makepad/libs/model/RIG_API.md
Admin d2130e6550 libs: model, mesh_edit, csg, scene, sim, render, xr
Squash of 25 work commits (Sep 1–12):
  237da90  render: the sprite lane hands the screen draw back the way it found it
  895b9a7  particles: an emitter can ride a body's own frame
  914471f  ai-hub: a feed session whose last socket left ends on its idle timeout; skin: parent, skinned centroid and a nodes-only rig for retargets
  3fcccf3  sim: the whole world is implicitly editable, and one seam says where the ground is
  5692fab  sim: the landform world proves itself — walker through the tunnel included
  f4af6df  sim: terrain knows who changed it — a plan layer over player history
  adbb078  render: a water volume can be physics without a picture
  c17480f  render: a non-rigid body may carry its own orientation
  acad401  sim: an agent with no route holds and retries instead of walking into the wall
  22b2bf9  sim + chat: the composed world surface takes a map floor; the chat gets plan tools
  faf8112  web path: the tessellator's lap timer, the trace span and the fusion cycle timer have no clock on the web
  d3472eb  tsdf: the clock-taking XR helpers are native-only — the browser has no depth camera and no Instant
  4946c9e  sim + render: a repaint is not a world edit — colour and glow restyles never rebake the lightmap
  4317f58  sim + render + chat: walk decks as a surface, the filmed body is no obstruction, the brief never asks
  9791279  render: support rigged models and custom materials across viewers
  3ce2792  sim: use deck geometry for collision and sensing
  c8b79ff  Add portable PBR, rig and soft-body authoring support
  108d423  Add transactional polygon modeling and editable asset documents
  38f4d3b  Refine editable modeling and firm yarn character behavior
  08a2637  sim: add entity-owned lights and vehicle headlights
  00d96a7  render: add clustered lights, local shadows and incremental GI
  cf916af  render: import glTF asset extensions and wire clustered GI
  c6d2cca  model: cut transaction memory and raise capacity limits
  41af47a  raytrace: add a CPU probe-ray BVH budget example
  c963d0a  libs: the game sim splits into makepad-scene and makepad-soft-body; render, model, fab and the asset importer retarget

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-15 13:40:31 +02:00

7.5 KiB

Rig, animation and shape-key operations

These objects are entries in model.apply.operations. Unknown/duplicate fields fail. Names obey document limits. Joint indices are zero-based u32 JSON integers; mesh vertex IDs are canonical positive decimal strings. A transform is {translation?:[x,y,z],rotation?:[x,y,z,w],scale?:[x,y,z]} with defaults zero, identity quaternion, and one. Quaternions must be normalized and scales nonzero. All numeric input must be finite. Rotation angles are radians.

  • skeleton {joints:[{name,parent,translation}]} creates/replaces the skeleton. Exactly one root has parent:null; other parents are earlier joint ordinals. Translation is parent-local XYZ. Preserve weighted joint identities on replacement.
  • clip {name,channels:[{joint,path,keys:[{time,value}]}]} creates/replaces a clip. Path is translation|rotation|scale; time is increasing seconds. Values always have four lanes: XYZ plus0 for translation/scale, normalized XYZW for rotation. Keys replace local TRS components, so translation keys include the rest offset. Use names idle and walk for automatic character gait selection.
  • delete_clip {name} removes a clip and its attached options.
  • rig_rest {joint,transform} sets the joint's full local rest transform.
  • rig_rename {joint,name} changes a joint name, retaining its index.
  • rig_parent {joint,parent} changes the parent index; null makes a root. Parents must precede children. This keeps the local rest unchanged.
  • rig_mirror {joints:[indices],axis,names:[{joint,name}]} duplicates selected joints in parent-first order, with one explicit unique new name per joint. Axis is X/Y/Z as0/1/2. It mirrors full world rests and maps selected parents to duplicated parents. Existing joints/weights retain their indices. Local shear is refused; include the parent chain or remove nonuniform parent scale. The single skeleton root cannot be duplicated: select limbs/subtrees.
  • rig_roll {joint,angle} rotates the local rest about its local Y axis.
  • pose {name,joints:[{joint,transform}]} creates/replaces a sparse named FK pose. Omitted joints inherit their local rests. Joint rows must be unique.
  • delete_pose {name} removes an existing pose.
  • constraint {name,joint,enabled?,kind} creates/replaces a constraint. Enabled defaults true. Kind is one of:
    • {type:"copy",target,translation?,rotation?,scale?,influence?}: local-space copy; defaults true,true,false,1. Influence is0..1.
    • {type:"aim",target,axis?,influence?}: aim local axis(default[0,1,0]) at the target joint in global space. Influence defaults1.
    • {type:"limit",min_translation,max_translation,min_scale,max_scale,max_angle}: vector bounds and angular bound relative to rest, max_angle0..pi. Scale minimum must be positive and each maximum at least its minimum.
    • {type:"ik",middle,end,target,pole,clamp_reach?}: joint is chain root; middle/end are its direct child/grandchild. Target is another joint index; pole is a global position. Clamp-reach defaults false. Enabled constraints have one writer per joint and an acyclic dependency graph.
  • delete_constraint {name} removes an existing constraint.
  • solve_pose {pose} evaluates enabled constraints and replaces that named pose.
  • ik {pose,root,middle,end,target,pole,clamp_reach?} solves an explicit global target position on a named pose. Analytic two-bone IK preserves bone lengths; unreachable targets fail unless clamp_reach is true. The chain and its ancestors require uniform positive scale. Degenerate targets/poles fail.
  • bake_clip {name,poses:[{time,pose}],fps?,solve_constraints?} samples at fps (default30, range1..120) to ordinary TRS channels. Pose keys begin at0 and strictly increase; at least two are required. Constraint solving defaults true.
  • blend_clip {name,a,b,weight,fps?} blends two existing clips at weight0..1 into a sampled clip, normalizing their timelines to the longer duration. Fps defaults30. Source clips remain unchanged.
  • retarget_clip {name,source,joints:[{source,target}],translation_scale?} maps every animated joint into the current skeleton. Source rows must be unique. Translation scale is positive and defaults1. This is an explicit joint mapping; it does not infer names or anatomical correspondence.
  • clip_options {name,interpolation?,root_motion?,events?,morph_keys?} attaches authored animation metadata to an existing clip. Interpolation is linear|step|cubic (default linear); cubic uses smoothstep easing between keys. Root-motion flag defaults false. Events are ordered {time,name,payload?} rows (payload defaults empty string, max4096bytes). Morph keys are [{morph,keys:[{time,weight}]}], with unique target names and strictly increasing nonnegative times. Times must fit the clip duration. Events/root-motion metadata require an application consumer to trigger actions.
  • weight_locks {object,joints:[indices]} replaces the set of locked weight groups. Weight tools preserve each existing locked weight and normalize the free remainder. Empty joint list unlocks every group.
  • weight_edit {object,vertices:[decimalIDs],edit} edits a selected set; an empty vertex list means every vertex. Duplicate IDs fail. Edit is one of:
    • {type:"assign",joint} binds every selected vertex rigidly to one joint. An existing positive locked influence on another joint rejects the whole transaction. Useful for eye/limb children beneath a soft-body rigid frame.
    • {type:"normalize",max_influences?} sorts/prunes only unlocked weights and normalizes to unit sum. Default maximum is4.
    • {type:"smooth",iterations?,factor?} averages connected neighbor weights; defaults1 iteration and factor0.5, iterations1..64, factor0..1.
    • {type:"mirror",axis,joints:[{source,target}],tolerance?} uses the nearest vertex mirrored across X/Y/Z (axis0/1/2). Missing joint-map entries keep their joint. Positive tolerance defaults0.001; unmatched vertices fail.
    • {type:"transfer",source,max_distance} copies nearest source-vertex weights within a positive distance. This operation uses vertex correspondence rather than triangle surface interpolation.
    • {type:"bind",max_influences?,power?} derives weights from distance to rest bone segments, defaults4 influences and inverse-distance power2 (positive, at most8). Locks remain exact. An influence cap that cannot fit locked weights and the remaining weight mass fails without changing the mesh.
  • morph {name,object,deltas:[{vertex,delta}],weight?} creates/replaces a sparse shape target. Deltas are 3-vectors and IDs unique; default weight0. The engine pins the object's exact topology signature when the target is authored.
  • capture_morph {name,object,target,weight?} captures positional differences from a second object with matching topology and element IDs. Weight defaults0.
  • delete_morph {name} removes an existing shape target.
  • morph_weight {name,weight} sets a target's current default influence.

Morph weights may range from-2 to2. Topology changes invalidate pinned targets and fail until those targets are explicitly removed/rebuilt. Rest, pose, constraint, clip-option, lock and morph data survive source checkpoints directly; morph topology signatures are serialized explicitly, never reconstructed by re-executing an authoring operation. Source references are validated on open. Limits include64 poses,128 constraints,32 morph targets,1024 events per clip, document joint/keyframe bounds and aggregate memory/transaction/work budgets.