VoidHorizon · review lab · cell 1

Animation concept-match gate

Does the melee swing on the A01 golden body actually hit the poses the concept art specifies? Each of the nine melee concept panels is matched against the closest frame of the rig's swing library. Match quality is measured by OKS (object keypoint similarity) — RTMPose reads 17 body keypoints from both the concept panel and the model render, and OKS scores how closely the joint configuration agrees, per sub-frame, arm-weighted (the "holds" profile, which up-weights shoulders/elbows/wrists for weapon poses). Because OKS is camera-sensitive, each panel's top candidate is yaw-searched and the best-matching camera kept. The gate is OKS ≥ 0.80.

melee_swing (A01 golden body): matched 5/9 — FAIL

Melee-swing pose coverage · 9 concept panels

Left: the concept pose panel (cropped from the 3×3 melee concept sheet). Middle: the closest frame found in the rig's swing clips, camera-matched. Right: the OKS score, the 0.80 gate marker (gold line), and the winning clip / normalized time / camera yaw.

Overhead wind-up concept panel
Overhead wind-upsword cocked high behind, front stance
best model render for Overhead wind-up
best model frameslash_a @ t=0.25 · yaw 40°
0.853 PASS
slash_a · t=0.25 · yaw 40° · 17 kpts
Thrust ready concept panel
Thrust readyguard fist up, blade drawn low
best model render for Thrust ready
best model frameslash_a @ t=0.50 · yaw 40°
0.787 FAIL
slash_a · t=0.50 · yaw 40° · 17 kpts
Side thrust concept panel
Side thrustblade extended low across, guard fist up
best model render for Side thrust
best model framestab_a @ t=0.25 · yaw 0°
0.723 FAIL
stab_a · t=0.25 · yaw 0° · 17 kpts
Low guard concept panel
Low guardblade held out low, fist raised
best model render for Low guard
best model framestab_a @ t=0.25 · yaw 40°
0.828 PASS
stab_a · t=0.25 · yaw 40° · 17 kpts
Lunge thrust concept panel
Lunge thrustfull forward blade extension, deep lunge
best model render for Lunge thrust
best model frameheavy_stab @ t=0.60 · yaw 40°
0.840 PASS
heavy_stab · t=0.60 · yaw 40° · 17 kpts
Side guard concept panel
Side guardblade horizontal across mid, crouched
best model render for Side guard
best model framestab_a @ t=0.25 · yaw 40°
0.909 PASS
stab_a · t=0.25 · yaw 40° · 17 kpts
Overhead raise concept panel
Overhead raiseoff-arm raised high, fist at chest
best model render for Overhead raise
best model frameheavy_slash @ t=0.25 · yaw 40°
0.854 PASS
heavy_slash · t=0.25 · yaw 40° · 17 kpts
Forward lunge concept panel
Forward lungecrouched forward lean, blade low
best model render for Forward lunge
best model framestab_a @ t=0.60 · yaw 40°
0.617 FAIL
stab_a · t=0.60 · yaw 40° · 17 kpts
Side stance concept panel
Side stancedeep side lunge, blade trailing low
best model render for Side stance
best model frameslash_a @ t=0.50 · yaw 40°
0.689 FAIL
slash_a · t=0.50 · yaw 40° · 17 kpts

Coverage matrix · roadmap

This page is cell 1 of a general animation-coverage matrix: every rig × every animation in the combat vocabulary, each gated the same way against its concept target. Only melee_swing on the A01 golden body is filled from this run; the rest are the queue this method drains next.

rig \ animationmelee_swingpistol_firerifle_firepower_activatedodgejumpswim
A01 golden body5/9 · FAILpendingpendingpendingpendingpendingpending
Mech (Aegis-7)pendingpendingpendingpendingpendingpendingpending
Mech (Vex-7)pendingpendingpendingpendingpendingpendingpending