Narrow the pose-capture discrepancy to the harness and lock bone posing
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@@ -11,8 +11,12 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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direct `set_bone_pose_rotation` on HipL/KneeL/Spine/ShoulderL/ElbowL/Head changes rendered
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pixels; a bone *position* offset moves the head; a standalone probe running the same
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`_animate()` sequence renders the crouch. A staged in-game `film` frame also showed the arms
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down, so live venue animation may be affected too. Do not treat the pose sheets as evidence;
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a scene test (posed frame differs from rest frame) is the next step.
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Standalone SceneTree probes (avatar under `root`, under a `Node3D` stage, and created
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mid-`_process`) all render the seated crouch, so the rig and animation math are fine and the
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harness capture path is the outlier. A headless test now locks the proxy→bone contract
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(`test_pose_reaches_the_skeleton_bones`, suite 273). Next leads: reproduce the stage inside
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`capture_npc_review.gd` (known-good captures) or capture via `SubViewport` +
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`RenderingServer.force_draw()`.
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- **3D review baseline (2026-11-03):** `docs/3d-model-review.md` records the first skill-guided
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measurements: 46/46 assets clean, library 59,012 tris, characters 4,482–5,474 tris (68–69% of
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the 8,000 caps), `npc_base` only 1,204/2,488, 24-NPC 6.94 ms, and authored texel density
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