Ports an Unreal Engine avatar project's Macro/Micro/Nano additive gaze
design to ARKit blend shapes: pure, seedable state machine in
src/lib/humanoid/eye/, a client wrapper owning the frame loop in
src/lib/client/humanoid/eye/, and a Three.js demo/debug playground at
/demo/humanoid (split into AvatarStateDemo + EyeSystemDemo so future
animation libraries get their own sibling demo). Updates HUMANOID.md
and ARCHITECTURE.md to describe animation libraries as sub-packages
nested under humanoid/<name> rather than separate top-level packages.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Ported animation systems (from an Unreal Engine avatar app) key idle
behavior directly off this distinction, so it moves from an unbuilt
extension point to a core state. The pure state.ts reducer stays
timer-free (idleActive -> idlePassive rides in on an explicit
idle_timeout signal); deriveAvatarState in the client wrapper owns the
actual clock via a configurable idlePassiveTimeoutMs (default 30s).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Wraps RealtimeClient with reconnect-on-drop (ResilientRealtimeClient), adds
a MockRealtimeProvider so client/animation work doesn't need a live OpenAI
key, and introduces "optional package" as a third module-layering kind
alongside core/project — humanoid is the first instance, providing a
renderer-agnostic avatar-state reducer and ARKit blend-shape animation
compositor that future eye look-at/blink/lip-sync libraries can build on
without forcing that surface onto non-humanoid (e.g. 2D) projects.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>