fix(hair): cards follow the scalp normal, three overlapping rows
The first card build anchored every card on a fixed outward vector, so the silhouette was a spiked crown. Each card is now oriented from the scalp normal at its anchor: the length runs along the downward tangent, the width across it, and a small tip lift gives the cut volume. Three overlapping rows (7/9/10) replace the single ring; overlap is what stops cards reading as separate spikes. 26 cards, 401 verts, 224 quads, 468 tris, still all quads on one head bone. Recorded as still open: the skin renders darker than the baked diffuse suggests, and the generated pore and strand textures remain unwired because the material-editing tool segfaults in the headless commandlet.
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@@ -107,6 +107,7 @@ What this shot is evidence for:
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- The pawn carries a visible skeletal body with the warm skin material, and a spring-arm camera with collision testing. The **V** toggle swaps first and third person; the shipped default stays first person and the review passes `-thirdperson`.
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- **The idle clip drives the body and the arms hang at the sides**, with the hands at the hips and the feet flat. Earlier captures of this shot showed a bind A-pose.
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- **Hair is present** as a short card system hugging the skull (three overlapping rows), not the spiked crown of the first attempt.
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Still open, tracked in `TODO.md`:
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@@ -175,6 +176,8 @@ Every issue is tracked in `TODO.md` under the version that will fix it; an issue
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| Retail parapet has no moulded profile, and wall lettering built as a plate does not read at 40 m | `0.9.0` → 6800 Lee Drug and 6806–6820, second pass | Open (moved out of `0.1.6`) |
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| 6822 Budget is a bare blockout volume — no photograph exists to model it from | `0.9.0` → photography gap | Deferred (moved out of `0.1.6`) |
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| Camera collision is implemented but never exercised against a wall | `0.2.0` → camera collision | Open |
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| Skin renders darker than the baked diffuse suggests — the material graph may have been half-rebuilt by a crashed commandlet run | `0.2.2` → skin and hair tuning | Open |
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| The generated pore and strand textures are not wired: the material-editing tool segfaults in the headless commandlet | `0.2.2` → skin and hair tuning | Open |
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| The walk clip has never been captured in motion — it imports and its curves carry the stride, but no shot shows it | `0.2.0` → verify animation plays correctly | Open |
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| Between kerb and building line the walkable surface is the terrain mesh, not a modelled pavement | `0.6.0` → model the pavement between kerb and building line | Open |
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