a06482516073f9a347e035d4e30e1762a2c24fbf
Updates README to describe the Subterrain-style puppet control model implemented across v0.3.1–v0.4.3. Previous README described v0.2.0 state and predated the multi-look-target, slerp, inherit_scale, procedural orientation, and tactical-twist foot behavior. Demonstrates section updated: multi-look-target (soft/aim), scale- deformation walk cycle, procedural leg orientation, foot-body-orientation (tactical twist), inherit_scale=false on feet, per-channel conflict guard, camera.begin/finish world-space rendering. Interactions section updated to describe the v0.4.3 visual behavior. Full CHANGELOG from v0.2.0 through v0.4.3 with per-version summaries. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
sporel-module-vagrant-skeleton
F.vagrant Tier-1 test-chamber: single player as a 13-bone humanoid puppet, WASD movement, camera-chase, multi-target look-at (body lazy-tracks mouse via slerp, head snaps to mouse with ±60° clamp). Demonstrates the Subterrain-style puppet control model: leg orientation decoupled from body via procedural callback, foot-body-orientation ("tactical twist"), scale-deformation walk cycle, and inheritance-decoupled foot sprites.
Version: 0.4.3 Module-ID: vagrant-skeleton Requires: lib-core.input >=0.4.0, lib-core.camera >=0.3.0, lib-core.render >=0.1.0, lib-core.maps >=0.1.2, lib-core.puppet >=0.4.3, lib-asset.prototype-subterrain >=0.1.0 Tags: test-chamber, puppet, walking-sim
Topology
Controls
- W A S D — direct movement (4-way, normalized for diagonals)
- Mouse — body + head look-at targets (same position, different smoothing)
- ESC — return to launcher
Demonstrates
- lib-core.puppet v0.4.3 integration:
- Multi-look-target: body "soft" (slerp=6, lazy) + head "aim" (instant-snap, ±60° clamp)
- Scale-deformation walk cycle: leg.scl_y cycles +1/0/-1 via keyframe animation
- Procedural leg orientation: legs face walk direction independent of body rotation
- Foot-body-orientation ("tactical twist"): feet face body direction, not leg direction
inherit_scale: falseon feet: feet do not Y-flip when leg.scl_y goes negative- Per-channel conflict guard: walk animation (scl) + procedural (rot) on same leg bones
- Camera in
camera.begin()/finish()block for correct world-space rendering
- WASD movement → walk_fwd_lower + walk_upper animation pair (speed = 0.45x)
- Idle state → idle + idle_lower animations
- Camera-chase via lib-core.camera target-provider
- Sprite-tilemap via lib-core.maps
Interactions
- WASD active → legs swing in walk direction; body slowly rotates to mouse; head snaps to mouse
- WASD released → idle_lower collapses legs (scl=0); upper body returns to idle sway
- Mouse moved → body lazy-rotates via slerp (look_at_slerp: 6); head snaps within ±60° of body
- Walking east while body faces north → legs perpendicular to body, hips body-relative, feet face north
CI Hooks
SPOREL_CI=1→ 60-frame perf canary. Emitsvagrant: frame_avg_ms=Nandvagrant: render_frame_ok(per-frame, from render hook), then exits. Used by smoke stages P0-S25a + P0-S25b.SPOREL_VAGRANT_PHASE1_DRIVE=1→ scripted synthetic WASD (frames 20-40 move east). Used by P0-S25 puppet-test integration.
References
superpowers/specs/2026-05-18-puppet-subterrain-model-design.md(design basis)docs/adrs/0040-puppet-subterrain-model-pivot.md(architectural rationale)architecture/puppet.md(lib-core.puppet reference)audit/2026-05-18-puppet-subterrain-model-manual-test.md(manual verification checklist)- ADR-0028 (Launcher-Flow)
- ADR-0036 (Lib-Override for multi-module reuse)
- ADR-0037 (Tests-as-Libs)
- ADR-0038 (API-Doc-Convention)
CHANGELOG
v0.4.3
inherit_scale: falseon foot_l, foot_r: feet no longer Y-flip when leg.scl_y inverts during walk cycle. foot.rest.scl reset to [1,1].- foot procedural callback writes foot.rot to cancel leg.rot → foot.world.rot = body.world.rot.
v0.4.2
- Procedural orientation callback writes leg.rot + foot.rot (per-channel guard allows this alongside walk_fwd_lower which writes only leg.scl).
v0.4.1
- head look-at uses target_local normalization (-π, π]) to fix flick at body south-facing.
v0.4.0
- Multi-look-target: body tracks "soft", head tracks "aim" (both currently raw mouse).
- body.look_at_slerp = 6 (lazy rotation); head instant-snap with rot_min/max ±60°.
- Legs re-parented from root to body (hip-static body-relative positioning).
- Procedural "leg_foot_orientation" callback: leg faces walk direction, foot cancels leg rotation to stay body-aligned.
- walk_fwd_lower plays at speed = 0.45x for human-feel cadence.
- Rendering wrapped in camera.begin()/camera.finish() block.
v0.3.3
- sprite_rot applied to leg bones to compensate for sprite natural orientation.
v0.3.2
- Persistent look_at_state; fixes rate-limit reset each frame.
v0.3.1
- look-at atan math corrected: atan(dx, -dy) for sprite-top convention.
v0.3.0
- Sprite-mode rendering: 13-bone humanoid puppet with multi-channel animation.
- walk_fwd_lower (lower track): leg.scl_y cycle +1/0/-1 (substrate walk_fwd_lower).
- walk_upper (upper track): arm-swing animation.
- idle + idle_lower: upper body sway + leg collapse.
- Sprite-tilemap with 4 floor variants; hardcoded furniture.
v0.2.0
- Sprite-mode rendering throughout: 13-bone humanoid puppet via lib-core.puppet v0.2 with PROTOTYPE asset-pack textures; sprite-tilemap via lib-core.maps v0.1.2 with 4 floor variants; hardcoded furniture (bed, bench, backpack).
Description
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