Record the verified pose-capture recipe and the harness defect
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@@ -11,12 +11,14 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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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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Standalone SceneTree probes (avatar under `root`, under a `Node3D` stage, and created
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mid-`_process`) all render the seated crouch, so the rig and animation math are fine and the
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harness capture path is the outlier. A headless test now locks the proxy→bone contract
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(`test_pose_reaches_the_skeleton_bones`, suite 273). Next leads: reproduce the stage inside
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`capture_npc_review.gd` (known-good captures) or capture via `SubViewport` +
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`RenderingServer.force_draw()`.
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Standalone SceneTree probes (avatar under `root`, under a `Node3D` stage, created
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mid-`_process`) all render the seated crouch, and a `SubViewport` + `RenderingServer.force_draw()`
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probe does too (window probes diff ~2,200-2,360; offscreen 602 at +2/+6/+12 frames, including a
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re-created avatar). So the rig, the animation math and the offscreen path are sound; only
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`capture_npc_pose.gd` still saves rest frames, which makes its phase/camera/force-draw ordering
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the defect. A headless test locks the proxy→bone contract
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(`test_pose_reaches_the_skeleton_bones`, suite 273). Rebuild the harness from the verified
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recipe in `docs/3d-model-review.md` instead of iterating on the current phase machine.
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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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