Record the Quaternius pose-sync finding (swing axis needs per-bone calibration)
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0cd12af994
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@@ -80,10 +80,14 @@ baseline sheet.
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leg ×0.74, torso ×1.61, hip −0.249, shoulder +0.122. Vision-judged as distorted
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(paddle hands, lost forearms, stretched shins). **Gate fails — Stage 2 (62-joint runtime
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ADR) indicated; do not rebuild on the warped base.**
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- [ ] Skin the Quaternius mesh and verify Idle, Walk, seated and arm-down poses. The old
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- [-] Skin the Quaternius mesh and verify Idle, Walk, seated and arm-down poses. The old
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MPFB/arm-retarget warps are not a reference; judge the Quaternius result directly.
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(Direction set: ADR-0018 option 2 — 62-joint runtime. The mesh stays at source LOD;
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arm-down rest pose already baked. Idle/Walk play directly on the 62-joint rig.)
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(Direction set: ADR-0018 option 2 — 62-joint runtime. `NpcAvatar` now maps the Quaternius
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names with old-rig fallback and derives proxy pivots from `get_bone_global_rest`
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(commit `0cd12af`). First end-to-end capture loads and runs, but the vision judge reads
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the arms/legs as misaligned — the `_sync_skeleton` swing axis (`Vector3.RIGHT`) is
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calibrated for the old rig, not the Quaternius bone roll. Next: determine the per-bone
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swing axis for UpperArm/LowerArm/UpperLeg/LowerLeg from the Quaternius rest basis.)
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- [ ] Retarget Idle and Walk from the 24 Quaternius clips to the contract rig; discard
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combat, gun and sword clips. Verify looping, foot contact and frame rate in Godot.
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(Direction set: no retarget needed — the clips are authored for the 62-joint rig; only
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