Narrow the pose-capture discrepancy to the harness and lock bone posing
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@@ -64,10 +64,12 @@ except the rebuilt assets themselves.
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frames still show the rest pose; direct bone writes deform the mesh, so this is a staging/
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capture discrepancy that may also affect live venue frames. See
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`docs/3d-model-review.md` §"Pose evidence is blocked".
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- [ ] Diagnose the pose-capture discrepancy: compare the harness staging with the working
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standalone probe (SceneTree lifetime, node parents, first-frame skin bind, capture timing)
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and add a scene test asserting a posed avatar renders differently from its rest frame.
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Do not trust pose sheets or claim rig deformation until that test passes.
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- [ ] Finish the pose-capture diagnosis. Done so far: the pose reaches proxies and skeleton
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bones (new headless test, 273/273), direct bone rotations deform the rendered mesh, and
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three standalone probes render the seated crouch — only `capture_npc_pose.gd` saves the
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rest pose. Remaining leads: reproduce the stage inside `capture_npc_review.gd` (known to
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render) or capture via `SubViewport` + `RenderingServer.force_draw()`, then add a scene
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test that a posed avatar renders differently from its rest frame.
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- [ ] UV/texel density: measure the 256² slot maps; decide whether atlas, UDIM or a resolution
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change is justified. Do not change `CHAR_MAX_TRIS`/`CHAR_MAX_VERTS` without re-running the
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budget smoke and the Web/Compatibility path.
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