From b012c6a675144772f317244a5941bfdebe2bd4ac Mon Sep 17 00:00:00 2001 From: Zwitschi Date: Fri, 6 Nov 2026 12:17:30 +0100 Subject: [PATCH] Record the Quaternius bake/pose-sync progress --- TODO.md | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/TODO.md b/TODO.md index b824858..a6d98b5 100644 --- a/TODO.md +++ b/TODO.md @@ -783,12 +783,13 @@ blocked rig can no longer block the whole release. - [ ] Godot skinning import: root causes found and narrowed. (1) The canonical base build (`scale/ground transform` + `remove_doubles` weld + modifier removal before join) corrupted the skin weights; a **join-only** base (no transform, no weld, keep modifiers) poses correctly - to x −0.228/0.228. Use `tmp/npc-research/build_base_minimal.py` as the canonical base. - (2) The arm-down bake still mismatches rest vs mesh (±0.531): `armature_apply` in Blender 5.2 - deforms the mesh but does not bake the rest, and the `eb.matrix = pose_matrix` / world-Y - rigid rotation approaches do not reproduce the pose consistently. Remaining: bake the - arm-down rest (head/tail + roll) so the re-added Armature modifier keeps the mesh at - −0.228/0.228, then verify the Godot bind_pose and render. + to x −0.228/0.228. Use `tmp/npc-research/build_base_minimal.py`. + (2) Fixed: the arm-down bake (`bake_armdown_v5.py` — pose, read pose matrices, apply modifier, + **reset pose to identity**, set rest matrices, re-add modifier) now bakes correctly + (DEFORMED x −0.228/0.228, Godot bind_pose down). `NpcAvatar` now also has the side swap, + the arm swing axis (LEFT) and the hand-proxy position fix (`2a6f29f`). Remaining: the + handheld gear (camera) sits at the shoulder/chest instead of the wrist — re-derive the gear + attach offsets against the Quaternius skeleton, then the face/silhouette gate. - [ ] Add regression tests: a bone with a ~76° rest reaches a known global orientation; the Quaternius joint map resolves; the 13-core fallback poses exactly as it does today. - [ ] Verify Idle and Walk on the 62-joint rig: loop seam, foot contact, root motion and frame