Add a pose review harness and record the blocked pose capture
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@@ -4,6 +4,15 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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## Decisions
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- **Pose capture is blocked (2026-11-03):** `src/test/capture_npc_pose.gd` stages idle/walk/sit
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poses for the pose/weight review, but the saved frames show the rest pose while the same run
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logs `rig_y=-0.339`, `leg0=-1.357` and a rotated `HipL` bone quaternion at capture time.
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Verified meanwhile: one skinned mesh bound to one `Skeleton3D`; hiding it removes the body;
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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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- **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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