Narrow the pose-harness root cause: skinned mesh ignores its Rig parent
This commit is contained in:
1 parent
1afd97c72d
commit
a677a95d13
3 files changed
+23
-11
No files matched your search
@@ -705,6 +705,14 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
(`smoke_props.gd`); the NPC FSM re-writes `rotation.y` every physics tick, so pose/portrait
|
||||
captures set the yaw after `set_physics_process(false)`; and `visible = false` does not keep the
|
||||
crowd out of a portrait frame (park the rest of the crowd away instead).
|
||||
- Pose capture blocked — root cause narrowed (2026-11-03 re-attempt): rebuilding the harness with
|
||||
the recipe (SubViewport + `RenderingServer.force_draw()` + `force_update_all_bone_transforms()`
|
||||
+ disabled avatar process/physics) still produced byte-identical rest frames. Decisive probe:
|
||||
teleporting the **avatar** (CharacterBody3D) changes the render (diff 10), but moving the
|
||||
**`Rig` child** (the GLB model's parent) does not (diff 0) — the skinned mesh does not follow the
|
||||
`Rig` Node3D transform, so the rig lowering (`rig_y=-0.339`) never reaches the rendered model.
|
||||
The failure is upstream of capture ordering. Do not re-attempt the recipe; next attempt must
|
||||
answer why the skinned model ignores its `Rig` parent, or stage poses via `capture_npc_review.gd`.
|
||||
- Blender tooling: `bisect_plane` and thin bevels leave zero-area triangles (Godot warns
|
||||
"non-finite normal in LOD generation"); `_clean()` + a weld after bisect fix them and the audit
|
||||
rejects them.
|
||||
|
||||
Reference in new issue
Block a user