Part Studio
A Kerbal-Space-Program-style attachment system for the library's own procedural creatures: snap a part onto a socket that snaps flush, floats freehand, or rides an evenly-spaced ring around a host part — and if the socket is on a moving leg or wing, the attached part tracks that motion automatically, no separate animation code required.
- Parts are never required to touch what they're attached to — most of the library's own recipes already place pieces this way (a snowman is three spheres and a cone nose, not one welded mesh).
- Attaching a custom part onto another custom part's own node chains cleanly — a fin mounted on a pod that's itself freehand-mounted on the body.
Skeleton Viz
Where are the good attachment points on a creature that has no bone hierarchy at all? A shape-agnostic movement analysis samples every part's world-space position across a full gait cycle and colors it blue-to-red by how much it actually moves — the parts that move the most are exactly the parts that make good animated sockets; the parts that barely move are good static hubs instead.
AnimatedKit creature clips, every category, no curation —
legged creatures show a handful of crisp joint markers; wave-motion creatures (snakes,
jellyfish, acoustics) show a traveling dot-trail instead, a genuinely different and
equally legible signal.
- The metric needs zero per-creature tuning: sample N phases, take each part's world bounding-box center (not local origin — hip-anchored legs are pinned at the origin), sum the cyclic path length.
- A heatmap-only view reads clearly for discrete-jointed creatures; a heatmap-plus-trail view is load-bearing, not cosmetic, for continuous-wave motion — the same data reads as meaningless scatter without it.
Material Physics
What a part is made of changes how it behaves once attached — not a fake "stiffness slider," but real cantilever-beam and coil-spring mechanics driven by each material's actual density, Young's modulus, and yield strength.
A real limitation, documented rather than hidden: the aluminum-foil preset's softened modulus was calibrated for beam bending (foil's floppiness is almost entirely a thin-cross-section effect, not the alloy itself) — fed into the coil-spring formula, where stiffness scales with wire diameter to the fourth power, it produces a physically silly stretch number. Bounded for rendering, flagged in the code rather than quietly clamped and forgotten.
- Permanent bends are a real consequence of exceeding a material's yield stress — pipe cleaners hold a shape because their yield point is low, not because "plastic" was hand-set to true.
- The settle motion reuses
GameDevelopment.Vegetation.VegetationBend, an existing, unit-tested damped torsional spring originally built for grass blades — a part hanging off an attachment point is exactly the same pinned-torsional-spring problem.