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

anim

How the vagant moves. No clips and no skeleton: the rig is entities, and a pose is a set of Euler angles written onto them.

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

vagant.anim

How the vagant moves. No clips and no skeleton: the rig is entities, and a pose is a set of Euler angles written onto them.

local Anim = require("vagant.anim")
Anim.pose(rig, {
    t = 3.2,      -- seconds since the body was built
    gait = 1.05,  -- the gait phase, radians; advances with distance covered
    speed = 4.2,  -- horizontal speed, m/s, smoothed
    runT = 0,     -- 0 at a walk, 1 at a run
    wade = 0,     -- 0 dry, 1 up to the knees in a cut
    reach = 0,    -- 0..1, the reach-and-hold of a relight
    hood = 0,     -- 0..1, the jasey pulled down
    caught = 0,   -- 0..1, the moment the fen takes you
    oil = 1,      -- 0..1, what is left in the lantern
    lit = true,   -- is the flame alive
})
Anim.rest(rig)    -- the same, standing still with a full lantern

One function is handed the whole of what the vagant is doing this frame and writes every joint from it, so a walk, a wade, a reach and a collapse are the same code reading different numbers rather than four state machines that can disagree. Everything the caller passes is a blend, so nothing on the body pops.

Angles are DEGREES, in each joint's own parent frame. A limb hangs down -Y, so a positive X rotation swings it FORWARD (-Z is forward here) and a positive Z rotation swings it out to the vagant's right.

Three decisions worth reading

The coat is the walk. The legs are invisible under a coat this long, so the skirt is its own entity hung off the hip: it lags the stride by about a fifth of a cycle and swings wider the faster the vagant goes. That is what tells a walk from a run at the gameplay camera, where no leg is ever seen.

The lantern hangs. Whatever the arm above it did, the bail counter-rotates by the accumulated pitch so the lantern stays upright, and then swings as a pendulum lagging the stride. The carrying arm is held well out from the body — not a comfortable way to carry a lantern, and the reason is the camera: an arm any closer puts the flame behind the coat and the player watches a pool of light with no lantern in it.

The flame gutters. A full lantern burns tall and steady; the last of the oil burns short, quick and uneven — the warning the player reads before the number is. Note that localEulerAngles reads back a plain table, so writing a field on the value it returns changes nothing; the whole property has to be assigned.

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

set(e: any, x: number, y: number, z: number) → void

`localEulerAngles` reads back a plain table, so writing a field on the value it returns changes nothing. The whole property has to be assigned.

argtypedescription
eany
xnumber
ynumber
znumber

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

argtypedescription
anumber
bnumber
tnumber

pose(rig: Rig.Rig, d: Drive) → void

Write the whole rig's pose for one frame.

argtypedescription
rigRig.RigThe rig `vagant.rig` built.
dDriveEverything the vagant is doing this frame.

examples

Anim.pose(rig, { t = 3.2, gait = 1.1, speed = 4.2, ... })

leg(thigh: any, shin: any, boot: any, ph: number) → void

argtypedescription
thighany
shinany
bootany
phnumber

rest(rig: Rig.Rig) → void

The rig's rest pose — the vagant standing still, dry, unhooded, with a full lantern. Used to place a body the instant it is built, before a single frame of drive has been measured.

argtypedescription
rigRig.RigThe rig to pose.

examples

Anim.rest(rig)
⌬ Types
Drive = {

Sub-parts

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module · born here
❒asset
# 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. ```luau 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.
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backing path · vagant/anim.module

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