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asset⌬ modulemoduleprimary: init.luau·originates fromworld 818ea2f4-9…

kit

The small toolkit the knights slice builds every made thing out of: attaching armour to an animated bone, sizing a part in metres on a rig that is authored in centimetres, and the easing its moments run on.

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

kit

The small toolkit the knights slice builds every made thing out of: attaching armour to an animated bone, sizing a part in metres on a rig that is authored in centimetres, and the easing its moments run on.

local kit = require("game.knights.kit")

local sock  = kit.socket(headBone, yawDegrees, "helm_socket", { 0, 0.065, 0 })
local plate = kit.piece(sock, "plate", {
    model = "rounded_box", material = "game.knights.knight_bronze",
    pos = { 0, 0.03, 0.02 }, size = { 0.45, 0.44, 0.30 },
})
local bracer = kit.bridge(sock, "bracer", elbow.position, hand.position, {
    model = "rounded_box", material = "game.knights.knight_bronze",
    width = 0.19, thickness = 0.195, span = 0.94,
})

Why sockets

The humanoid avatar's skeleton comes from a centimetre-authored model, so every bone stands under a parent scaled by 0.01: a child of a bone with localScale 1 draws a hundredth of the size it says. And a bone's axes point along the bone, not along the world, so "10 cm above the head" written as a local offset lands somewhere different on every joint.

kit.socket answers both. It returns an empty child of the bone whose own world scale is exactly 1 and whose rotation is the character's yaw, so everything hung off it is written in plain metres in the character's own frame: +x is across, +y is up, +z is the way the pilgrim faces.

kit.bridge is the other half — a plate that spans two joints, aimed down the limb and scaled to the distance between them. It is how a bracer or a greave goes on correctly whatever pose the avatar happens to be standing in when the dressing is put on, and stays correct as the limb bends.

What is in it

CallWhat it does
worldScale(e)The scale a bone is really drawn at — the product up the chain.
socket(bone, yaw, name, offset?)A unit-scale, yaw-aligned anchor on a bone.
piece(socket, name, spec)One dressed part inside a socket, authored in metres.
bridge(socket, name, from, to, spec)A plate spanning two joints, aimed down the limb.
attach(bone, anchor, yaw, name, spec)One part straight onto a bone, no socket.
prop(parent, name, worldPos, spec)A free-standing part at a world point.
fitHeight(e, metres)Rescale anything with bounds to the height it should occupy.
eachModel(e, fn) / repaint / tintAllReach every Model in a subtree.
clamp01 / easeOut / easeInOut / lerp / nlerpQuatThe easing every moment runs on.
despawn(e)Despawn if it still exists.

spec fields are model (a primitive name or an asset identity), material, pos/size/rot in metres and degrees, and tint + tintBlend for a per-entity colour that no other entity wearing the same material sees.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

strict

Model

worldScale(e: any) → number

The scale a bone is actually drawn at: the product of every localScale from the bone up to the layer root. Uniform in this rig, so one number answers.

argtypedescription
eany

yawOffset(ox: number, oy: number, oz: number, yawDeg: number) → void

Rotate a metre offset by a yaw in degrees. The pilgrim stands upright, so yaw is the whole of the character's orientation an offset has to respect.

argtypedescription
oxnumber
oynumber
oznumber
yawDegnumber

attach(bone: any, anchor: any, yawDeg: number, name: string, spec: PartSpec) → any

Spawn one dressed piece as a child of `bone`, placed in metres relative to `anchor`'s world position and turned relative to `yawDeg`.

argtypedescription
boneany
anchorany
yawDegnumber
namestring
specPartSpec

socket(bone: any, yawDeg: number, name: string, offset: { number }?) → any

A socket: an empty child of `bone` whose own world scale is exactly 1, so everything hung off it is authored in plain metres with local coordinates. This is the unit that makes dressing readable — one socket per bone, then a run of `kit.piece` calls that read like a parts list.

argtypedescription
boneany
yawDegnumber
namestring
offset{ number }?

piece(socket: any, name: string, spec: PieceSpec) → any

One dressed part inside a socket, authored in metres.

argtypedescription
socketany
namestring
specPieceSpec

bridge(socket: any, name: string, fromPos: any, toPos: any, spec: BridgeSpec) → any

A piece that spans two joints: placed between them, aimed down the limb, and scaled to the distance. This is how a bracer or a greave is put on a rig whose bone axes are its own — the pose the piece is built in decides the alignment, and the bone it hangs on carries it from there. The model's LONG axis is its local Z, which is the axis `lookAt` aims, so `rounded_box` and `cube` are the shapes this takes.

argtypedescription
socketany
namestring
fromPosany
toPosany
specBridgeSpec

prop(parent: any, name: string, pos: { number }, spec: PartSpec) → any

A free-standing piece (no bone), placed at a world point.

argtypedescription
parentany
namestring
pos{ number }
specPartSpec

fitHeight(e: any, metres: number) → number

A mesh generated from a description arrives at whatever size the generator chose. `kit.fitHeight` measures what it actually occupies and rescales it to the metres it should, so the same call works for a helm and for a statue.

argtypedescription
eany
metresnumber

eachModel(e: any, fn: (any) → void

Run `fn` over every Model in a subtree, the entity itself included.

argtypedescription
eany
fn(any

repaint(e: any, material: string) → void

Point every Model under `e` at one material, which is how a generated bundle is brought into this world's palette.

argtypedescription
eany
materialstring

tintAll(e: any, color: { number }, blend: number) → void

argtypedescription
eany
color{ number }
blendnumber

clamp01(t: number) → number

argtypedescription
tnumber

easeOut(t: number) → number

argtypedescription
tnumber

easeInOut(t: number) → number

argtypedescription
tnumber

lerp(a: number, b: number, t: number) → number

argtypedescription
anumber
bnumber
tnumber

nlerpQuat(a: any, b: any, t: number) → void

Normalised shortest-arc blend between two quaternion reads. Enough for a helm arcing off a head over half a second; not a general slerp.

argtypedescription
aany
bany
tnumber

despawn(e: any) → void

argtypedescription
eany
⌬ Types
PartSpec = {PieceSpec = {BridgeSpec = {
⌬ Metadata
descriptionSocket-and-piece toolkit for dressing an animated humanoid rig in metres: unit-scale bone sockets, limb-spanning plates, mesh fitting, subtree repaint and the easing curves.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · game/knights/kit.module

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