Accept ADR-0018 option 2: adopt the Quaternius 62-joint rig at runtime
Full build / Import + headless tests (push) Successful in 48s
Full build / Full desktop build + optional release (push) Skipped

This commit is contained in:
zwitschi committed 2026-11-05 21:39:38 +01:00
1 parent f5fa321a8f
commit e2f52fbfd1
4 files changed
+31 -29

No files matched your search

+7
View File
@@ -82,6 +82,13 @@ canonical implemented-features list in `docs/development-status.md`.
reduction. The canonical base is only 3,199 verts / 6,206 tris, far under the 24,000 cap, so
there is no budget reason to decimate before the silhouette gate. Do not reuse the old
7,000-triangle or MPFB decimation targets.
- **Quaternius runtime rig (2026-11-05, owner, ADR-0018 option 2):** the Stage 1 proportion warp
failed the silhouette gate (arm ×1.63 / leg ×0.74 / torso ×1.61; vision judge: paddle hands,
lost forearms, stretched shins). The owner chose to **adopt the Quaternius 62-joint rig at
runtime** instead of warping: `NpcAvatar` maps the Quaternius joint names, gear attach points
are re-derived from the Quaternius skeleton (hip ≈0.87, shoulder ≈0.148/1.39, wrist ≈0.99,
knee ≈0.52), the mesh keeps source LOD (arm-down rest pose baked), and Idle/Walk play directly
on the 62-joint rig (no retarget).
- **Engine baseline:** Godot 4.7.2 stable (official editor `~/.local/bin/godot`). The system's
`godot-runner` cannot load arbitrary project paths (compiled without path overrides); use the
official editor binary.