Record the Quaternius pose-sync finding (swing axis needs per-bone calibration)
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zwitschi committed 2026-11-06 08:35:29 +01:00
1 parent 0cd12af994
commit 7baa2c4f54
1 file changed
+7 -3
+7 -3
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@@ -80,10 +80,14 @@ baseline sheet.
leg ×0.74, torso ×1.61, hip −0.249, shoulder +0.122. Vision-judged as distorted
(paddle hands, lost forearms, stretched shins). **Gate fails — Stage 2 (62-joint runtime
ADR) indicated; do not rebuild on the warped base.**
- [ ] Skin the Quaternius mesh and verify Idle, Walk, seated and arm-down poses. The old
- [-] 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. The mesh stays at source LOD;
arm-down rest pose already baked. Idle/Walk play directly on the 62-joint rig.)
(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.)
- [ ] 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