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