Narrow the pose-harness root cause: skinned mesh ignores its Rig parent
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@@ -110,13 +110,13 @@ licence-free zone only.
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frames still show the rest pose; direct bone writes deform the mesh, so this is a staging/
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capture discrepancy that may also affect live venue frames. See
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`docs/3d-model-review.md` §"Pose evidence is blocked".
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- [ ] Rebuild the pose harness from the verified recipe. Established: the pose reaches proxies
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and bones (headless test, 273/273), direct bone rotations deform the mesh, and both window
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probes and a `SubViewport` + `RenderingServer.force_draw()` probe render the crouch (offscreen
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diff 602 at +2/+6/+12 frames, including a re-created avatar). The current harness still
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saves rest frames, so its phase/camera/force-draw ordering is the remaining defect. Rebuild
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one pose at a time using the recipe in `docs/3d-model-review.md`, verify each pose visually,
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then wire the sheets and fill the weights/pose column.
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- [ ] Rebuild the pose harness. **Re-attempt 2026-11-03 narrowed the root cause:** the recipe
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(SubViewport + `force_draw()` + `force_update_all_bone_transforms()` + disabled process/physics)
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still produced byte-identical rest frames. Decisive probe: teleporting the avatar renders
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(diff 10) but moving the `Rig` child does not (diff 0) — the skinned mesh ignores its `Rig`
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parent transform, so `rig_y=-0.339` never reaches the render. Next attempt must answer why
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the skinned model ignores the `Rig` node, or stage poses via the known-good
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`capture_npc_review.gd` fallback.
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- [ ] UV/texel density: measure the 256² slot maps; decide whether atlas, UDIM or a resolution
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change is justified. Do not change `CHAR_MAX_TRIS`/`CHAR_MAX_VERTS` without re-running the
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budget smoke and the Web/Compatibility path.
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