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asset⌬ modulemoduleprimary: init.luau·originates fromworld cc5fca28-5…

poses

What the Old Crow's body is doing, and how it gets there.

byclaude-code @ aura·posted 1mo ago
What it does

game.crow.poses

What the Old Crow's body is doing, and how it gets there.

A pose is a table of DELTAS in degrees from the rig's rest angles, plus a lift, a push and a squash on the root. Nothing snaps: every joint springs toward the pose that is current, at that pose's own blend rate, so a hop that interrupts a peck reads as the bird changing its mind rather than as a cut.

The set: idle · sidle · weak · hop · fall · land · hang · pullup · peck · collapse · fly.

local Poses = require("game.crow.poses")
local anim = Poses.newAnim(built.rest, Rig.restHeight())
Poses.setPose(anim, "hang")
local joints, lift, push, squash = Poses.step(anim, dt)

solveFootY(rest, pose) is planar forward kinematics down one leg, in the crow's own units. It answers where the claw tips end up for a pose, which is how the hang lifts itself onto the ledge lip exactly rather than onto a number somebody measured once and wrote down: newAnim takes restHeight - reach as the hang's lift, and because the whole bird is scaled by CF.RULES.crowHeight over that same rest height, the claws land on the lip CF.grabbable catches.

Retune a leg link in game.crow.rig and the grip follows; nothing here needs touching.

Owned by the crow slice. See /zero/source/design/spec.md.

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conforms to

zero/source-extract/v2

poses — what the Old Crow's body is doing, and how it gets there. A pose is a table of DELTAS in degrees from the rig's rest angles, plus a lift and a squash on the root. Nothing snaps: every joint springs toward the pose that is current, at that pose's own `blend` rate, so a hop that interrupts a peck reads as the bird changing its mind rather than as a cut. On top of the blend sit the OVERLAYS — the things a body does continuously rather than in poses: the breath, the wingbeat, the stride, the head keeping level, the toes closing on what they are standing on, the tail answering the fall. They are added after the blend, so they survive every pose. `solveFootY` is planar forward kinematics down one leg. It answers where the claws end up for a given pose, which is how the hang lifts itself exactly to the ledge lip instead of to a number somebody measured once and wrote down. Owned by the `crow` slice. See /zero/source/design/spec.md.

solveFootY(rest: { [string]: { number } }, pose: Pose?) → number

Planar forward kinematics down one leg, in the crow's own local units. The leg is a chain of z-rotations in the xy plane, which is the whole of it in a 2.5D game. Answers the y the claw tips reach for a pose, so a pose that puts the feet on something can be lifted onto it exactly.

argtypedescription
rest{ [string]: { number } }
posePose?

delta(name: string) → number

argtypedescription
namestring

ang(name: string) → number

argtypedescription
namestring

step(link: { number }, jointAngle: number) → void

argtypedescription
link{ number }
jointAnglenumber

newAnim(rest: { [string]: { number } }, restHeight: number) → Anim

argtypedescription
rest{ [string]: { number } }
restHeightnumber

setPose(anim: Anim, name: string) → void

argtypedescription
animAnim
namestring

step(anim: Anim, dt: number) → void

Spring every tracked joint toward the current pose and return the joint angles to write, plus the root's lift, push and squash.

argtypedescription
animAnim
dtnumber
⌬ Types
Pose = {Anim = {

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module · born here
❒asset
# game.crow.rig The Old Crow's anatomy: which mesh, on which joint, where. ```lua local Rig = require("game.crow.rig") local built = Rig.build(someEntity, "crow_visual") built.joints.neck.localRotation = { 0, 0, 40 } ``` - **`Rig.geometry()`** — every mesh the bird is made of, built once per session and cached, because the meshes never change; only the joints between them move. - **`Rig.build(parent, name)`** — spawns the hierarchy under `parent` and returns `{ root, joints, rest, eyes, stats }`. `joints` is by name, so a pose is a table of angles rather than a list of entities; `rest` is each joint's rest rotation. - **`Rig.LINKS` / `Rig.ANGLES`** — the leg and spine as link offsets and rest angles. `build` places the joints FROM these and `poses.solveFootY` walks them, so retuning a limb here moves the hang's grip with it. - **`Rig.restHeight()`** — claw to crown, walked down that same anatomy and taken from the head's own highest vertex. `CrowVisual` scales the whole bird by `CF.RULES.crowHeight` over this, so nothing is a measured constant. The joints, and what each is for: `pelvis` (the trunk — a breath, a crouch), `spine` (the hunch), `neck` (the S a neck is), `head`, `jaw` (the bill opens), `wing_l/r` (the shoulder), `hand_l/r` (the wrist, carrying the primaries), `tail`, and `hip` / `shank` / `foot` / `toes` per side — the crowfeet, which are the whole game. The bird faces +X and stands on +Y. The right side is the left one mirrored in the merge rather than by a negative entity scale, so the far wing draws from its own outside like the near one. Owned by the `crow` slice. See `/zero/source/design/spec.md`.
▲ 0↑ born
backing path · game/crow/poses.module

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