Asset survey: RIGROOM library, modular kit, repose pipeline, procity notes

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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type-two 2026-07-20 13:36:50 +10:00
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@ -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 sprites before committing — pixelated photo-sprites can look mushy; may need a
cleanup pass or MODELBEAST-assisted redraw per sprite. cleanup pass or MODELBEAST-assisted redraw per sprite.
### 2. Drunk/idle/dance animation references ### 2. RIGROOM — the character × animation factory (surveyed 2026-07-19)
`ultra:~/Documents/90sDJsim/web/world/models/` — 22 ped GLBs + **9 anim clip GLBs **This supersedes the old "animation references" note. The fleet has a full
incl. `walk_drunk`, idle, sit** (from the shared `character_kit` rig). Plus character/animation pipeline, live and organised:**
`ultra:~/Documents/MOTIONLIB/` — 2,703 motion/anim FBX. - **RIGROOM library** (`ultra:~/meshgod-backups/library`, 2.4 GB): **607
- Option A (cheap): use `walk_drunk` etc. as *visual reference* for hand-animating animation FBX** in themed packs + 59 character files. Web UI live at
the pixel sway/stumble frames. `http://100.91.239.7:8010/rigroom` (characters × animations pairing, three.js
- Option B (pipeline): pre-render `character_kit` characters + MOTIONLIB clips to preview, instant Mixamo-ready FBX download). CLI:
top-down sprite-sheet rotations for the Floor scene (Blender orthographic cam → `MESHGOD/scripts/rigroom.py classify|sort|scan`.
pixelate). Heavier, but gives unlimited consistent NPC animation. Decide at v0.4; - Clips that read like THIS game's shot list: `Searching_Pockets` (pat-down),
the doll contract's `floorTopDown` pose doesn't care which path wins. `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 ### 3. Venue / street reference art
- `ultra:~/Documents/90sDJsim/web/world/media/` named scene/venue art — 100 wired - `ultra:~/Documents/90sDJsim/web/world/media/` named scene/venue art — 100 wired