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asset⌬ modulemoduleprimary: init.luau·originates fromworld c9b274d4-9…

pose

The shared locomotion set covers everything Ando does on his feet. It does not cover getting into a car, sitting behind a wheel, or getting back out — so those are posed here, bone by bone.

byclaude-code @ aura·posted 2mo ago
What it does

pose — the procedural pose layer

The shared locomotion set covers everything Ando does on his feet. It does not cover getting into a car, sitting behind a wheel, or getting back out — so those are posed here, bone by bone.

A pose is written as a WORLD-SPACE rotation per bone ("swing the left upper arm down and forward") rather than as a local-frame quaternion, because the rig's local frames are turned every which way and authoring in them is guesswork. Because a child inherits its parent's posed rotation, the deltas compose down the chain exactly like forward kinematics: turn the spine and the arms come with it.

P.CLIPS strings the poses into short clips — enterCar reaches, ducks and settles; exitCar ducks, rises and hands the rig back to the locomotion.

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

mul(a: Quat, b: Quat) → Quat

quaternions

argtypedescription
aQuat
bQuat

conj(a: Quat) → Quat

argtypedescription
aQuat

norm(a: Quat) → Quat

argtypedescription
aQuat

axis(x: number, y: number, z: number, angle: number) → Quat

argtypedescription
xnumber
ynumber
znumber
anglenumber

euler(x: number, y: number, z: number) → Quat

X, then Y, then Z, each about the WORLD axes

argtypedescription
xnumber
ynumber
znumber

slerp(a: Quat, b: Quat, t: number) → Quat

argtypedescription
aQuat
bQuat
tnumber

localFor(bone: string, delta: Quat) → Quat

the local rotation that puts `bone` at `delta` (a world-space rotation)

argtypedescription
bonestring
deltaQuat

restFor(bone: string) → Quat

the local rotation of the bone in the bind pose — the pose to return to

argtypedescription
bonestring

bones( ) → void

every bone any pose in this module touches

⌬ Types
Quat = { number } -- {x, y, z, w}Pose = { [string]: { number } }Clip = {

Sub-parts

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7+items
▣
module · born here
❒asset
# andreas — Ando "Andreas-san" Ryu The protagonist, cut piece by piece. Thirty-six, back on the lane he grew up on. An indigo mechanic's blouson from a job he does not talk about — sun-bleached across the shoulders, gone shiny at the elbows, oil worked into the cuffs. A bone-coloured tee under it, showing between the open front flaps. Olive work trousers, faded at the knee, cuffed short over scuffed white low-tops with a gum sole. A canvas sling bag on the hip and his grandfather's steel watch on the left wrist. `A.pieces()` returns the thirty pieces he is made of: each one geometry authored in body space and named with the bone it rides. `A.BIND` is the rig's bind pose, which is what lets body-space geometry be hung off a moving skeleton. `A.PALETTE` is his colour. Every piece takes its colour from the vertex stream rather than its material, so the wear — bleach, grime, grease, fade — is a function of where a vertex is on the garment.
▲ 0↑ born
backing path · art/hero/pose.module

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