Vendor Quaternius Universal kernel and auto-rig Meshy heroes - #153
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filiksyos wants to merge 1 commit into
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Vendor Quaternius Universal kernel and auto-rig Meshy heroes#153filiksyos wants to merge 1 commit into
filiksyos wants to merge 1 commit into
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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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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 locomotionpublic/quaternius/License.txt— CC0 1.0, Models by @QuaterniusVerified: 1 skin
Armature, 65 joints, 43 clips (Idle_Loop,Walk_Loop,Jog_Fwd_Loop,Sprint_Loop,Jump_*, combat, etc.).Integration
autoRigToQuaterniusKernelfits the mesh onto the Universal skeleton (closest-bone-segment weights) and keeps all 43 clips in the hero GLB.AnimationMixer./game/kernellabs 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)/game/kernelmannequin playsWalk_Loop/ Idle / Sprint / Punch Jab (not T-pose)/api/game-kernel/fixturedeforms with the same clipsmodel/gltf-binaryLive Meshy generation still needs
MESHY_API_KEYduring 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
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