Record the Quaternius pose-sync blockers (GLB skinning + non-180° rest pose formula)
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zwitschi committed 2026-11-06 09:25:45 +01:00
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@@ -82,12 +82,14 @@ baseline sheet.
ADR) indicated; do not rebuild on the warped base.**
- [-] Skin the Quaternius mesh and verify Idle, Walk, seated and arm-down poses. The old
MPFB/arm-retarget warps are not a reference; judge the Quaternius result directly.
(Direction set: ADR-0018 option 2 — 62-joint runtime. `NpcAvatar` now maps the Quaternius
names with old-rig fallback and derives proxy pivots from `get_bone_global_rest`
(commit `0cd12af`). First end-to-end capture loads and runs, but the vision judge reads
the arms/legs as misaligned — the `_sync_skeleton` swing axis (`Vector3.RIGHT`) is
calibrated for the old rig, not the Quaternius bone roll. Next: determine the per-bone
swing axis for UpperArm/LowerArm/UpperLeg/LowerLeg from the Quaternius rest basis.)
(Direction set: ADR-0018 option 2 — 62-joint runtime. `NpcAvatar` maps the Quaternius
names + derives proxy pivots from `get_bone_global_rest` (commits `271f10a`/`0cd12af`).
Two blockers remain: (1) the arm-down GLB's **skinning** renders A-pose in Godot even
though its rest is arm-down — the `armature_apply` + `export_apply=True` bake writes
wrong inverse bind matrices, so fix the Blender export first; (2) `_pose_bone` uses
`rest * Quaternion(axis, angle)`, which only cancels when `rest² = identity` (the old rig's
180° rest); the Quaternius ~76° rest does not, so the pose formula must be derived from the
actual `set_bone_pose_rotation` semantics for a non-180° rest.)
- [ ] Retarget Idle and Walk from the 24 Quaternius clips to the contract rig; discard
combat, gun and sword clips. Verify looping, foot contact and frame rate in Godot.
(Direction set: no retarget needed — the clips are authored for the 62-joint rig; only