fix(validation): reduce log spam + add OOM guard + check correct mesh for WEIGHTS_0

- DataDrivenItemParser: downgrade animation_bones absence log from INFO to
  DEBUG (was spamming for every item without the optional field)
- GlbValidator: read 12-byte GLB header first and reject files declaring
  totalLength > 50 MB before allocating (prevents OOM on malformed GLBs)
- GlbValidator: WEIGHTS_0 check now uses the same mesh selection logic as
  GlbParser (prefer "Item", fallback to last non-Player) instead of
  blindly checking the first mesh
This commit is contained in:
NotEvil
2026-04-17 02:12:47 +02:00
parent 3f6e04edb0
commit 9dfd2d1724
3 changed files with 88 additions and 36 deletions

View File

@@ -183,7 +183,8 @@ Weight paint your mesh to the skeleton bones it should follow.
### Rules
- **Only paint to the 11 standard bones.** Any other bones in your Blender file will be ignored by the mod.
- **Paint to the 11 standard bones** for parts that should follow the player's body.
- **You can also use custom bones** for decorative elements like chains, ribbons, pendants, or twist bones. Custom bones follow their parent in the bone hierarchy (rest pose) — they won't animate independently, but they move with the body part they're attached to. This is useful for better weight painting and mesh deformation.
- **Paint to the bones of your regions.** Handcuffs (ARMS region) should be weighted to `rightUpperArm`, `rightLowerArm`, `leftUpperArm`, `leftLowerArm`.
- **You can paint to bones outside your regions** for smooth deformation. For example, handcuffs might have small weights on `body` near the shoulder area for smoother bending. This is fine — the weight painting is about mesh deformation, not animation control.
- **Normalize your weights.** Each vertex's total weights across all bones must sum to 1.0. Blender does this by default.
@@ -193,6 +194,7 @@ Weight paint your mesh to the skeleton bones it should follow.
- For rigid items (metal cuffs), use hard weights — each vertex fully assigned to one bone.
- For flexible items (rope, leather), blend weights between adjacent bones for smooth bending.
- The chain between handcuffs? Weight it 50/50 to both arms, or use a separate mesh element weighted to `body`.
- Custom bones are great for chains, dangling locks, or decorative straps — add a bone parented to a standard bone, weight your mesh to it, and it'll follow the parent's movement automatically.
---
@@ -630,7 +632,8 @@ In your JSON definition, separate the mesh from the animations:
- [ ] Actions are named `PlayerArmature|Idle`, `PlayerArmature|Struggle`, etc.
- [ ] Mesh is weight-painted to skeleton bones only
- [ ] Weights are normalized
- [ ] No orphan bones (extra bones not in the standard 11 are ignored but add file size)
- [ ] Custom bones (if any) are parented to a standard bone in the hierarchy
- [ ] Your item mesh is named `Item` in Blender (recommended — ensures the mod picks the correct mesh if your file has multiple objects)
- [ ] Materials/textures are applied (the GLB bakes them in)
- [ ] Scale is correct (1 Blender unit = 1 Minecraft block = 16 pixels)
@@ -763,14 +766,16 @@ The `movement_style` changes how the player physically moves — slower speed, d
| `movement_style` | string | No | Movement restriction: `"waddle"`, `"shuffle"`, `"hop"`, or `"crawl"` |
| `movement_modifier` | object | No | Override speed/jump for the movement style (requires `movement_style`) |
| `creator` | string | No | Author/creator name, shown in the item tooltip |
| `animation_bones` | object | Yes | Per-animation bone whitelist (see below) |
| `animation_bones` | object | No | Per-animation bone whitelist (see below). If omitted, all owned bones are enabled for all animations. |
| `components` | object | No | Gameplay behavior components (see [Components](#components-gameplay-behaviors) below) |
### animation_bones (required)
### animation_bones (optional)
Declares which bones each named animation is allowed to control for this item. This enables fine-grained per-animation bone filtering: an item might own `body` via its regions but only want the "idle" animation to affect the arms.
Fine-grained control over which bones each animation is allowed to affect. Most items don't need this — if omitted, all owned bones (from your `regions`) are enabled for all animations automatically.
**Format:** A JSON object where each key is an animation name (matching the GLB animation names) and each value is an array of bone names.
**When to use it:** When your item owns bones via its regions but you only want specific animations to affect specific bones. For example, an item owning ARMS + TORSO might only want the "idle" pose to affect the arms, and only the "struggle" animation to also move the body.
**Format:** A JSON object where each key is an animation name and each value is an array of bone names.
**Valid bone names:** `head`, `body`, `rightArm`, `leftArm`, `rightLeg`, `leftLeg`
@@ -784,7 +789,7 @@ Declares which bones each named animation is allowed to control for this item. T
At runtime, the effective bones for a given animation clip are computed as the **intersection** of `animation_bones[clipName]` and the item's owned parts (from region conflict resolution). If the clip name is not listed in `animation_bones`, the item falls back to using all its owned parts.
This field is **required**. Items without `animation_bones` will be rejected by the parser.
**If omitted entirely:** All owned bones are enabled for all animations. This is the correct default for most items — you only need `animation_bones` for advanced per-animation filtering.
### Components (Gameplay Behaviors)
@@ -1020,8 +1025,8 @@ Use your own namespace (e.g., `mycreator`) to avoid conflicts with the base mod
| Mistake | Symptom | Fix |
|---------|---------|-----|
| Bone name typo (`RightUpperArm` instead of `rightUpperArm`) | Mesh doesn't follow that bone | Names are **camelCase**, not PascalCase. Check exact spelling. |
| Extra bones in the armature | No visible issue (ignored), larger file | Delete non-standard bones before export |
| Bone name typo (`RightUpperArm` instead of `rightUpperArm`) | Warning in log: "did you mean 'rightUpperArm'?" — bone treated as custom | Names are **camelCase**, not PascalCase. Check exact spelling. Run `/tiedup validate` to see warnings. |
| Extra bones in the armature | Custom bones follow their parent in rest pose | Intentional custom bones are fine (chains, decorations). Unintentional ones add file size — delete them. |
| Missing `PlayerArmature` root | Mesh renders at wrong position | Rename your armature root to `PlayerArmature` |
| Animating `body` bone without TORSO region | Body keyframes used only if `body` is free (no other item owns it) | Declare TORSO/WAIST region if you always want to control body, or use `Full` animations for free-bone effects |
@@ -1041,7 +1046,7 @@ Use your own namespace (e.g., `mycreator`) to avoid conflicts with the base mod
|---------|---------|-----|
| Vertices not weighted to any bone | Part of mesh stays frozen in space | Weight paint everything to at least one bone |
| Weights not normalized | Mesh stretches or compresses oddly | Blender > Weights > Normalize All |
| Weighted to a non-standard bone | That part of mesh stays frozen | Only weight to the 11 standard bones |
| Weighted to a non-standard bone | Mesh follows parent bone in rest pose | This is OK if intentional (custom bones). If not, re-weight to a standard bone. |
### JSON Issues

View File

@@ -92,6 +92,9 @@ public final class GlbValidator {
// Header + JSON chunk extraction //
// ------------------------------------------------------------------ //
/** Maximum GLB file size the validator will accept (50 MB). */
private static final long MAX_GLB_SIZE = 50L * 1024 * 1024;
/**
* Parse the GLB header and extract the JSON chunk root object.
* Returns null and adds ERROR diagnostics on failure.
@@ -101,20 +104,21 @@ public final class GlbValidator {
ResourceLocation source,
List<GlbDiagnostic> diagnostics
) throws Exception {
byte[] allBytes = input.readAllBytes();
if (allBytes.length < 12) {
// Read the 12-byte header first to check totalLength before
// committing to readAllBytes (OOM guard for malformed GLBs).
byte[] header = input.readNBytes(12);
if (header.length < 12) {
diagnostics.add(new GlbDiagnostic(
source, null, Severity.ERROR, "INVALID_GLB_HEADER",
"File too small to contain a GLB header (" + allBytes.length + " bytes)"
"File too small to contain a GLB header (" + header.length + " bytes)"
));
return null;
}
ByteBuffer buf = ByteBuffer.wrap(allBytes).order(ByteOrder.LITTLE_ENDIAN);
ByteBuffer headerBuf = ByteBuffer.wrap(header).order(ByteOrder.LITTLE_ENDIAN);
// -- Header (12 bytes) --
int magic = buf.getInt();
int magic = headerBuf.getInt();
if (magic != GLB_MAGIC) {
diagnostics.add(new GlbDiagnostic(
source, null, Severity.ERROR, "INVALID_GLB_HEADER",
@@ -123,7 +127,7 @@ public final class GlbValidator {
return null;
}
int version = buf.getInt();
int version = headerBuf.getInt();
if (version != GLB_VERSION) {
diagnostics.add(new GlbDiagnostic(
source, null, Severity.ERROR, "INVALID_GLB_HEADER",
@@ -132,8 +136,31 @@ public final class GlbValidator {
return null;
}
@SuppressWarnings("unused")
int totalLength = buf.getInt();
int totalLength = headerBuf.getInt();
// OOM guard: reject files that declare a size exceeding the cap.
// totalLength is a signed int, so treat negative values as > 2 GB.
if (totalLength < 0 || Integer.toUnsignedLong(totalLength) > MAX_GLB_SIZE) {
diagnostics.add(new GlbDiagnostic(
source, null, Severity.ERROR, "GLB_TOO_LARGE",
"GLB declares totalLength=" + Integer.toUnsignedLong(totalLength)
+ " bytes which exceeds the " + (MAX_GLB_SIZE / (1024 * 1024))
+ " MB safety cap — aborting validation"
));
return null;
}
// Now read the remainder (totalLength includes the 12-byte header)
int remaining = totalLength - 12;
if (remaining < 0) {
diagnostics.add(new GlbDiagnostic(
source, null, Severity.ERROR, "INVALID_GLB_HEADER",
"GLB totalLength (" + totalLength + ") is smaller than the header itself"
));
return null;
}
byte[] restBytes = input.readNBytes(remaining);
ByteBuffer buf = ByteBuffer.wrap(restBytes).order(ByteOrder.LITTLE_ENDIAN);
// -- First chunk must be JSON --
if (buf.remaining() < 8) {
@@ -285,22 +312,42 @@ public final class GlbValidator {
));
}
// Check WEIGHTS_0 on the first mesh's first primitive
if (meshes.size() > 0) {
JsonObject firstMesh = meshes.get(0).getAsJsonObject();
if (firstMesh.has("primitives")) {
JsonArray primitives = firstMesh.getAsJsonArray("primitives");
if (primitives.size() > 0) {
JsonObject firstPrimitive = primitives.get(0).getAsJsonObject();
if (firstPrimitive.has("attributes")) {
JsonObject attributes = firstPrimitive.getAsJsonObject("attributes");
if (!attributes.has("WEIGHTS_0")) {
diagnostics.add(new GlbDiagnostic(
source, null, Severity.WARNING, "NO_WEIGHTS",
"First mesh's first primitive has no WEIGHTS_0 attribute "
+ "— skinning will not work correctly"
));
}
// Check WEIGHTS_0 on the mesh that GlbParser would actually select:
// 1) mesh named "Item", 2) last non-Player mesh.
JsonObject targetMesh = null;
String targetMeshName = null;
for (int mi = 0; mi < meshes.size(); mi++) {
JsonObject mesh = meshes.get(mi).getAsJsonObject();
String meshName = mesh.has("name")
? mesh.get("name").getAsString()
: "";
if ("Item".equals(meshName)) {
targetMesh = mesh;
targetMeshName = meshName;
break; // Convention match — same as GlbParser
}
if (!"Player".equals(meshName)) {
targetMesh = mesh;
targetMeshName = meshName;
}
}
if (targetMesh != null && targetMesh.has("primitives")) {
JsonArray primitives = targetMesh.getAsJsonArray("primitives");
if (primitives.size() > 0) {
JsonObject firstPrimitive = primitives.get(0).getAsJsonObject();
if (firstPrimitive.has("attributes")) {
JsonObject attributes = firstPrimitive.getAsJsonObject("attributes");
if (!attributes.has("WEIGHTS_0")) {
String meshLabel = targetMeshName != null
? "'" + targetMeshName + "'"
: "(unnamed)";
diagnostics.add(new GlbDiagnostic(
source, null, Severity.WARNING, "NO_WEIGHTS",
"Selected mesh " + meshLabel
+ " first primitive has no WEIGHTS_0 attribute "
+ "— skinning will not work correctly"
));
}
}
}

View File

@@ -267,7 +267,7 @@ public final class DataDrivenItemParser {
if (!root.has("animation_bones")) {
// Not an error — absent means "permissive" (all owned bones, all animations)
animationBones = null;
LOGGER.info(
LOGGER.debug(
"[DataDrivenItems] {}: animation_bones not declared — all owned bones enabled for all animations",
fileId
);