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asset⌬ modulemoduleprimary: init.luau·originates fromworld c9094e78-b…

CatRig

Wick himself — the lighthouse cat's geometry, his bones, and the poses he moves between.

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

art.wick.CatRig

Wick himself — the lighthouse cat's geometry, his bones, and the poses he moves between.

The rig

Every bone's mesh is lofted along +Y, from its joint at y = 0 to its tip at y = length, so a child bone sits at (0, length, 0) in its parent and every joint is one rotation about Z. The cat's belly is local -X and his back is local +X: that is the side his legs reach from, which is what lets the body turn its paws toward a wall by turning the root alone.

wick_rig            the whole body's angle and its stand-off from the stone
  wick_torso        the spine
    wick_neck         wick_collar (brass), wick_lantern -> wick_lens (+ point light)
      wick_head       wick_eye_l, wick_eye_r, wick_nose
    wick_fl_up -> wick_fl_lo      front legs, one either side in z
    wick_fr_up -> wick_fr_lo
  wick_bl_up -> wick_bl_lo        hind legs, off the pelvis
  wick_br_up -> wick_br_lo
  wick_tail1 -> wick_tail2 -> wick_tail3

R.build(root) spawns that tree under an entity and returns the handles. R.apply(rig, pose, rootExtra) writes a pose onto it; rootExtra turns the whole body on top of the pose's own angle, which is how a leap follows its arc and a knocked-off cat tumbles.

Colour

Vertex colour multiplies the material's base colour, so wick_fur holds the PALE value — the belly, the muzzle, the socks — and the per-ring multipliers in this module carry the coat down to charcoal. That is where the tabby banding on the tail and the light chest come from, with no texture to author.

Poses

R.POSES is a table of joint-angle records, in radians about Z, positive tipping a bone toward the belly (the wall) side: cling, grip, kick, fly, reach, land, fall, win, lost. R.blend(a, b, t) mixes two. Nothing here reads the game — game.WickBody chooses the pose and blends toward it.

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

ModelLight

torsoGeom( ) → Mesh

neckGeom( ) → Mesh

earGeom( ) → Mesh

headGeom( ) → Mesh

legGeom(hind: boolean) → void

argtypedescription
hindboolean

tailGeom(r0: number, r1: number, len: number, tip: boolean) → Mesh

argtypedescription
r0number
r1number
lennumber
tipboolean

buildParts( ) → Parts

parts( ) → Parts

invalidate( ) → void

Drop the cached GPU meshes so a hot reload rebuilds them.

quatZ(a: number) → void

argtypedescription
anumber

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

argtypedescription
namestring
parentany
pos{ number }
meshany?
materialstring?

build(root: any) → Rig

Build the whole cat under `root`.

argtypedescription
rootany

pose(t: { [string]: number }) → Pose

Angles in radians about Z. Positive tips a bone toward the BELLY side, which is the wall the cat is on, so a positive hip reaches for the stone.

argtypedescription
t{ [string]: number }

blend(a: Pose, b: Pose, t: number) → Pose

argtypedescription
aPose
bPose
tnumber

m(k: number, l: number) → number

argtypedescription
knumber
lnumber

clone(p: Pose) → Pose

argtypedescription
pPose

apply(rig: Rig, p: Pose, rootExtra: number) → void

Write a pose onto the bones. `rootExtra` turns the whole body on top of the pose's own root angle — the tumble, and the tilt that follows a leap's arc.

argtypedescription
rigRig
pPose
rootExtranumber
⌬ Types
Pose = {Parts = {Rig = {

Sub-parts

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

7items
▣
module · born here
❒asset
# art.wick.CatMesh The small geometry kit Wick is built from: lofted tubes, ellipsoids, and a way to merge one into another. | Call | What it makes | |---|---| | `loft(rings, opts)` | A tube through a list of rings. A ring is `{ y, rx, rz, ox?, oz?, tint? }` — an ellipse in XZ at a height, so a body can be deeper than it is wide and a tail can taper. Capped at both ends by default. | | `ellipsoid(rx, ry, rz, opts)` | A closed blob centred on its own origin — a cheek ruff, a haunch, an eye, a lantern globe. | | `append(dst, src, xf)` | Merges `src` into `dst` under scale → rotZ → rotY → translate, so a head can carry its own ears. | | `recomputeNormals(g)` | Accumulates face normals over the whole geometry. Robust at the pole fans, where an analytic normal is wrong. | `opts.tint` sets a base vertex colour and `opts.belly` lifts the `-X` side of every ring toward white by that fraction, which is how the underside comes out lighter than the back without a texture. A ring's own `tint` overrides the base, which is how the muzzle, the socks and the tail's banding are drawn. Geometry comes back as flat arrays — `positions`, `indices`, `normals`, `uvs`, `colors` — the shape both `renderer.mesh.create` and `asset.create("mesh", ...)` read.
▲ 0↑ born
backing path · art/wick/CatRig.module

Problems

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