Inventory the Quaternius GLBs: meshes, 62 joints, 24 clips and the material-slot map
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zwitschi committed 2026-11-05 20:40:59 +01:00
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@@ -70,6 +70,50 @@ The 24,000 cap leaves room to stay much closer to the source LOD than the
prototype's 4,654 triangles. Do not decimate to the old 7,000-triangle target
before the silhouette gate.
## Quaternius GLB inventory (2026-11-05)
All three GLBs share one 62-joint rig and the same 24 animation clips; only the meshes and
materials differ. Each import also adds a 42-vert/80-tri `Icosphere` bone-display helper — ignore it.
### Meshes (verts / tris)
| GLB | Body | Feet | Head | Legs | Total |
| --- | --- | --- | --- | --- | --- |
| `Casual` | 5,338 / 2,654 | 1,082 / 538 | 5,122 / 2,526 | 1,426 / 706 | 12,968 / 6,424 |
| `Casual_Hoodie` | 6,132 / 3,048 | 1,024 / 512 | 3,836 / 1,888 | 1,526 / 758 | 12,518 / 6,206 |
| `Worker` | 6,074 / 3,018 | 928 / 464 | 1,862 / 936 | 1,670 / 822 | 10,534 / 5,240 |
### Joints (62)
- Spine: `Root, Hips, Torso, Body, Abdomen, Chest, Neck, Head` (8).
- Arms: `Shoulder.L/R, UpperArm.L/R, LowerArm.L/R, Wrist.L/R` (8) plus `PT.L/R` (2 pole targets).
- Fingers: `Thumb×3, Index×4, Middle×4, Ring×4, Pinky×4` × L/R (30).
- Legs: `UpperLeg.L/R, LowerLeg.L/R, Foot.L/R` (6).
### Animation clips (24)
`Idle, Idle_Neutral, Walk, Run, Run_Back, Run_Left, Run_Right, Wave, Interact, Death,
Gun_Shoot, Idle_Gun, Idle_Gun_Pointing, Idle_Gun_Shoot, Idle_Sword, Run_Shoot, Sword_Slash,
HitRecieve, HitRecieve_2, Kick_Left, Kick_Right, Punch_Left, Punch_Right, Roll`.
The retarget scope is Idle and Walk; combat/gun/sword clips are discarded (see §2).
### Material → slot map
The five project slots (`skin`, `cloth`, `pants`, `accessory`, `hair`) are assigned by mesh
region first, then material — the same material name can mean `cloth` on the body and
`accessory` on the feet.
| Material | Where | Project slot |
| --- | --- | --- |
| `Skin` | all meshes | `skin` |
| `Hair_Blond`, `Hair_Brown`, `Hair`, `Brown` (head), `Eyebrows`, `Moustache` | Head | `hair` |
| `Eye` | Head | `accessory` |
| `Worker_Yellow` | Worker body (vest stripe) + head (helmet) | `cloth` / `accessory` |
| `White`, `Grey`, `Purple`, `Black` | Body / Feet | `cloth` (body) / `accessory` (feet) |
| `Orange`, `LightBlue`, `LightBrown`, `Brown`, `Brown2` | Legs | `pants` |
| `Worker_Vest` | Worker body | `cloth` |
## Contract mismatch
The expensive part is the rig and proportions, not the mesh. The source has a