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loomlarge

v0.3.0

Published

Lightweight 3D character animation engine for facial AUs, visemes, and bone-driven motion

Downloads

848

Readme

LoomLarge

A FACS-based morph and bone mapping library for controlling high-definition 3D characters in Three.js.

LoomLarge provides pre-built mappings that connect Facial Action Coding System (FACS) Action Units to the morph targets and bone transforms found in Character Creator 4 (CC4) characters. Instead of manually figuring out which blend shapes correspond to which facial movements, you can simply say setAU(12, 0.8) and the library handles the rest.


Table of Contents

  1. Installation & Setup
  2. Using Presets
  3. Getting to Know Your Character
  4. Extending & Custom Presets
  5. Action Unit Control
  6. Mix Weight System
  7. Composite Rotation System
  8. Continuum Pairs
  9. Direct Morph Control
  10. Viseme System
  11. Transition System
  12. Playback & State Control
  13. Hair Physics

1. Installation & Setup

Install the package

npm install loomlarge

Peer dependency

LoomLarge requires Three.js as a peer dependency:

npm install three

Basic setup

import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { LoomLargeThree, collectMorphMeshes, CC4_PRESET } from 'loomlarge';

// 1. Create the LoomLarge controller with a preset
const loom = new LoomLargeThree({ auMappings: CC4_PRESET });

// 2. Set up your Three.js scene
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 0.1, 100);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

// 3. Load your character model
const loader = new GLTFLoader();
loader.load('/character.glb', (gltf) => {
  scene.add(gltf.scene);

  // 4. Collect all meshes that have morph targets
  const meshes = collectMorphMeshes(gltf.scene);

  // 5. Initialize LoomLarge with the meshes and model
  loom.onReady({ meshes, model: gltf.scene });
});

// 6. In your animation loop, call loom.update(deltaSeconds)
// This drives all transitions and animations

Quick start examples

Once your character is loaded, you can control facial expressions immediately:

// Make the character smile
loom.setAU(12, 0.8);

// Raise eyebrows
loom.setAU(1, 0.6);
loom.setAU(2, 0.6);

// Blink
loom.setAU(45, 1.0);

// Open jaw
loom.setAU(26, 0.5);

// Turn head left
loom.setAU(51, 0.4);

// Look up
loom.setAU(63, 0.6);

Animate smoothly with transitions:

// Smile over 200ms
await loom.transitionAU(12, 0.8, 200).promise;

// Then fade back to neutral
await loom.transitionAU(12, 0, 300).promise;

The collectMorphMeshes helper

This utility function traverses a Three.js scene and returns all meshes that have morphTargetInfluences (i.e., blend shapes). It's the recommended way to gather meshes for LoomLarge:

import { collectMorphMeshes } from 'loomlarge';

const meshes = collectMorphMeshes(gltf.scene);
// Returns: Array of THREE.Mesh objects with morph targets

2. Using Presets

Presets define how FACS Action Units map to your character's morph targets and bones. LoomLarge ships with CC4_PRESET for Character Creator 4 characters.

What's in a preset?

import { CC4_PRESET } from 'loomlarge';

// CC4_PRESET contains:
{
  auToMorphs: {
    // AU number → array of morph target names
    1: ['Brow_Raise_Inner_L', 'Brow_Raise_Inner_R'],
    12: ['Mouth_Smile_L', 'Mouth_Smile_R'],
    45: ['Eye_Blink_L', 'Eye_Blink_R'],
    // ... 87 AUs total
  },

  auToBones: {
    // AU number → array of bone bindings
    51: [{ node: 'HEAD', channel: 'ry', scale: -1, maxDegrees: 30 }],
    61: [{ node: 'EYE_L', channel: 'rz', scale: 1, maxDegrees: 25 }],
    // ... 32 bone bindings
  },

  boneNodes: {
    // Logical bone name → actual node name in skeleton
    'HEAD': 'CC_Base_Head',
    'JAW': 'CC_Base_JawRoot',
    'EYE_L': 'CC_Base_L_Eye',
    'EYE_R': 'CC_Base_R_Eye',
    'TONGUE': 'CC_Base_Tongue01',
  },

  visemeKeys: [
    // 15 viseme morph names for lip-sync
    'V_EE', 'V_Er', 'V_IH', 'V_Ah', 'V_Oh',
    'V_W_OO', 'V_S_Z', 'V_Ch_J', 'V_F_V', 'V_TH',
    'V_T_L_D_N', 'V_B_M_P', 'V_K_G_H_NG', 'V_AE', 'V_R'
  ],

  morphToMesh: {
    // Routes morph categories to specific meshes
    'face': ['CC_Base_Body'],
    'tongue': ['CC_Base_Tongue'],
    'eye': ['CC_Base_EyeOcclusion_L', 'CC_Base_EyeOcclusion_R'],
  },

  auMixDefaults: {
    // Default morph/bone blend weights (0 = morph, 1 = bone)
    26: 0.5,  // Jaw drop: 50% morph, 50% bone
    51: 0.7,  // Head turn: 70% bone
  },

  auInfo: {
    // Metadata about each AU
    '12': {
      name: 'Lip Corner Puller',
      muscularBasis: 'zygomaticus major',
      faceArea: 'Lower',
      facePart: 'Mouth',
    },
    // ...
  }
}

Passing a preset to LoomLarge

import { LoomLargeThree, CC4_PRESET } from 'loomlarge';

const loom = new LoomLargeThree({ auMappings: CC4_PRESET });

3. Getting to Know Your Character

Before customizing presets or extending mappings, it's helpful to understand what's actually in your character model. LoomLarge provides several methods to inspect meshes, morph targets, and bones.

Listing meshes

Get all meshes in your character with their visibility and morph target counts:

const meshes = loom.getMeshList();
console.log(meshes);
// [
//   { name: 'CC_Base_Body', visible: true, morphCount: 142 },
//   { name: 'CC_Base_Tongue', visible: true, morphCount: 12 },
//   { name: 'CC_Base_EyeOcclusion_L', visible: true, morphCount: 8 },
//   { name: 'CC_Base_EyeOcclusion_R', visible: true, morphCount: 8 },
//   { name: 'Male_Bushy_1', visible: true, morphCount: 142 },
//   ...
// ]

Listing morph targets

Get all morph target names grouped by mesh:

const morphs = loom.getMorphTargets();
console.log(morphs);
// {
//   'CC_Base_Body': [
//     'A01_Brow_Inner_Up', 'A02_Brow_Down_Left', 'A02_Brow_Down_Right',
//     'A04_Brow_Outer_Up_Left', 'A04_Brow_Outer_Up_Right',
//     'Mouth_Smile_L', 'Mouth_Smile_R', 'Eye_Blink_L', 'Eye_Blink_R',
//     ...
//   ],
//   'CC_Base_Tongue': [
//     'V_Tongue_Out', 'V_Tongue_Up', 'V_Tongue_Down', ...
//   ],
//   ...
// }

This is invaluable when creating custom presets—you need to know the exact morph target names your character uses.

Listing bones

Get all resolved bones with their current positions and rotations (in degrees):

const bones = loom.getBones();
console.log(bones);
// {
//   'HEAD': { position: [0, 156.2, 0], rotation: [0, 0, 0] },
//   'JAW': { position: [0, 154.1, 2.3], rotation: [0, 0, 0] },
//   'EYE_L': { position: [-3.2, 160.5, 8.1], rotation: [0, 0, 0] },
//   'EYE_R': { position: [3.2, 160.5, 8.1], rotation: [0, 0, 0] },
//   'TONGUE': { position: [0, 152.3, 1.8], rotation: [0, 0, 0] },
// }

Controlling mesh visibility

Hide or show individual meshes:

// Hide hair mesh
loom.setMeshVisible('Side_part_wavy_1', false);

// Show it again
loom.setMeshVisible('Side_part_wavy_1', true);

Adjusting material properties

Fine-tune render order, transparency, and blending for each mesh:

// Get current material config
const config = loom.getMeshMaterialConfig('CC_Base_Body');
console.log(config);
// {
//   renderOrder: 0,
//   transparent: false,
//   opacity: 1,
//   depthWrite: true,
//   depthTest: true,
//   blending: 'Normal'
// }

// Set custom material config
loom.setMeshMaterialConfig('CC_Base_EyeOcclusion_L', {
  renderOrder: 10,
  transparent: true,
  opacity: 0.8,
  blending: 'Normal'  // 'Normal', 'Additive', 'Subtractive', 'Multiply', 'None'
});

This is especially useful for:

  • Fixing render order issues (eyebrows behind hair, etc.)
  • Making meshes semi-transparent for debugging
  • Adjusting blending modes for special effects

4. Extending & Custom Presets

Extending an existing preset

Use spread syntax to override specific mappings while keeping the rest:

import { CC4_PRESET } from 'loomlarge';

const MY_PRESET = {
  ...CC4_PRESET,

  // Override AU12 (smile) with custom morph names
  auToMorphs: {
    ...CC4_PRESET.auToMorphs,
    12: ['MySmile_Left', 'MySmile_Right'],
  },

  // Add a new bone binding
  auToBones: {
    ...CC4_PRESET.auToBones,
    99: [{ node: 'CUSTOM_BONE', channel: 'ry', scale: 1, maxDegrees: 45 }],
  },

  // Update bone node paths
  boneNodes: {
    ...CC4_PRESET.boneNodes,
    'CUSTOM_BONE': 'MyRig_CustomBone',
  },
};

const loom = new LoomLargeThree({ auMappings: MY_PRESET });

Creating a preset from scratch

import { AUMappingConfig } from 'loomlarge';

const CUSTOM_PRESET: AUMappingConfig = {
  auToMorphs: {
    1: ['brow_inner_up_L', 'brow_inner_up_R'],
    2: ['brow_outer_up_L', 'brow_outer_up_R'],
    12: ['mouth_smile_L', 'mouth_smile_R'],
    45: ['eye_blink_L', 'eye_blink_R'],
  },

  auToBones: {
    51: [{ node: 'HEAD', channel: 'ry', scale: -1, maxDegrees: 30 }],
    52: [{ node: 'HEAD', channel: 'ry', scale: 1, maxDegrees: 30 }],
  },

  boneNodes: {
    'HEAD': 'head_bone',
    'JAW': 'jaw_bone',
  },

  visemeKeys: ['aa', 'ee', 'ih', 'oh', 'oo'],

  morphToMesh: {
    'face': ['body_mesh'],
  },
};

Changing presets at runtime

// Switch to a different preset
loom.setAUMappings(ANOTHER_PRESET);

// Get current mappings
const current = loom.getAUMappings();

5. Action Unit Control

Action Units are the core of FACS. Each AU represents a specific muscular movement of the face.

Setting an AU immediately

// Set AU12 (smile) to 80% intensity
loom.setAU(12, 0.8);

// Set AU45 (blink) to full intensity
loom.setAU(45, 1.0);

// Set to 0 to deactivate
loom.setAU(12, 0);

Transitioning an AU over time

// Animate AU12 to 0.8 over 200ms
const handle = loom.transitionAU(12, 0.8, 200);

// Wait for completion
await handle.promise;

// Or chain transitions
loom.transitionAU(12, 1.0, 200).promise.then(() => {
  loom.transitionAU(12, 0, 300);  // Fade out
});

Getting the current AU value

const smileAmount = loom.getAU(12);
console.log(`Current smile: ${smileAmount}`);

Asymmetric control with balance

Many AUs have left and right variants (e.g., Mouth_Smile_L and Mouth_Smile_R). The balance parameter lets you control them independently:

// Balance range: -1 (left only) to +1 (right only), 0 = both equal

// Smile on both sides equally
loom.setAU(12, 0.8, 0);

// Smile only on left side
loom.setAU(12, 0.8, -1);

// Smile only on right side
loom.setAU(12, 0.8, 1);

// 70% left, 30% right
loom.setAU(12, 0.8, -0.4);

String-based side selection

You can also specify the side directly in the AU ID:

// These are equivalent:
loom.setAU('12L', 0.8);    // Left side only
loom.setAU(12, 0.8, -1);   // Left side only

loom.setAU('12R', 0.8);    // Right side only
loom.setAU(12, 0.8, 1);    // Right side only

6. Mix Weight System

Some AUs can be driven by both morph targets (blend shapes) AND bone rotations. The mix weight controls the blend between them.

Why mix weights?

Take jaw opening (AU26) as an example:

  • Morph-only (weight 0): Vertices deform to show open mouth, but jaw bone doesn't move
  • Bone-only (weight 1): Jaw bone rotates down, but no soft tissue deformation
  • Mixed (weight 0.5): Both contribute equally for realistic results

Setting mix weights

// Get the default mix weight for AU26
const weight = loom.getAUMixWeight(26);  // e.g., 0.5

// Set to pure morph
loom.setAUMixWeight(26, 0);

// Set to pure bone
loom.setAUMixWeight(26, 1);

// Set to 70% bone, 30% morph
loom.setAUMixWeight(26, 0.7);

Which AUs support mixing?

Only AUs that have both auToMorphs AND auToBones entries support mixing. Common examples:

  • AU26 (Jaw Drop)
  • AU27 (Mouth Stretch)
  • AU51-56 (Head movements)
  • AU61-64 (Eye movements)
import { isMixedAU } from 'loomlarge';

if (isMixedAU(26)) {
  console.log('AU26 supports morph/bone mixing');
}

7. Composite Rotation System

Bones like the head and eyes need multi-axis rotation (pitch, yaw, roll). The composite rotation system handles this automatically.

How it works

When you set an AU that affects a bone rotation, LoomLarge:

  1. Queues the rotation update in pendingCompositeNodes
  2. At the end of update(), calls flushPendingComposites()
  3. Applies all three axes (pitch, yaw, roll) together to prevent gimbal issues

Supported bones and their axes

| Bone | Pitch (X) | Yaw (Y) | Roll (Z) | |------|-----------|---------|----------| | HEAD | AU53 (up) / AU54 (down) | AU51 (left) / AU52 (right) | AU55 (tilt left) / AU56 (tilt right) | | EYE_L | AU63 (up) / AU64 (down) | AU61 (left) / AU62 (right) | - | | EYE_R | AU63 (up) / AU64 (down) | AU61 (left) / AU62 (right) | - | | JAW | AU25-27 (open) | AU30 (left) / AU35 (right) | - | | TONGUE | AU37 (up) / AU38 (down) | AU39 (left) / AU40 (right) | AU41 / AU42 (tilt) |

Example: Moving the head

// Turn head left 50%
loom.setAU(51, 0.5);

// Turn head right 50%
loom.setAU(52, 0.5);

// Tilt head up 30%
loom.setAU(53, 0.3);

// Combine: turn left AND tilt up
loom.setAU(51, 0.5);
loom.setAU(53, 0.3);
// Both are applied together in a single composite rotation

Example: Eye gaze

// Look left
loom.setAU(61, 0.7);

// Look right
loom.setAU(62, 0.7);

// Look up
loom.setAU(63, 0.5);

// Look down-right (combined)
loom.setAU(62, 0.6);
loom.setAU(64, 0.4);

8. Continuum Pairs

Continuum pairs are bidirectional AU pairs that represent opposite directions on the same axis. They're linked so that activating one should deactivate the other.

Pair mappings

| Pair | Description | |------|-------------| | AU51 ↔ AU52 | Head turn left / right | | AU53 ↔ AU54 | Head up / down | | AU55 ↔ AU56 | Head tilt left / right | | AU61 ↔ AU62 | Eyes look left / right | | AU63 ↔ AU64 | Eyes look up / down | | AU30 ↔ AU35 | Jaw shift left / right | | AU37 ↔ AU38 | Tongue up / down | | AU39 ↔ AU40 | Tongue left / right | | AU73 ↔ AU74 | Tongue narrow / wide | | AU76 ↔ AU77 | Tongue tip up / down |

Working with pairs

When using continuum pairs, set one AU from the pair and leave the other at 0:

// Head looking left at 50%
loom.setAU(51, 0.5);
loom.setAU(52, 0);  // Right should be 0

// Head looking right at 70%
loom.setAU(51, 0);  // Left should be 0
loom.setAU(52, 0.7);

The CONTINUUM_PAIRS_MAP

You can access pair information programmatically:

import { CONTINUUM_PAIRS_MAP } from 'loomlarge';

const pair = CONTINUUM_PAIRS_MAP[51];
// { pairId: 52, isNegative: true, axis: 'yaw', node: 'HEAD' }

9. Direct Morph Control

Sometimes you need to control morph targets directly by name, bypassing the AU system.

Setting a morph immediately

// Set a specific morph to 50%
loom.setMorph('Mouth_Smile_L', 0.5);

// Set on specific meshes only
loom.setMorph('Mouth_Smile_L', 0.5, ['CC_Base_Body']);

Transitioning a morph

// Animate morph over 200ms
const handle = loom.transitionMorph('Mouth_Smile_L', 0.8, 200);

// With mesh targeting
loom.transitionMorph('Eye_Blink_L', 1.0, 100, ['CC_Base_Body']);

// Wait for completion
await handle.promise;

Reading current morph value

const value = loom.getMorphValue('Mouth_Smile_L');

Morph caching

LoomLarge caches morph target lookups for performance. The first time you access a morph, it searches all meshes and caches the index. Subsequent accesses are O(1).


10. Viseme System

Visemes are mouth shapes used for lip-sync. LoomLarge includes 15 visemes with automatic jaw coupling.

The 15 visemes

| Index | Key | Phoneme Example | |-------|-----|-----------------| | 0 | EE | "bee" | | 1 | Er | "her" | | 2 | IH | "sit" | | 3 | Ah | "father" | | 4 | Oh | "go" | | 5 | W_OO | "too" | | 6 | S_Z | "sun, zoo" | | 7 | Ch_J | "chip, jump" | | 8 | F_V | "fun, van" | | 9 | TH | "think" | | 10 | T_L_D_N | "top, lip, dog, no" | | 11 | B_M_P | "bat, man, pop" | | 12 | K_G_H_NG | "kite, go, hat, sing" | | 13 | AE | "cat" | | 14 | R | "red" |

Setting a viseme

// Set viseme 3 (Ah) to full intensity
loom.setViseme(3, 1.0);

// With jaw scale (0-1, default 1)
loom.setViseme(3, 1.0, 0.5);  // Half jaw opening

Transitioning visemes

// Animate to viseme over 80ms (typical for speech)
const handle = loom.transitionViseme(3, 1.0, 80);

// Disable jaw coupling
loom.transitionViseme(3, 1.0, 80, 0);

Automatic jaw coupling

Each viseme has a predefined jaw opening amount. When you set a viseme, the jaw automatically opens proportionally:

| Viseme | Jaw Amount | |--------|------------| | EE | 0.15 | | Ah | 0.70 | | Oh | 0.50 | | B_M_P | 0.20 |

The jawScale parameter multiplies this amount:

  • jawScale = 1.0: Normal jaw opening
  • jawScale = 0.5: Half jaw opening
  • jawScale = 0: No jaw movement (viseme only)

Lip-sync example

async function speak(phonemes: number[]) {
  for (const viseme of phonemes) {
    // Clear previous viseme
    for (let i = 0; i < 15; i++) loom.setViseme(i, 0);

    // Transition to new viseme
    await loom.transitionViseme(viseme, 1.0, 80).promise;

    // Hold briefly
    await new Promise(r => setTimeout(r, 100));
  }

  // Return to neutral
  for (let i = 0; i < 15; i++) loom.setViseme(i, 0);
}

// "Hello" approximation
speak([5, 0, 10, 4]);

11. Transition System

All animated changes in LoomLarge go through the transition system, which provides smooth interpolation with easing.

TransitionHandle

Every transition method returns a TransitionHandle:

interface TransitionHandle {
  promise: Promise<void>;  // Resolves when transition completes
  pause(): void;           // Pause this transition
  resume(): void;          // Resume this transition
  cancel(): void;          // Cancel immediately
}

Using handles

// Start a transition
const handle = loom.transitionAU(12, 1.0, 500);

// Pause it
handle.pause();

// Resume later
handle.resume();

// Or cancel entirely
handle.cancel();

// Wait for completion
await handle.promise;

Combining multiple transitions

When you call transitionAU, it may create multiple internal transitions (one per morph target). The returned handle controls all of them:

// AU12 might affect Mouth_Smile_L and Mouth_Smile_R
const handle = loom.transitionAU(12, 1.0, 200);

// Pausing the handle pauses both morph transitions
handle.pause();

Easing

The default easing is easeInOutQuad. Custom easing can be provided when using the Animation system directly:

// The AnimationThree class supports custom easing
animation.addTransition(
  'custom',
  0,
  1,
  200,
  (v) => console.log(v),
  (t) => t * t  // Custom ease-in quadratic
);

Active transition count

const count = loom.getActiveTransitionCount();
console.log(`${count} transitions in progress`);

Clearing all transitions

// Cancel everything immediately
loom.clearTransitions();

12. Playback & State Control

Pausing and resuming

// Pause all animation updates
loom.pause();

// Check pause state
if (loom.getPaused()) {
  console.log('Animation is paused');
}

// Resume
loom.resume();

When paused, loom.update() stops processing transitions, but you can still call setAU() for immediate changes.

Resetting to neutral

// Reset everything to rest state
loom.resetToNeutral();

This:

  • Clears all AU values to 0
  • Cancels all active transitions
  • Resets all morph targets to 0
  • Returns all bones to their original position/rotation

Mesh visibility

// Get list of all meshes
const meshes = loom.getMeshList();
// Returns: [{ name: 'CC_Base_Body', visible: true, morphCount: 80 }, ...]

// Hide a mesh
loom.setMeshVisible('CC_Base_Hair', false);

// Show it again
loom.setMeshVisible('CC_Base_Hair', true);

Cleanup

// When done, dispose of resources
loom.dispose();

13. Hair Physics

LoomLarge includes an experimental hair physics system that simulates hair movement based on head motion.

Basic setup

import { HairPhysics } from 'loomlarge';

const hair = new HairPhysics();

Updating in animation loop

function animate() {
  // Get current head state (from your tracking system or AU values)
  const headState = {
    yaw: 0,           // Head rotation in radians
    pitch: 0,
    roll: 0,
    yawVelocity: 0.5, // Angular velocity
    pitchVelocity: 0,
  };

  // Update hair physics
  const hairMorphs = hair.update(deltaTime, headState);

  // Apply hair morphs
  for (const [morphName, value] of Object.entries(hairMorphs)) {
    loom.setMorph(morphName, value);
  }
}

Output morphs

The physics system outputs 6 morph values:

| Morph | Description | |-------|-------------| | L_Hair_Left | Left side, swing left | | L_Hair_Right | Left side, swing right | | L_Hair_Front | Left side, swing forward | | R_Hair_Left | Right side, swing left | | R_Hair_Right | Right side, swing right | | R_Hair_Front | Right side, swing forward |

Physics forces

The simulation models 5 forces:

  1. Spring restoration - Pulls hair back to rest position
  2. Damping - Air resistance prevents infinite oscillation
  3. Gravity - Hair swings based on head tilt
  4. Inertia - Hair lags behind head movement
  5. Wind - Optional oscillating wind force

Configuration

const hair = new HairPhysics({
  mass: 1.0,
  stiffness: 50,
  damping: 5,
  gravity: 9.8,
  headInfluence: 0.8,  // How much head movement affects hair
  wind: {
    strength: 0,
    direction: { x: 1, y: 0, z: 0 },
    turbulence: 0.2,
    frequency: 1.0,
  },
});

Resources

License

MIT License - see LICENSE file for details.