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Vendor Quaternius Universal kernel and auto-rig Meshy heroes - #153

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Vendor Quaternius Universal kernel and auto-rig Meshy heroes#153
filiksyos wants to merge 1 commit into
meshyfrom
cursor/quaternius-kernel-rig-dd1a

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@filiksyos

@filiksyos filiksyos commented Aug 24, 2026

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Summary

Game reverse was generating Meshy sculpts that stayed T-posed or used Meshy’s own walk clip. This vendors the Quaternius Universal Animation Library [Standard] (CC0) and auto-rigs humanoid heroes onto that kernel so they play the real clips.

Pack (exact files)

  • public/quaternius/UAL1_Standard.glb — in-place / no root motion (UI + default playback)
  • public/quaternius/UAL1_Standard_RM.glb — root-motion locomotion
  • public/quaternius/License.txt — CC0 1.0, Models by @Quaternius
  • Source: Unreal-Godot GLBs from Universal Animation Library [Standard]

Verified: 1 skin Armature, 65 joints, 43 clips (Idle_Loop, Walk_Loop, Jog_Fwd_Loop, Sprint_Loop, Jump_*, combat, etc.).

Integration

  1. Meshy sculpts humanoids in T-pose.
  2. autoRigToQuaterniusKernel fits the mesh onto the Universal skeleton (closest-bone-segment weights) and keeps all 43 clips in the hero GLB.
  3. Game reverse / spec pages preview with Three.js AnimationMixer.
  4. /game/kernel labs the mannequin and an auto-rigged T-pose dummy (/api/game-kernel/fixture).

Generated agents are told to play these clip names, not invent motion.

Test plan

  • pnpm test:kernel — clip/joint contract, both GLBs, AABB fit, dummy auto-rig (5/5)
  • Browser: /game/kernel mannequin plays Walk_Loop / Idle / Sprint / Punch Jab (not T-pose)
  • Browser: auto-rigged dummy at /api/game-kernel/fixture deforms with the same clips
  • HTTP: kernel GLBs and fixture API return model/gltf-binary

Live Meshy generation still needs MESHY_API_KEY during a reverse run; the fixture covers rig → playback without it.

kernel_lab_clips_mannequin_and_dummy.mp4

Universal mannequin playing Walk_Loop
Universal mannequin playing Sprint_Loop
Auto-rigged dummy playing Walk_Loop

To show artifacts inline, enable in settings.

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After Meshy sculpts a T-pose humanoid, bind it to the vendored
UAL1_Standard skeleton and keep the 43 kernel clips instead of inventing
motion or using Meshy walk. Preview at /game/kernel.

Co-authored-by: Fili <filiksyos@users.noreply.github.com>
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filiksyos marked this pull request as ready for review August 24, 2026 18:11

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2 participants