Phase 6.1-6.3 resolved the right cycle and rendered its first frame
as a static pose. Phase 6.4 actually walks the cycle over time so
creatures, characters, and props animate their idle motion — the
breathing the user noticed was missing after Phase 6.1.
MotionResolver gains GetIdleCycle() returning IdleCycle(Animation,
LowFrame, HighFrame, Framerate). The existing GetIdleFrame() now
shares a private ResolveIdleCycleInternal helper, so the resolution
algorithm (motion-table override, stance/command priority, fallback)
is identical for both entry points and stays in one place.
WorldEntity.MeshRefs becomes a get/set so the per-frame tick can
swap in fresh per-part transforms without rebuilding the entity.
Static decorations never get touched.
GameWindow keeps a Dictionary<entityId, AnimatedEntity> for entities
whose motion table resolved to a multi-frame, non-zero-framerate
cycle. AnimatedEntity caches a per-part template (gfxObjId +
surfaceOverrides + scale) snapshot taken from the hydration pass so
the tick doesn't redo AnimPartChange/TextureChange resolution every
frame — only the per-part transform matrices are recomputed.
OnRender calls TickAnimations(dt) before Draw. The tick advances each
entity's CurrFrame by dt*Framerate, wraps it inside [LowFrame, HighFrame],
samples the corresponding AnimationFrame, and rebuilds the entity's
MeshRefs by composing scale → quaternion rotate → translate per part
in the same order SetupMesh.Flatten uses, then baking the entity's
ObjScale on top in the same PartTransform * scaleMat order as the
hydration path.
160 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
CreateObject's MovementData was being skipped past, so the renderer
always fell back to the MotionTable's default style/substate. That's
correct for most NPCs and characters but wrong for entities the
server explicitly puts into a non-default stance — most visibly the
Foundry's Nullified Statue of a Drudge, which the server sends with
a combat stance + Crouch ForwardCommand override and which therefore
rendered as an upright drudge instead of the aggressive crouched
statue you see on the retail client.
CreateObject.TryParse now extracts ServerMotionState (Stance +
optional ForwardCommand) from the inner MovementData. The header=false
layout was confirmed via ACE/.../WorldObject_Networking.cs:326 plus
MovementData.cs::Write and InterpretedMotionState.cs::Write. Only the
two fields the resolver needs are read; remaining InterpretedMotionState
bytes are skipped via the outer length so we don't have to handle
alignment of fields we don't care about.
MotionResolver.GetIdleFrame now takes optional stanceOverride and
commandOverride. Resolution priority is server-stance+command →
server-stance + style-default substate → MotionTable default. If the
composed cycle key doesn't resolve we fall back to the table default
rather than returning null, so a partial server override never makes
the entity worse than Phase 6.1.
160 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Walks each entity's Setup → MotionTable → Animation chain to get the
per-part frame for its default idle pose, then uses that frame in
SetupMesh.Flatten instead of the static PlacementFrames lookup. For
creatures and characters this should produce the upright "Resting"
pose (e.g. for the Nullified Statue of a Drudge) instead of the
Setup-default crouch.
This is a minimal Phase 6 cut: render the FIRST frame of the IDLE
motion as a static pose. No per-frame interpolation, no walking, no
attack motions, no transitions. Those are larger pieces tracked in
docs/plans/2026-04-11-roadmap.md under Phase 6.
Algorithm ported from references/ACViewer/.../Physics/Animation/
MotionTable.SetDefaultState:
1. Look up Setup.DefaultMotionTable (0x09XXXXXX). 0 → no motion,
fall back to PlacementFrames.
2. MotionTable.StyleDefaults[DefaultStyle] → default substate.
3. cycleKey = (DefaultStyle << 16) | (substate & 0xFFFFFF)
4. MotionTable.Cycles[cycleKey] → MotionData.
5. MotionData.Anims[0].AnimId → Animation dat.
6. Animation.PartFrames[animData.LowFrame] → AnimationFrame
containing the per-part transforms for the idle pose.
Added:
- Core/Meshing/MotionResolver.cs: pure function GetIdleFrame(setup,
dats) that walks the chain and returns an AnimationFrame or null.
null is the "no motion data" sentinel and means caller should fall
back to PlacementFrames.
- SetupMesh.Flatten now takes an optional AnimationFrame override
parameter. Pose source priority is:
override → PlacementFrames[Resting] → PlacementFrames[Default]
So existing call sites that don't pass an override get the Phase 5d
Resting-fallback behavior unchanged. Static scenery is unaffected.
- GameWindow.OnLiveEntitySpawned (live-mode hydrator) calls
MotionResolver.GetIdleFrame and passes the result to Flatten.
Other Flatten call sites (offline scenery, interior EnvCells, scenery
generator) NOT yet wired — those use static dat hydration where the
entities don't have meaningful motion tables. The user-visible win
from this commit is in the live spawn pipeline only.
Things I'm not certain about and will check via the live run:
- Whether Animation.PartFrames are in entity-root-relative space
(matching PlacementFrames) or parent-relative (would need a parent
walk we don't do). ACViewer's UpdateParts applies frames per-part
without walking parents, suggesting root-relative — same convention
as PlacementFrames.
- Whether the resolver's null fallback is hit for creatures whose
Setup.DefaultMotionTable happens to be 0 (would silently regress
to Default placement). Worth checking if drudge looks the same.
Tests: 77 core + 83 net = 160, all green. No new tests yet because
the change is data-driven and best validated end-to-end via the live
run rather than synthetic dat fixtures (which would require fabricating
a complete MotionTable + Animation chain just to test the lookup).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The Nullified Statue of a Drudge renders correctly in scale + color +
texture after Phases 5a/b/c, but the user reported the figure on top
looks like the wrong drudge model — specifically the pose is wrong.
acdream shows a hunched aggressive crouch with arms forward, retail
shows an upright statue stance with arms at sides. Same drudge mesh,
different pose.
Diagnosis from a targeted statue dump:
[STATUE] objScale=3.500
[STATUE] base Setup 0x020007DD has 17 parts (full drudge body rig)
[STATUE] animPart index=1 newModel=0x01001B91 ← NO-OP, same as default
[STATUE] placementFrames count=1
The animPart change is a no-op (replaces part 1 with the id it already
has). The Setup is the standard drudge body. So the difference HAS to
come from the per-part placement frame. With only 1 placement frame,
there's exactly one pose to use — and our SetupMesh.Flatten only checks
Placement.Default.
Fix found by reading ACViewer's Physics/PartArray.cs::CreateMesh:
public static PartArray CreateMesh(PhysicsObj owner, uint setupDID) {
var mesh = new PartArray();
...
if (!mesh.SetMeshID(setupDID)) return null;
mesh.SetPlacementFrame(0x65); // ← always Resting after create
return mesh;
}
0x65 = 101 = Placement.Resting. ACViewer puts EVERY mesh into the
Resting pose immediately after creation, regardless of object type.
For drudges/characters/creatures:
- Default = aggressive battle crouch (what we render)
- Resting = upright idle pose (what retail's statue actually shows)
The statue's single placement frame is keyed by Resting, so our
"only check Default" code returned no frame and the parts ended up at
Setup-root with identity orientation — which happened to look like a
clawing-forward pose because each part's local mesh starts in roughly
that shape.
Fix: SetupMesh.Flatten now tries Resting first and falls back to
Default. Static scenery setups (which only define Default) are
unaffected; creatures and characters now render in their proper idle
pose. One-line conceptual change with effects on every multi-part
live entity in the world.
The reference-priority rule in CLAUDE.md saved me here: I'd already
chased this through ACE.Server and DatReaderWriter looking for a parent-
hierarchy walking algorithm before checking ACViewer's Physics/PartArray.
The pose fix lives in ACViewer's renderer, exactly where I'd expect
"the canonical client-side visual pipeline" per the rule's wording.
Tests: 77 core + 83 net = 160, all green. Existing scenery
SetupMesh tests still pass because their setups only define Default.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>