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