) — the 90s-Aussie town sim +Walkable procedural shopping town (three.js, no build step), built by lanes +like ours. Pipeline: 186 GLB/FBX with fit/normalize/decimate tooling +(`procity_fit_*` props: arcade cabinet, clothes racks, shelving), 21 peds. +The **prop pipeline conventions** (batch manifests, decimation results JSON) +are the pattern to copy if NOT TONIGHT ever goes 3D-prop-assisted; the venue +furniture (bar, booths, stools) could come straight from its fit pipeline. ### 3. Venue / street reference art - `ultra:~/Documents/90sDJsim/web/world/media/` named scene/venue art — 100 wired