Narrow the pose-harness root cause: skinned mesh ignores its Rig parent
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@@ -181,10 +181,14 @@ variants (full-body + shoulder views) and its output does not match the state it
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| Offscreen capture renders the pose | A `SubViewport` + `RenderingServer.force_draw()` probe renders the crouch reliably (diff 602 at +2/+6/+12 frames), including a re-created second avatar |
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| The harness renders the pose | **No** in its current form: same stage, same pose, rest frames. One ordering (`_frame_view()` immediately before `force_draw()`) produced posed walk frames once, then regressed to rest/garbage on the next run |
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The rig, the animation math and the offscreen render path are all sound. The remaining failure is
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specific to the harness's frame/phase ordering around staging, camera framing and `force_draw()`.
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Do not keep guessing: rebuild the harness from the working recipe below, one pose at a time, and
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verify each pose before wiring up the sheets.
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The rig, the animation math and the offscreen render path are all sound. A 2026-11-03 re-attempt
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with the recipe (SubViewport + `force_draw()` + `force_update_all_bone_transforms()` + disabled
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process/physics) still produced byte-identical rest frames, and a decisive probe narrowed the
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failure further: teleporting the **avatar** changes the render (diff 10), but moving the **`Rig`
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child** (the GLB model's parent) does not (diff 0). The skinned mesh therefore does not follow its
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`Rig` Node3D transform, so the rig lowering never reaches the rendered model — the defect is
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upstream of camera/`force_draw()` ordering. Next attempt must answer why the skinned model ignores
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the `Rig` node, or stage poses via the known-good `capture_npc_review.gd` fallback.
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Working recipe (verified by the probes; keep it when rebuilding):
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