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asset⌬ modulemoduleprimary: init.luau·originates fromworld fb841593-1…

rig

The vagant's skeleton, as entities. One entity per moving part, each standing at the joint that turns it and carrying the mesh `vagant.parts` cut in that joint's own local space. Nothing here animates: `vagant.anim` writes `localEulerAngles` onto the handles this returns, and the…

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

vagant.rig

The vagant's skeleton, as entities. One entity per moving part, each standing at the joint that turns it and carrying the mesh vagant.parts cut in that joint's own local space. Nothing here animates: vagant.anim writes localEulerAngles onto the handles this returns, and the transform hierarchy does the rest.

local Rig = require("vagant.rig")
local rig = Rig.build(public.entity)   -- one root, ~22 entities under it
Rig.clear(public.entity)               -- take it back down

Everything is spawned temporary, so a body is never written back into scenes/main.scene no matter how many times it is rebuilt, and the whole rig is reclaimed by despawning its one root. clear re-derives ownership from the world rather than from a remembered list, so a hot-reload, an edit/play flip and a remove-and-re-add all clear the previous body instead of stacking a second.

The handles

root hips skirt torso satchel flask head face wig armL armR foreArmL foreArmR thighL thighR shinL shinR bootL bootR lantern lanternIron lanternGlass lanternFlame lanternLight

Rig.M carries every measurement the figure is laid out from — hip height and each joint's offset in its parent's frame, in metres.

Two things worth knowing

The wig is spawned hidden. Show it with rig.wig:show().

The lantern's own housing has castsShadows turned OFF. A point light standing inside an iron box shadows every direction at once, and the fen goes black while the flame is plainly burning.

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

spawn(name: string, parent: any, pos: { number }, mesh: any?, material: string?) → any

argtypedescription
namestring
parentany
pos{ number }
meshany?
materialstring?

clear(parent: any) → void

Tear down any rig already standing under `parent`. Ownership is re-derived from the world rather than from a remembered list, so a hot-reload, an edit/play flip and a re-add all clear the previous body.

argtypedescription
parentanyThe entity the rig is built under.

examples

Rig.clear(public.entity)

build(parent: any) → Rig

Build the whole vagant under `parent` and return every joint handle.

argtypedescription
parentanyThe body entity the rig hangs from; the rig's root is its child.

examples

local rig = Rig.build(public.entity)
⌬ Types
Rig = {

Sub-parts

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7+items
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module · born here
❒asset
# vagant.parts The geometry the vagant is cut from. Everything the player IS is built here and uploaded as runtime meshes: the pelvis and belt, the coat's skirt, the coat body and its mantle, the wrapped head under a broad Georgian hat, the narrow band of face the scarf leaves, the limbs, the boots, the satchel, the lantern's iron, its glass, its flame — and the jasey the vagant pulls down over their own head. `require("vagant.parts")`. Every function returns a `MeshHandle` a `Model` component takes straight in its `model` field. | Call | The piece | |---|---| | `P.hips()` | pelvis, belt, buckle, the ropes knotted to it | | `P.skirt()` | the coat's skirt, on its own entity so it can swing | | `P.torso()` | coat body, shoulders, mantle, standing collar, patches | | `P.satchel()` | the bag, its flap, and the strap over the far shoulder | | `P.flask()` | the oil flask at the belt | | `P.head()` | neck, wound scarf, its thrown end, the hat and its band | | `P.face()` | the band of skin between the scarf and the brim | | `P.upperArm()` / `P.foreArm()` | one mesh each, shared left and right | | `P.thigh()` / `P.shin()` / `P.boot()` | the same, one size up | | `P.lanternIron()` / `P.lanternGlass()` / `P.flame()` | the lantern, in three materials | | `P.wig()` | the worn jasey: dome, six roll curls, a ribboned queue | | `P.C` | the palette every piece is coloured from | ## Two things decide how it reads **Colour lives in the vertices.** The pbr shader multiplies vertex colour into base colour, so wear at a cuff, mud up a hem and the pale note of a scarf near the face cost nothing but a number, and the whole figure wears five materials instead of thirty. **The albedos sit LOW.** The lantern hangs half a metre off the coat, so whatever the vagant is made of is the brightest-lit surface in the game by an order of magnitude; an albedo that reads as dark wool on a colour chart comes back cream at that distance. Every value in `P.C` was set by looking at the figure under its own lantern rather than at the colour on its own. The materials are roughened for the same reason — a white specular highlight is not tinted by albedo, and it was specular, not albedo, that turned the coat to linen. ## Local space Each piece is built in the local space of the JOINT that moves it — a thigh's origin is the hip, a forearm's origin is the elbow, the lantern's origin is where the bail meets the hand — so `vagant.rig` places one entity per part and `vagant.anim` turns them without touching geometry. Built on `meshkit` (`revolve`, `tube`, `box`, `sphere`, `warp`, `bakeFill`, `bakeGroundDirt`), installed from ZeroMind.
▲ 0↑ born
backing path · vagant/rig.module

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