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slice_hands

Slice B of **CHAFF**. The hero subject of a film shot entirely from inside one man's head: two gloved hands, two forearms, a twelve-round bolt-driver, and the visor between him and hard vacuum. In frame in all fourteen shots.

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

slice_hands — the hands, the bolt-driver and the visor

Slice B of CHAFF. The hero subject of a film shot entirely from inside one man's head: two gloved hands, two forearms, a twelve-round bolt-driver, and the visor between him and hard vacuum. In frame in all fourteen shots.

local Hands = require("demo.chaff.slice_hands")

Registers itself with demo.chaff.film as b.hands (and as e.handsKick, see below) and is driven by FilmDirector. It never ticks on its own.

The ammunition is the film's clock

The weapon is the diver's only thruster, so twelve rounds going to zero is the structure of the whole piece. FIRE is the single list of when each round goes, and a flash, a casing, a bolt cycle, a drum step, a counter digit, a shove on the viewmodel and a shove on the head all come off it. Add an entry and all seven happen together.

shotroundscounter
5three into the hero drone12 → 9
6nine as thrust, to kill the spin9 → 0
7the last spare seats, and it holds four0 → 4
9one down the gallery4 → 3
10two fired back the way he came3 → 1
12one at contact range1 → 0

Hands.ammoAt(t) answers what the counter reads at any film second, and Hands.recoil(t) what the recoil is doing. Both are pure functions of t — a seek to a second gives the same answer as playing to it.

What it puts on screen

  • A hand is a wrist, a palm, four three-bone fingers and a two-bone thumb, posed from curls rather than from angles. The left hand is the same rig with every x mirrored and a mirrored palm mesh.
  • The forearm is aimed at the shoulder every frame and stretched to reach part of the way, so it runs back out of frame from any hand station instead of standing up into the picture.
  • The bolt-driver is a receiver, a finned barrel and hex brake, a twelve-round drum whose rounds stand proud of its face, a grip, a foregrip, a reciprocating bolt, a brace, and a seven-segment counter in a recessed bezel canted up and left so it faces the eye whenever the weapon is read.
  • The visor is a ring of forty ticks that hugs the frame edge whatever the lens is doing, a sweep index, a reticle at constant angular size, and an auto-tint pane that takes stops out on a muzzle flash and at the breach.
  • The gloves go from clean grey to gold-dusted across the film, and tear at the left knuckle from the frame the vane is shoved aside.

Two things worth knowing before changing it

The rig lives under a half turn. The film's camera stands on Eye and looks at EyeAim, which is at Eye's local +Z — so the camera is Eye turned a half turn about Y. B_VM carries that turn, and everything inside it is authored in the ordinary engine basis: +X screen right, +Y up, -Z the way he is looking.

Lens compensation is a scale AND a division. Scaling the rig alone does nothing — scaling a model and its distance together leaves the angle it subtends unchanged. B_Sway is scaled by zoom and every station is divided by it, which holds the distance fixed and changes only the size.

The frame's kick, and how slice D takes it over

The head is slice D's; nothing else may author its station. But a round that does not move the camera is not this film's thesis, so this slice registers a second participant, e.handsKick, whose name sorts after d.look: it runs once D has placed the head and adds the recoil on top, then D recomputes its own station from its own data next frame, so nothing accumulates.

To take it over, set Hands.applyCameraKick = false and drive the head from Hands.recoil(t), which returns { back, up, roll, side }.

The viewmodel's own light

B_VMKey, B_VMFill and B_VMRim hang off B_VM and travel with the head. They exist because this world has no sky and no environment probe: a metal surface has no diffuse term and nothing to reflect, so a weapon lit only by the scene is a black cut-out for ninety-four seconds. They stand three to four metres off — a point light half a metre from a forearm falls off by a factor of nine across the length of it — and their colour follows the film, ochre bounce off the grain for two acts and raw sun by the breach.

Files

PathWhat
demo/chaff/slice_hands.modulethis slice: the fire list, the poses, the shot script, the frame
demo/chaff/vmRig.modulequaternion maths, the entity hierarchy, the rig lights
demo/chaff/vmParts.moduleevery solid, as geometry
demo/chaff/vmGeom.modulethe loft kit the solids are built with
demo/chaff/meshes/viewmodel/the baked .mesh assets
demo/chaff/materials/suit/glove, sleeve, steel, grip, glass, HUD, brass

The meshes and materials are baked once, in edit, by the generators in vmParts — build() only spawns entities and references them by name.

Interface

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

conforms to

zero/source-extract/v2

CHAFF — slice B: the hands, the bolt-driver and the visor. The hero subject of a film that never leaves one man's eyes. Two gloved hands, two forearms and a twelve-round bolt-driver, held the way a first-person game holds a weapon, plus the visor's ring display and its auto-tint. WHAT THIS SLICE OWNS, AND WHY IT IS ALL ONE THING The weapon is the diver's only thruster, so the ammunition is the film's clock: twelve rounds go to zero and the last shot of the film is of empty hands. That means the counter, the recoil, the brass, the reload and the camera's kick are one mechanism, not five, and they are all driven from the one list below — `FIRE`. Add a round to that list and a flash, a casing, a bolt cycle, a counter digit, a shove on the viewmodel and a shove on the head all happen together. ROUNDS, AND WHERE THE TWELVE GO shot 5 three into the hero drone 12 → 9 shot 6 nine as thrust, to kill the spin he is in 9 → 0 shot 7 the last spare seats, and it holds four 0 → 4 shot 9 one down the gallery to keep his speed up 4 → 3 shot 10 two as thrust, fired back the way he came 3 → 1 shot 12 one at contact range, into the drone 1 → 0 THE FRAME'S KICK The head is slice D's — nothing else may author its station. But a round that does not move the camera is not the film's thesis, so this slice registers a SECOND participant, `e.handsKick`, whose name sorts after `d.look`: it runs once D has placed the head for the frame and adds the recoil ON TOP, then D recomputes its own station from its own data next frame, so nothing accumulates. Slice D can take it over by setting `Hands.applyCameraKick = false` and reading `Hands.recoil(t)` instead.

shot(n: ?) → void

argtypedescription
n?

ammoAt(t: number) → number

Rounds left in the weapon at film time `t`.

argtypedescription
tnumber

fireEnv(dt: number) → number

A round's mechanical envelope: 1 at the instant of firing, gone in a quarter of a second. `dt` is time since the round went.

argtypedescription
dtnumber

flashEnv(dt: number) → number

The muzzle flash is far shorter than the mechanical cycle: two frames.

argtypedescription
dtnumber

recoil(t: number) → void

What the recoil is doing at `t`: how far the frame is shoved back, how far up, and how much it has rolled. Pure — it reads nothing but the fire list, so seeking to a second gives the same answer as playing to it.

argtypedescription
tnumber

muzzle(dir: ?, up: ?) → void

A weapon orientation stated by where the muzzle points and where the rail faces. The weapon's own +Z runs backwards down the brace, hence the negate.

argtypedescription
dir?
up?

H(p: ?, y: ?, z: ?) → void

Free-hand stations, given as "where the wrist is" plus "which way the knuckles point" and "which way the back of the hand faces".

argtypedescription
p?
y?
z?

K(u: ?, spec: ?) → void

A keyframe: the weapon station, each hand (either `w` = riding the weapon's grips, or a free station), and the curls.

argtypedescription
u?
spec?

resolveHand(spec: ?, weaponPose: ?) → void

argtypedescription
spec?
weaponPose?

evalKey(k: ?) → void

argtypedescription
k?

lerpP(a: ?, b: ?, s: ?) → void

argtypedescription
a?
b?
s?

blendPose(a: ?, b: ?, s: ?) → void

argtypedescription
a?
b?
s?

poseAt(shotN: number, u: number) → void

argtypedescription
shotNnumber
unumber

haveRig( ) → boolean

build( ) → void

reset( ) → void

requestPin(key: ?, spec: ?) → void

A prop the hands act on is fixed in the DRUM, not to the head: it is pinned to world space the first frame its shot needs it, and after that the diver's own motion carries it out of frame, which is the shot's `moving` line for free. Brass, the spent magazine and the released weapon leave the rig and become world objects, which means reading where the head IS on the frame they leave. This slice runs BEFORE slice D in the registry's sorted order, so at the moment `frame` runs the head still carries the PREVIOUS frame's station: a 1/24-second lag while the film plays, and twenty-three metres the first time somebody seeks across a shot boundary. So the pin is only REQUESTED here. `e.handsKick` runs after slice D has placed the head and drains the queue against the head's real station; the object appears one frame later, which is a frame nobody can see.

argtypedescription
key?
spec?

rigToWorld(p: ?, q: ?) → void

argtypedescription
p?
q?

aimForearm(h: ?, wristP: ?, wristQ: ?) → void

The forearm is not an extension of the palm — the wrist bends. Rather than author a wrist angle per pose, the forearm is aimed at the shoulder every frame and stretched to reach it, so it runs back out of frame from any hand station in the film and never stands up into the picture.

argtypedescription
h?
wristP?
wristQ?

applyHand(h: ?, pose: ?, curls: ?) → void

argtypedescription
h?
pose?
curls?

setCounter(n: ?) → void

argtypedescription
n?

frame(t: number, shotRec: any, u: number) → void

argtypedescription
tnumber
shotRecany
unumber

rail(slot: ?, x: ?, y: ?, at: ?, span: ?, z0: ?, z1: ?, roll: ?) → void

argtypedescription
slot?
x?
y?
at?
span?
z0?
z1?
roll?

drainPins( ) → void

Registered under a name that sorts AFTER slice D's, so it lands on the head once D has placed it. Additive only: D recomputes its station from its own data every frame, so nothing here accumulates. Drain the pin queue against the head's REAL station for this frame, now that slice D has written it.

kickFrame(t: number) → void

argtypedescription
tnumber

build( ) → void

reset( ) → void

frame(t: ?) → void

argtypedescription
t?

Sub-parts

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▣
module · born here
❒asset
# vmRig <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 0↑ born
▣
module · born here
❒asset
# film <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 0↑ born
backing path · demo/chaff/slice_hands.module

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