Accept ADR-0018 option 2: adopt the Quaternius 62-joint rig at runtime
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@@ -82,6 +82,13 @@ canonical implemented-features list in `docs/development-status.md`.
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reduction. The canonical base is only 3,199 verts / 6,206 tris, far under the 24,000 cap, so
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there is no budget reason to decimate before the silhouette gate. Do not reuse the old
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7,000-triangle or MPFB decimation targets.
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- **Quaternius runtime rig (2026-11-05, owner, ADR-0018 option 2):** the Stage 1 proportion warp
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failed the silhouette gate (arm ×1.63 / leg ×0.74 / torso ×1.61; vision judge: paddle hands,
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lost forearms, stretched shins). The owner chose to **adopt the Quaternius 62-joint rig at
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runtime** instead of warping: `NpcAvatar` maps the Quaternius joint names, gear attach points
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are re-derived from the Quaternius skeleton (hip ≈0.87, shoulder ≈0.148/1.39, wrist ≈0.99,
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knee ≈0.52), the mesh keeps source LOD (arm-down rest pose baked), and Idle/Walk play directly
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on the 62-joint rig (no retarget).
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- **Engine baseline:** Godot 4.7.2 stable (official editor `~/.local/bin/godot`). The system's
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`godot-runner` cannot load arbitrary project paths (compiled without path overrides); use the
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official editor binary.
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@@ -82,15 +82,14 @@ baseline sheet.
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ADR) indicated; do not rebuild on the warped base.**
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- [ ] Skin the Quaternius mesh and verify Idle, Walk, seated and arm-down poses. The old
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MPFB/arm-retarget warps are not a reference; judge the Quaternius result directly.
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**Blocked** on the ADR-0018 decision (option 1 vs 2 rest positions / rig); the arm-down
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rest pose is already baked and verified, but Idle/Walk/seated verification needs the
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chosen rest positions first.
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(Direction set: ADR-0018 option 2 — 62-joint runtime. The mesh stays at source LOD;
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arm-down rest pose already baked. Idle/Walk play directly on the 62-joint rig.)
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- [ ] Retarget Idle and Walk from the 24 Quaternius clips to the contract rig; discard
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combat, gun and sword clips. Verify looping, foot contact and frame rate in Godot.
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**Blocked** on ADR-0018 (retarget target changes with option 1 vs 2).
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(Direction set: no retarget needed — the clips are authored for the 62-joint rig; only
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verify looping/foot contact in Godot.)
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- [ ] Map the five slots, unwrap per slot, bake 256² AO/albedo/normal/ORM maps and check
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texel density before any roster build.
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**Blocked** on ADR-0018 (the mesh is not finalised until the rest positions/rig are chosen).
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### 3. Silhouette gate
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@@ -1,6 +1,6 @@
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# ADR-0018: Quaternius Stage 2 — adopt source proportions at runtime
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- **Status:** Proposed
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- **Status:** Accepted (2026-11-05, owner chose option 2)
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- **Date:** 2026-11-05
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- **Supersedes:** ADR-0017 decision 2 (Stage 1 keeps the 13-core contract)
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@@ -29,23 +29,18 @@ rejection conditions.
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## Decision
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Stop the Stage 1 rollout. Adopt the **Quaternius source proportions** as the runtime character
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scale, rather than warping them to the old contract numbers. Two sub-options are open and must
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be chosen by the owner:
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Stop the Stage 1 rollout and **adopt the Quaternius 62-joint rig at runtime** (owner chose
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option 2). The mesh is not proportion-warped: it keeps its source LOD (3,199 welded verts /
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6,206 tris) and only the arm-down rest pose is baked.
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1. **Keep the 13-core bone names, change their rest positions to the Quaternius joints.**
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The contract armature keeps 14 bones, but the rest positions and gear attach points are
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re-derived from the Quaternius skeleton (hip ≈0.87, shoulder ≈0.148/1.39, wrist ≈0.99,
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knee ≈0.52). `NpcAvatar`'s bone count and pose composition stay; gear offsets and the
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contract tests are re-baked. This is the smallest runtime change that keeps the Quaternius
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silhouette.
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2. **Adopt the 62-joint rig at runtime.** Ship the Quaternius skeleton (including the optional
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30 finger + 2 foot bones) and retarget Idle/Walk onto it. `NpcAvatar` bone mapping, gear
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attach points and the pose composition change together. Largest change, closest to the
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source.
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- `NpcAvatar` maps the Quaternius joint names instead of the 13-core names.
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- Gear attach points are re-derived from the Quaternius skeleton (hip ≈0.87, shoulder ≈0.148/1.39,
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wrist ≈0.99, knee ≈0.52).
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- The Quaternius Idle and Walk clips are used directly — they are authored for the 62-joint rig,
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so no retargeting pass is needed. Combat/gun/sword clips stay unused.
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Whichever is chosen, the mesh is **not** proportion-warped: it keeps its source LOD (3,199 welded
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verts / 6,206 tris) and only the arm-down rest pose is baked.
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Option 1 (keep the 13-core names with Quaternius rest positions) is rejected in favour of the
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full source rig.
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## Consequences
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@@ -60,8 +55,8 @@ verts / 6,206 tris) and only the arm-down rest pose is baked.
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- The runtime contract numbers (hip 0.62, shoulder 0.27, hand 0.78) change; every gear attach
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point, `npc_proportions` guide, fit measurement and pose-composition constant must be
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re-derived and re-tested.
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- Option 2 additionally rewrites `NpcAvatar`'s bone mapping and animation retarget, which is a
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larger, riskier change than the mesh swap.
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- `NpcAvatar`'s bone mapping and pose composition are rewritten for the 62-joint rig, a larger
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change than the mesh swap.
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- The 12-variant rollout and the 12×6 baseline are still blocked until the new rest positions
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and gear fit are owner-approved.
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@@ -75,6 +70,6 @@ verts / 6,206 tris) and only the arm-down rest pose is baked.
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## Open question
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Choose option 1 (13-core names, Quaternius rest positions) or option 2 (62-joint runtime).
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Recommendation: **option 1** first — it preserves the silhouette, keeps `NpcAvatar`'s bone count
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and pose composition, and only re-derives gear offsets and contract tests.
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Resolved: option 2 (62-joint runtime) is the owner's choice. The first implementation step is
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the `NpcAvatar` bone-map + gear-attach re-derivation, then the slot/AO bake and the 12-variant
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rollout.
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@@ -198,9 +198,10 @@ deltoid + hand) — both are the gate's rejection conditions.
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contract proportions; the gate fails and Stage 2 (a 62-joint runtime ADR) is indicated. Do not
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start the 12-variant rebuild on the warped base.
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[ADR-0018](adr/0018-quaternius-stage2-runtime-rig.md) records the Stage 2 decision: adopt the
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Quaternius source proportions at runtime (option 1: keep the 13-core names with Quaternius rest
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positions; option 2: ship the 62-joint rig), pending the owner's choice.
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[ADR-0018](adr/0018-quaternius-stage2-runtime-rig.md) records the Stage 2 decision (accepted
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2026-11-05, owner chose option 2): adopt the **Quaternius 62-joint rig at runtime**, keep the
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mesh at source LOD, re-derive gear attach points from the Quaternius skeleton, and use the
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Quaternius Idle/Walk clips directly (no retarget).
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## Contract mismatch
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