clip_set
Generates a canonical set of character animation clips with consistent names, exact loops, one-shots, game events, and physics-based motion, so game code works across compatible rigs.
Instructions
The character contract: the SAME clip names for every character, so game code never changes.
idle (loop 4 s: one real breath), idle_fidget, walk (loop), run (loop), jump, land, hit, attack, win, lose, talk (loop). Loops close exactly, one-shots end exactly on the setup pose, the artist's setup never moves. Events: sfx_step on every footfall (string = the foot bone, float = the ground speed in px/s: move the character at that speed and the feet do not slide), sfx_jump, sfx_land, sfx_hit, sfx_attack + attack_hit (damage frame), sfx_win, sfx_lose, sfx_talk, sfx_idle_fidget. Physics: walk = inverted pendulum, run = spring-mass + gravity-parabola flight, land = exact spring squash 0.85 → overshoot 1.05 (volume kept), hit = 2-frame anticipation against the blow then a spring recoil lagging up the chain, attack = wind-up, strike, spring follow-through. Strands get a headwind ~ v^2 in walk/run.
Works on any rig that has the bones a clip needs (canonical names from rig_biped; bone_map renames them, e.g. {"hips": "hip", "ik_hand_r": "arm_r2_ik"}); clips whose bones are missing are skipped and listed with what is missing. intensity 0.5 subtle … 1 standard … 1.6 cartoon. durations {clip: seconds}. blow_from front|back.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| wind | No | ||
| clips | No | ||
| facing | No | auto | |
| project | Yes | ||
| bone_map | No | ||
| blow_from | No | front | |
| durations | No | ||
| intensity | No | ||
| attack_hand | No | auto |