# Quaternius humanoid and animation source

Downloaded September 24, 2026 from the creator's free Standard download links:

- https://quaternius.itch.io/universal-base-characters
- https://quaternius.itch.io/universal-animation-library
- https://quaternius.itch.io/universal-animation-library-2

Creator and license references:

- https://quaternius.com/packs/universalbasecharacters.html
- https://quaternius.com/packs/universalanimationlibrary.html
- https://quaternius.com/packs/universalanimationlibrary2.html
- https://creativecommons.org/publicdomain/zero/1.0/

All three source archives include a CC0 1.0 public domain dedication. Their license text is preserved beside this document. Only free Standard contents were used. No commercial game assets, models, animations, or textures were extracted or copied.

## Included derivative

`humanoid-male-animated.glb`: 2,613,524 bytes. Source male humanoid: 14,318 triangles, 65 joints. Body triangles 9,494, head surface 3,072, eyebrows 984, eyes 768. Head/eyebrows/eyes are separate skinned meshes, allowing replacement by the game's custom Mazen portrait head. Runtime hides those three meshes, retaining the deformation-ready body.

The body is from `Base Characters/Godot - UE/Superhero_Male_FullBody.gltf`. Source reference pose, geometry, skinning weights, and normals are preserved except that the original body index list is partitioned into `BodySurface` and `HeadSurface` at average triangle Y greater than 1.52. No triangles were removed. Source texture maps are omitted because the game applies its own suit and face materials.

23 animation clips from UAL1/UAL2 Standard are embedded. Local rotation deltas are mapped from the mannequin reference pose to the base character reference pose. Target limb translations are preserved; pelvis translation deltas scale to target hip height. These are approximate retargets, manually inspected in the browser for idle, running, shooting, and punching, and can be polished further. They are not a claim of motion capture or photo reconstruction. No kick clip is provided by this free selection; the game's kick/guard poses are procedural additions.

`manifest.json` lists exact clips, bone hierarchy and archive SHA-256 provenance. There are no external texture/binary dependencies.

## Useful bone names

`root`, `pelvis`, `spine_01`, `spine_02`, `spine_03`, `neck_01`, `Head`; `clavicle_l/r`, `upperarm_l/r`, `lowerarm_l/r`, `hand_l/r`; `thigh_l/r`, `calf_l/r`, `foot_l/r`, `ball_l/r`. Full finger joints are retained. Y is up and the character faces +Z. Source standing height is approximately 1.81m; custom head extends the runtime character to approximately 1.86m.

## Runtime visual personalization

`legends/src/actor.js` loads this one cached file and clones independent skeletons for each actor. It applies original tactical armor, suit palettes, boots, bear pack and the generated Mazen face surface. Other people are not identified automatically. Masked enemies have reduced accessory detail. Static accessories are merged by parent/material to reduce draw calls. The existing procedural rig stays playable as an asynchronous fallback.
