feat: implement automated 3D character pipeline with retargeting and rig management tools
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#!/usr/bin/env python3
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"""
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DEPRECATED — do not use. Kept only to explain what it did and why it was wrong.
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This discarded a character's skeleton so autorig.py could refit the library one.
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It "solved" a bone-NAMING problem by destroying the asset: on Taila it cost 21
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skirt bones, ~50 hair bones, 8 limb twist bones, split 18 per-part meshes into
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one blob, and turned 17 both-legs-at-once vertices into 2817. Every runtime
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weight repair in characters/skin_leg_repair.gd exists to undo its output.
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The naming problem is solved properly in tools/rig_map.py, which pairs two
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skeletons by resolved ROLE instead of by name, so tools/retarget.py can move the
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animation library onto a character's own rig and keep everything. Use that.
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Original description follows.
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Strip an existing rig from a character GLB so tools/autorig.py re-rigs it on
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the animation-library skeleton.
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