# Third-party notices

## Running animation

Quaternius — Universal Animation Library, Standard v3, Sprint_Loop and Dance_Loop.

https://quaternius.com/packs/universalanimationlibrary.html
https://quaternius.itch.io/universal-animation-library

CC0 1.0 Universal (Public Domain Dedication):
https://creativecommons.org/publicdomain/zero/1.0/

Original license: assets/motion-source/License.txt.
The original animations were retargeted and adapted to TRIP, TOKI and VIVI.

## Three.js

MIT license. See vendor/LICENSE-three.

## Added running animations

Kay Lousberg — KayKit Character Animations 1.1, Running_A, Running_B and Skeletons_Taunt_Longer (previous taunt). Jump_Full_Short was used in the previous jump.
https://kaylousberg.itch.io/kaykit-character-animations

CC0 1.0 Universal. Original license: assets/motion-source/kaykit/License.txt.
Existing animations were retargeted to the TRIP rig. The original KayKit character mesh is only used in the optional source animation preview.

## Side slide animation

Quaternius — Universal Animation Library 2, Standard v2.1.
https://quaternius.com/packs/universalanimationlibrary2.html
https://quaternius.itch.io/universal-animation-library-2

CC0 1.0 Universal. Original license: assets/motion-source/quaternius2/License.txt.
The existing Slide_Start, Slide_Loop and Slide_Exit clips are retimed and retargeted directly to TRIP, TOKI and VIVI. They replace the earlier locally authored TRIP_Slide. No replacement slide poses are synthesized. Geometry, skin weights, textures and face morphs remain unchanged.

TOKI concept image: Higgsfield GPT Image 2. 3D model: Tripo H3.1 via Higgsfield. Auto rigging: Meshy via Higgsfield. Generated models are not covered by the CC0 motion-library dedication.

## VIVI stock character and native expressions

pixiv — VRoid Studio beta AvatarSample_2 / Vivi. CC0 1.0 Universal.
Official sample model and license:
https://vroid.pixiv.help/hc/en-us/articles/360014900273-%CE%B2-Ver-AvatarSample-2

Original VRM mirror:
https://github.com/madjin/vrm-samples/blob/master/vroid/beta/Vivi.vrm

The existing character, textures and authored facial morphs are retained. The native VRM blink expression is exposed to the web viewer as `blink`; its original vertex deltas are unchanged. The body animations listed above were retargeted to its rig. Its side slide is retargeted directly from Quaternius Library 2, not an animation supplied by pixiv. See assets/stock/SOURCE.md.

## Obstacle jump and taunt update

Previous obstacle jump: Quaternius Universal Animation Library 2 Standard v2.1, NinjaJump_Start, NinjaJump_Idle_Loop and NinjaJump_Land. Same CC0 license and official source as the slide above.

Previous taunt: KayKit Character Animations 1.1, Skeletons_Taunt_Longer, extracted unchanged from the existing Standard archive into assets/motion-source/kaykit/Rig_Medium_Special.glb. Same CC0 license and official source as the KayKit runs above. The artist-authored bone motions are retargeted to all three character rigs.

## Current provocation animation

Adobe Mixamo, authored animation distributed as Taunt3.fbx in M3-org/CharacterStudio.
https://www.mixamo.com/
https://github.com/M3-org/CharacterStudio/blob/main/public/lora-assets/animations/Taunt3.fbx

Adobe permits royalty-free use of Mixamo animations incorporated into personal, commercial and nonprofit projects, including games:
https://helpx.adobe.com/creative-cloud/faq/mixamo-faq.html

This motion is not CC0. The repository license is not substituted for Adobe’s animation terms. Only the retargeted animation incorporated into the game characters is packaged; the standalone source FBX is not distributed in the web bundle. See assets/motion-source/mixamo/SOURCE.md.

## Per-character obstacle jumps

TRIP uses the existing Mixamo BigJump motion and TOKI the existing Mixamo Jump motion, sourced from the public animation assets in achrefelouafi/SoldierThirdPersonThreeJS:
https://github.com/achrefelouafi/SoldierThirdPersonThreeJS/tree/main/public/animations

Mixamo royalty-free incorporation terms apply as described above. These are not CC0. Raw FBX files and source character meshes are excluded from the distributed game; the animated target character GLBs contain the incorporated motions.

VIVI uses KayKit Character Animations 1.1 Jump_Full_Long (CC0-1.0) for the body and legs, with the existing Mixamo Jump arm motion retargeted relative to its torso to replace the broad horizontal arm spread. The combined animation retains the respective source terms. All three preserve the original game meshes, skin weights, textures, face morphs and other six animation clips. See assets/motion-source/CHARACTER-JUMPS.md.

## Tokyo course architecture

Ten landmark models are generated through Higgsfield GPT Image2 and Tripo H3.1 with actual Tokyo architecture photographs and official source references. They replace the prior procedural landmark approximations. See assets/tokyo-landmarks/PROVENANCE.md for all ten buildings, factual sources and source-photo links. Original reference photographs are not distributed as game assets. The earlier common city buildings and traditional shops used generated, textured Tripo H3.1 GLBs created through Higgsfield; current ordinary buildings use the approved cartoon set. See assets/tokyo-detail/SOURCE.md. Landmark names identify their depictions; no affiliation is implied. The compressed route, proportions and bridge design are artistic interpretations, not a geographically accurate reconstruction.

Architectural references: Tokyo Tower and Zojoji in GO TOKYO (https://www.gotokyo.org/en/destinations/southern-tokyo/tokyo-tower-and-around/index.html), and Senso-ji's official gate and five-story pagoda descriptions (https://www.senso-ji.jp/english/). Those reference pages and their imagery are not redistributed.

## Japanese-style traffic

The previous traffic release used three textured Tripo H3.1 GLBs created through Higgsfield: a kei car, city bus and delivery truck, with local taxi and compact-truck variants. Generic styling and generated plates are artistic adaptations; they do not identify an actual operator or manufacturer. Wheel hubs were separated locally and are animated by game code. The earlier locally authored procedural models remain in the source as an optional fallback. Generated assets are not covered by the CC0 animation-library licenses. See assets/tokyo-detail/SOURCE.md.

References: JNTO's left-side driving guidance (https://faq.japan-travel.jnto.go.jp/en/plan/getting-around/cars/), Tokyo Metropolitan Bureau of Transportation's bus color history (https://www.kotsu.metro.tokyo.jp/project-toei/column/single/170220_085916.html), and the Light Motor Vehicle Inspection Organization's plate guide (https://www.keikenkyo.or.jp/information/knowledge/plate_number.html).

RoundedBoxGeometry.js is copied unchanged from the installed Three.js r169 examples and distributed under the same MIT license in vendor/LICENSE-three.

## WORLD RUN Japan trees and pedestrian (2026-09-12)

Sakura, zelkova and an adult pedestrian were generated through Higgsfield GPT Image 2 and Tripo H3.1. Runtime meshes are simplified, grounded and textured; the zelkova's connected canopy patches were refined locally into individual leaves. The earlier static pedestrian is retained in the source archive only; it is no longer loaded by the game. See assets/worldrun-japan/PROVENANCE.md for generation provenance and platform terms. Generated assets are not covered by the CC0 motion-library licenses.

Gameplay obstacles, course junctions and interface in game/ are locally authored for WORLD RUN. These are original implementations of general endless-runner mechanics, without Temple Run code, art or branding.

## Animated Tokyo pedestrians (2026-09-12)

Ten distinct commissioned characters were generated using GPT Image2 and Tripo H3.1 through Higgsfield, then individually rigged using Meshy with the authored Casual_Walk action30. Their skeletons, geometry and textures are optimized for the Three.js runtime. Sole grounding, loop closure and travel synchronization are local adaptations. These generated models and Meshy motion are not covered by the separate CC0 motion-library licenses. See assets/worldrun-people/PROVENANCE.md for the complete collection.

## Additional modern Tokyo architecture and walking correction (2026-09-13)

Three original contemporary Tokyo building models were generated with Higgsfield GPT Image 2 and Tripo H3.1 from actual architecture photo references. Sources and job provenance: `assets/tokyo-modern/PROVENANCE.md`. Building form and scale are adapted for a compact fictional course; no real-business affiliation is implied.

The ten existing Meshy pedestrian walks were corrected with aligned foot paths and contact-aware leg IK; original faces, mesh attributes and texture bytes are preserved. These corrections do not change the original model or motion-service terms.


## Branded cartoon Tokyo refresh — 2026-09-13

Seven-Eleven and Lawson convenience stores, Isetan Shinjuku-inspired department store, Tokyo Tower and three replacement vehicles were authored in Higgsfield 3D Jutsu. The game now loads these clean geometric cartoon models in place of the previous textured tower and vehicle meshes. The other nine landmark models were subsequently replaced by the clean cartoon collection described below. Official brand artwork is embedded on the new store signs; brand marks are the property of their respective owners. This private prototype does not establish permission for commercial distribution, sponsorship, affiliation or endorsement. See `assets/tokyo-cartoon-detail/PROVENANCE.md` for original artwork links and reference sources.


## Ueno Park and Shinobazu Pond — 2026-09-13

A new Higgsfield 3D Jutsu scene interprets Ueno Park's actual Shinobazu Pond, with three water sections, an island Bentendo-inspired hall, promenade, planted trees, lotus flowers and swan pedal boats. Reference photographs are not redistributed. Scale, orientation and seasonal features are artistic adaptations. See assets/tokyo-parks/PROVENANCE.md for official Tokyo tourism and temple references.

## Narita Airport and Ginza Line entrances — 2026-09-13

Four new models were authored with Blender in Higgsfield 3D Jutsu: a compact Narita Terminal 1-inspired airport and three reusable metro entrances. The runtime places 19 uniquely named entrances in the official Tokyo Metro G01 Shibuya to G19 Asakusa sequence. Spacing, street sides and Narita's middle-of-course location are fictionalized; Narita is in Chiba Prefecture. Individual entrance architecture is representative, not surveyed. See assets/tokyo-transit/PROVENANCE.md for official references and export provenance.

## Complete cartoon landmark replacement — 2026-09-13

Nine remaining photographic Tripo landmark models are no longer loaded by the game. New models of Zojo-ji, Tokyo Station, Shibuya109, Cocoon Tower, Tokyo Metropolitan Government Building No.1, Kaminarimon, Senso-ji pagoda, Asahi Hall and Tokyo Skytree were authored with geometric forms and portable colors in Higgsfield 3D Jutsu. The Japanese lantern text is a local text decal. The previous files remain as historical source assets. Current sources and details: assets/tokyo-landmark-cartoon/PROVENANCE.md.


## Tokyo tree and neighborhood variety (2026-09-13)

Ten botanical tree models and ten original Japanese neighborhood building models were authored in Higgsfield 3D Jutsu project d35f0c4d-c6fb-442a-ab4f-3d131daafdf1, revision 3. Each has portable near/background GLBs. Species references are official Tokyo government and park guides; buildings are original stylized interpretations. Japanese storefront labels are generated text. Historic sakura and green-tree runtime models are no longer requested by roadside planting. See assets/tokyo-variety/PROVENANCE.md.


## Tokyo Station Yaesu South Exit bus terminal — 2026-09-13

New cartoon geometry authored in Higgsfield 3D Jutsu project 9d284d60-8f1d-4e25-a1da-ef0a59656fa1, revision 3. Based on official JR Bus Kanto boarding maps and JR East / JR East Design GranRoof materials. Compact surface-terminal interpretation with original coach liveries, distinct from the underground Bus Terminal Tokyo Yaesu. Japanese lettering and draw-call batching are local adaptations. See assets/tokyo-bus-terminal/PROVENANCE.md.

## Tokyo sky life — 2026-09-13

An original gull-like cartoon bird was authored in Higgsfield 3D Jutsu project e5a2eac4-fad0-4a2d-8e81-511349a2c950, revision 1. Independently animated wing pivots and vertex-color batching are local adaptations. Airliners reuse the existing Narita model's fictional aircraft livery and geometry. Flight and taxi paths are game animation. See assets/tokyo-sky/PROVENANCE.md.

## Ten additional Tokyo obstacles — 2026-09-13

Original detailed cartoon roadwork and emergency-response models authored in Higgsfield 3D Jutsu project 1b5db2de-dc91-4a47-b6b7-0edc71bf0a3b, revision 6. These replace the previous miscellaneous obstacle set. New models use original geometry, separate rolling wheels, material-role batching and locally typeset Japanese signs. Official Tokyo Metropolitan Police and Tokyo Fire Department reference pages and photographs are not redistributed. Reference-inspired fictional game vehicles do not indicate official affiliation. See assets/tokyo-roadworks/PROVENANCE.md.

## Current stylized city and TRIP ORANGE — 2026-09-13

The current running course instantiates only the three approved Tokyo-inspired
building studies from Higgsfield 3D Jutsu project
`f9aa030e-9a50-46c4-b696-7503bfe23e5e`, revision 2. Earlier landmark and transit
packs remain historical assets and are not loaded by this city revision.
See `assets/tokyo-stylized/v2/PROVENANCE.md`.

TRIP ORANGE is a generated interpretation of the user-provided character reference,
created with Higgsfield Tripo H3.1 and automatic rigging. Existing incorporated
Quaternius, KayKit and Mixamo animation terms continue to apply to its retargeted
motions. See `outputs/orange-v2/PROVENANCE.md` for source jobs, processing and limits.
