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:
@@ -183,7 +183,8 @@ Weight paint your mesh to the skeleton bones it should follow.
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### Rules
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- **Only paint to the 11 standard bones.** Any other bones in your Blender file will be ignored by the mod.
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- **Paint to the 11 standard bones** for parts that should follow the player's body.
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- **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.
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- **Paint to the bones of your regions.** Handcuffs (ARMS region) should be weighted to `rightUpperArm`, `rightLowerArm`, `leftUpperArm`, `leftLowerArm`.
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- **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.
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- **Normalize your weights.** Each vertex's total weights across all bones must sum to 1.0. Blender does this by default.
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@@ -193,6 +194,7 @@ Weight paint your mesh to the skeleton bones it should follow.
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- For rigid items (metal cuffs), use hard weights — each vertex fully assigned to one bone.
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- For flexible items (rope, leather), blend weights between adjacent bones for smooth bending.
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- The chain between handcuffs? Weight it 50/50 to both arms, or use a separate mesh element weighted to `body`.
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- 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.
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---
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@@ -630,7 +632,8 @@ In your JSON definition, separate the mesh from the animations:
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- [ ] Actions are named `PlayerArmature|Idle`, `PlayerArmature|Struggle`, etc.
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- [ ] Mesh is weight-painted to skeleton bones only
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- [ ] Weights are normalized
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- [ ] No orphan bones (extra bones not in the standard 11 are ignored but add file size)
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- [ ] Custom bones (if any) are parented to a standard bone in the hierarchy
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- [ ] Your item mesh is named `Item` in Blender (recommended — ensures the mod picks the correct mesh if your file has multiple objects)
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- [ ] Materials/textures are applied (the GLB bakes them in)
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- [ ] Scale is correct (1 Blender unit = 1 Minecraft block = 16 pixels)
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@@ -763,14 +766,16 @@ The `movement_style` changes how the player physically moves — slower speed, d
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| `movement_style` | string | No | Movement restriction: `"waddle"`, `"shuffle"`, `"hop"`, or `"crawl"` |
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| `movement_modifier` | object | No | Override speed/jump for the movement style (requires `movement_style`) |
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| `creator` | string | No | Author/creator name, shown in the item tooltip |
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| `animation_bones` | object | Yes | Per-animation bone whitelist (see below) |
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| `animation_bones` | object | No | Per-animation bone whitelist (see below). If omitted, all owned bones are enabled for all animations. |
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| `components` | object | No | Gameplay behavior components (see [Components](#components-gameplay-behaviors) below) |
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### animation_bones (required)
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### animation_bones (optional)
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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.
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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.
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**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.
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**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.
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**Format:** A JSON object where each key is an animation name and each value is an array of bone names.
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**Valid bone names:** `head`, `body`, `rightArm`, `leftArm`, `rightLeg`, `leftLeg`
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@@ -784,7 +789,7 @@ Declares which bones each named animation is allowed to control for this item. T
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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.
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This field is **required**. Items without `animation_bones` will be rejected by the parser.
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**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.
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### Components (Gameplay Behaviors)
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@@ -1020,8 +1025,8 @@ Use your own namespace (e.g., `mycreator`) to avoid conflicts with the base mod
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| Mistake | Symptom | Fix |
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|---------|---------|-----|
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| Bone name typo (`RightUpperArm` instead of `rightUpperArm`) | Mesh doesn't follow that bone | Names are **camelCase**, not PascalCase. Check exact spelling. |
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| Extra bones in the armature | No visible issue (ignored), larger file | Delete non-standard bones before export |
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| 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. |
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| 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. |
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| Missing `PlayerArmature` root | Mesh renders at wrong position | Rename your armature root to `PlayerArmature` |
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| 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 |
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@@ -1041,7 +1046,7 @@ Use your own namespace (e.g., `mycreator`) to avoid conflicts with the base mod
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|---------|---------|-----|
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| Vertices not weighted to any bone | Part of mesh stays frozen in space | Weight paint everything to at least one bone |
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| Weights not normalized | Mesh stretches or compresses oddly | Blender > Weights > Normalize All |
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| Weighted to a non-standard bone | That part of mesh stays frozen | Only weight to the 11 standard bones |
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| 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. |
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### JSON Issues
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@@ -92,6 +92,9 @@ public final class GlbValidator {
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// Header + JSON chunk extraction //
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// ------------------------------------------------------------------ //
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/** Maximum GLB file size the validator will accept (50 MB). */
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private static final long MAX_GLB_SIZE = 50L * 1024 * 1024;
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/**
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* Parse the GLB header and extract the JSON chunk root object.
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* Returns null and adds ERROR diagnostics on failure.
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@@ -101,20 +104,21 @@ public final class GlbValidator {
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ResourceLocation source,
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List<GlbDiagnostic> diagnostics
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) throws Exception {
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byte[] allBytes = input.readAllBytes();
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if (allBytes.length < 12) {
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// Read the 12-byte header first to check totalLength before
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// committing to readAllBytes (OOM guard for malformed GLBs).
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byte[] header = input.readNBytes(12);
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if (header.length < 12) {
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diagnostics.add(new GlbDiagnostic(
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source, null, Severity.ERROR, "INVALID_GLB_HEADER",
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"File too small to contain a GLB header (" + allBytes.length + " bytes)"
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"File too small to contain a GLB header (" + header.length + " bytes)"
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));
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return null;
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}
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ByteBuffer buf = ByteBuffer.wrap(allBytes).order(ByteOrder.LITTLE_ENDIAN);
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ByteBuffer headerBuf = ByteBuffer.wrap(header).order(ByteOrder.LITTLE_ENDIAN);
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// -- Header (12 bytes) --
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int magic = buf.getInt();
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int magic = headerBuf.getInt();
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if (magic != GLB_MAGIC) {
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diagnostics.add(new GlbDiagnostic(
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source, null, Severity.ERROR, "INVALID_GLB_HEADER",
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@@ -123,7 +127,7 @@ public final class GlbValidator {
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return null;
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}
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int version = buf.getInt();
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int version = headerBuf.getInt();
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if (version != GLB_VERSION) {
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diagnostics.add(new GlbDiagnostic(
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source, null, Severity.ERROR, "INVALID_GLB_HEADER",
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@@ -132,8 +136,31 @@ public final class GlbValidator {
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return null;
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}
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@SuppressWarnings("unused")
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int totalLength = buf.getInt();
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int totalLength = headerBuf.getInt();
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// OOM guard: reject files that declare a size exceeding the cap.
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// totalLength is a signed int, so treat negative values as > 2 GB.
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if (totalLength < 0 || Integer.toUnsignedLong(totalLength) > MAX_GLB_SIZE) {
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diagnostics.add(new GlbDiagnostic(
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source, null, Severity.ERROR, "GLB_TOO_LARGE",
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"GLB declares totalLength=" + Integer.toUnsignedLong(totalLength)
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+ " bytes which exceeds the " + (MAX_GLB_SIZE / (1024 * 1024))
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+ " MB safety cap — aborting validation"
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));
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return null;
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}
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// Now read the remainder (totalLength includes the 12-byte header)
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int remaining = totalLength - 12;
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if (remaining < 0) {
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diagnostics.add(new GlbDiagnostic(
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source, null, Severity.ERROR, "INVALID_GLB_HEADER",
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"GLB totalLength (" + totalLength + ") is smaller than the header itself"
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));
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return null;
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}
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byte[] restBytes = input.readNBytes(remaining);
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ByteBuffer buf = ByteBuffer.wrap(restBytes).order(ByteOrder.LITTLE_ENDIAN);
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// -- First chunk must be JSON --
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if (buf.remaining() < 8) {
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@@ -285,22 +312,42 @@ public final class GlbValidator {
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));
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}
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// Check WEIGHTS_0 on the first mesh's first primitive
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if (meshes.size() > 0) {
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JsonObject firstMesh = meshes.get(0).getAsJsonObject();
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if (firstMesh.has("primitives")) {
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JsonArray primitives = firstMesh.getAsJsonArray("primitives");
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if (primitives.size() > 0) {
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JsonObject firstPrimitive = primitives.get(0).getAsJsonObject();
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if (firstPrimitive.has("attributes")) {
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JsonObject attributes = firstPrimitive.getAsJsonObject("attributes");
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if (!attributes.has("WEIGHTS_0")) {
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diagnostics.add(new GlbDiagnostic(
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source, null, Severity.WARNING, "NO_WEIGHTS",
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"First mesh's first primitive has no WEIGHTS_0 attribute "
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+ "— skinning will not work correctly"
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));
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}
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// Check WEIGHTS_0 on the mesh that GlbParser would actually select:
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// 1) mesh named "Item", 2) last non-Player mesh.
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JsonObject targetMesh = null;
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String targetMeshName = null;
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for (int mi = 0; mi < meshes.size(); mi++) {
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JsonObject mesh = meshes.get(mi).getAsJsonObject();
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String meshName = mesh.has("name")
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? mesh.get("name").getAsString()
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: "";
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if ("Item".equals(meshName)) {
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targetMesh = mesh;
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targetMeshName = meshName;
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break; // Convention match — same as GlbParser
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}
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if (!"Player".equals(meshName)) {
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targetMesh = mesh;
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targetMeshName = meshName;
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}
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}
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if (targetMesh != null && targetMesh.has("primitives")) {
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JsonArray primitives = targetMesh.getAsJsonArray("primitives");
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if (primitives.size() > 0) {
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JsonObject firstPrimitive = primitives.get(0).getAsJsonObject();
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if (firstPrimitive.has("attributes")) {
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JsonObject attributes = firstPrimitive.getAsJsonObject("attributes");
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if (!attributes.has("WEIGHTS_0")) {
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String meshLabel = targetMeshName != null
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? "'" + targetMeshName + "'"
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: "(unnamed)";
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diagnostics.add(new GlbDiagnostic(
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source, null, Severity.WARNING, "NO_WEIGHTS",
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"Selected mesh " + meshLabel
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+ " first primitive has no WEIGHTS_0 attribute "
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+ "— skinning will not work correctly"
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));
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}
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}
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}
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@@ -267,7 +267,7 @@ public final class DataDrivenItemParser {
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if (!root.has("animation_bones")) {
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// Not an error — absent means "permissive" (all owned bones, all animations)
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animationBones = null;
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LOGGER.info(
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LOGGER.debug(
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"[DataDrivenItems] {}: animation_bones not declared — all owned bones enabled for all animations",
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fileId
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);
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