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Mythic Masters: animation hill climb, rounds 5+ (a real meet, billowing membranes, lag) #3219

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Description

@QuinnsCode

Continues the animation lane of #2943 after rounds 1-4 (the PR that links here). Motion only: materials, lighting and effects are the graphics lane.

Where it stands

Judge scores (fresh agent each round, BEFORE vs NOW bursts, out of 10, "alive" overall): main 3.5-4, best round 5 (round 4, flight). Contact and wind-up got to 4-5.

Next rounds, in order (the judges' top gaps)

  1. A real meet. The sim keeps bodies a hurt-radius apart, so a strike stops in the air. The striker's head or limb should reach the target and hold for a few frames, and the struck body should squash along the blow and stagger. This likely needs the reach measured in the sim (src/sim.ts reach vs the model's front), not only the puppet.
  2. Membranes that billow. Rounds 1 and 4 bend the wing chain and twist it about its span, but the membrane between bones is still a flat sheet. That takes more bones in the wing (a finger fan from blender/beast.py, so the rigger gives the membrane several chains) or a vertex sag between bones. Every foot must stay a rig tip (bun run beasts).
  3. Flight posture. Pitch the torso into the direction of flight and dip at the bottom of each stroke.
  4. Lag in the parts that hang. Arms on upright beasts (Rougarou), the tail and the neck should trail the body with delay and overshoot. Today only the head and the tail tip ride springs (src/secondary.ts).
  5. Grounded locomotion. Body bob and roll tied to each footfall instead of a sine, and feet that read as planted in stills.
  6. The open-world walker's gait. Not judged yet: the walker is too small in frame. A closer camera for a harness shot first.

How the shots were taken

A burst script on scripts/chrome.ts: 4 shots about 0.3 s apart, a 2x2 sheet per burst. A fight burst waits until the fighters are within 3.6 m and one is attacking (the bots are random, so a plain timer misses the clinch). A close-up uses the gallery, shelf().focus(id, view), with the stand's f.flying = true. Shots from rounds 1-4 are in apps/mythic-masters/docs/shots-2026-11-01-anim/.

Activity

  1. self-assigned this
    on Nov 2, 2026
  2. QuinnsCode commented on Nov 3, 2026

    @QuinnsCode
    OwnerAuthor

    Score: 5/10 (target 9)

    Best judged round was 5 (round 4, flight); main before was 3.5-4, contact and wind-up 4-5. Seeded for bun run climbs (#3401).

  3. QuinnsCode commented on Nov 5, 2026

    @QuinnsCode
    OwnerAuthor

    Score: 2.5/10 (target 9)

    Reset by the owner (2026-11-05): every hill climb's agent-judged "where am I at" score is halved to match what they expect; this one was 5. Judges keep scoring before against now the same way, and each round reports half the judge's number from here on.

  4. QuinnsCode commented on Nov 5, 2026

    @QuinnsCode
    OwnerAuthor

    Score: 3/10 (target 9)

    Round 5 is PR #3693 (green): lag in the parts that hang. An upright beast's arms, fins, a second tail and the tail's own bones now trail the body on a spring driven by its acceleration. A steady run hangs still, while a turn, lunge, stop or hit swings them, overshoots and settles. The swing is applied after the IK solve, so it never pulls the spine or the feet. 69 of 76 beasts have at least one.

    A fresh judge scored BEFORE vs NOW on --combat bursts at 4 → 5 out of 10, which halves to +0.5 (2.5 → 3):

    Point BEFORE NOW
    A real meet 5 6
    Membranes 3 3.5 (variance, not touched)
    Flight posture 2 2.5 (variance, not touched)
    Lag in hanging parts 4 5
    Grounded locomotion 5 5.5

    In the headless puppet, a quick half turn swings Rougarou's hands 0.49 m (h 2.28 m), Hodag's tail 0.62 m and Wampus Cat's 0.59 m. Each settles within about a second, and standing still they stay within 1 cm. Shots: apps/mythic-masters/docs/shots-2026-11-05-anim-r5/ (before-* vs r5-*).

    Next: flight posture (the flyer hangs upright like a lifted biped), membranes that billow, a visible squash on impact without bodies clipping, and a heavy tail (Hodag) that moves in a fight, not only on a turn.

  5. QuinnsCode commented on Nov 5, 2026

    @QuinnsCode
    OwnerAuthor

    Moved up to #3694

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