Skip to content

Mythic Masters: animation hill climb, rounds 8+ (from #3708) #3710

Closed

Description

@QuinnsCode

Score: 3.75/10 (target 9, on the owner's halved scale: agent judges halve their number, per the 2026-11-05 reset)

Carries the animation climb on from #3708 (round 7, squash on impact), #3694 (round 6, flight posture) and #3219 (rounds 1-5); rounds 5-7 are PR #3693. Motion only: materials, lighting and effects are the graphics lane.

Where it stands

Round 5 made arms, fins and tails trail the body. Round 6 made winged bipeds fly chest down with their legs trailing; the flight-shot judge went 2 → 6. Round 7 made a blow flatten the body front to back and rebound, but the judge still saw no clear squash on the heavies. On bot-fight bursts the judges put the game at about 5-6 out of 10.

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

  1. Squash the judges can see. Round 7 flattens the body by up to 26% front to back (measured), but in bursts a struck heavy still reads as tipping rigidly (Sasquatch, Hodag under Yeti). Try a spine curl about the blow, a delay on the flash, or a burst cued 0.1 s after the hit.
  2. Membranes that billow. Wings are stiff planks that hinge, folded edge-on most of the time. That takes more bones in the wing (a finger fan from blender/beast.py) or a vertex sag between bones. Every foot must stay a rig tip (bun run beasts). Sasabonsam's wing crumples into a shard pile in the flight close-up.
  3. A flyer's forelimbs in flight. The arms hang straight down under a leaning body (Jersey Devil, Sasabonsam). Tuck them or trail them.
  4. Limbs that whip. The lag reads as drag only, with no overshoot across frames. Try a stiffer, less damped spring on the arms.
  5. No clipping. Wind-ups still pass bodies into each other (Yeti into Hodag, Black Shuck into Wampus Cat).
  6. Grounded locomotion. Body bob and roll tied to each footfall instead of a sine. Rougarou often floats with one foot down or none.
  7. 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 are taken

  • bun scripts/burst-shots.ts <dir> <prefix> --combat runs one fight per archetype, cued on a wind-up and on a landed hit.
  • With no flag, it shoots the art scenes (wings, contact, dragon) plus close-ups.
  • --fly shoots the winged bipeds held in flight in the gallery, side on. A bot fight rarely catches one in the air.

For BEFORE, write main's src/beasts.ts (and any other files the round touches) into the working tree, shoot, then restore. Shots: docs/shots-2026-11-05-anim-r5/, -r6/ and -r7/. A fresh judge scores BEFORE against NOW on the five points; report half its gain. Bot fights are random, so judges credit unrelated points with variance: check what the round actually changed.

Activity

  1. self-assigned this
    on Nov 5, 2026
  2. QuinnsCode commented on Nov 8, 2026

    @QuinnsCode
    OwnerAuthor

    Score: 4.25/10 (target 9)

    Round 8 (PR #3916): a blow curls the struck body over it, hips punched back. Judge 4 -> 5 on burst-shots.ts --hit shots (heavies struck side on, same blow every run), in apps/mythic-masters/docs/shots-2026-11-07-anim-r8/.

    Next: a hit that rebounds: the body eases straight back with no overshoot or settle (then fur cards stretching at peak lean).

    Moved up to #3915.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Metadata

Metadata

Assignees

Labels

No labels
No labels

Projects

No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions