From bb54ef3eec7676e618791784275ced56b2cead9e Mon Sep 17 00:00:00 2001 From: Zwitschi Date: Fri, 6 Nov 2026 10:33:52 +0100 Subject: [PATCH] Record the canonical-base and arm-down-bake findings precisely --- TODO.md | 16 +++++++++------- 1 file changed, 9 insertions(+), 7 deletions(-) diff --git a/TODO.md b/TODO.md index a74b217..b824858 100644 --- a/TODO.md +++ b/TODO.md @@ -780,13 +780,15 @@ blocked rig can no longer block the whole release. (the old rest is 180°, so `rest² = identity`); the Quaternius ~76° rest breaks it. Fixed in commit `8b1bf73`: `rest * Quaternion(rest.inverse() * axis, angle)` — backward-compatible (the old 180° rest maps the axis to itself). Godot 277/277. -- [ ] Godot skinning import: two root causes found. (1) The canonical base's `remove_doubles` - weld corrupts the vertex weights — the original `Casual_Hoodie.glb` and a join-only base pose - to x −0.224/0.33 (arm-down), but the welded base poses to x ±0.514. Rebuild the base without - the weld (or weld only the seam pairs). (2) The arm-down bake needs BOTH the correct head/tail - (the world-Y rigid rotation gives the correct ±0.221 mesh) AND the correct roll (the - `eb.matrix = pose_matrix` approach fixes the Godot bind_pose but the local-X −90° matrix - deforms to ±0.514). Combine: v2's rigid rotation for head/tail + the pose matrix's roll. +- [ ] 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. - [ ] 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