A third playable character, built with the pipeline skill from a source
that was already in the repo: the animation library ships a rigged
Mannequin mesh on the exact 53-joint reference skeleton, CC0, so it needed
no download and retargets perfectly. 18 clips, 0.3% cross-leg bleed, 7% of
verts at four influences — a clean authored-weight import. Licence
recorded in mannequin.license.json as the other skins do.
It has no cloth chains, correctly: it is a mannequin and has neither hair
nor clothes.
Importing it turned up two real bugs, both of which would have hit any
flat-coloured or single-piece model:
- LevelMaterials.apply_character_look treated ANY untextured surface on a
character as the model's own outline shell and hid it, so the mannequin
rendered as a solid black silhouette — its body and joint materials are
untextured flat colours, not ink. _is_line_work() now asks whether the
surface is named eyes*, is drawn front-face-culled (the inverted-hull
setup), or is near-black. Taila and Miku are unaffected: their materials
are textured and never reach that branch. Verified by render.
- verify_character.py failed the build for having one mesh. That check
cannot tell "the pipeline joined them" from "the artist authored one
mesh" — Quaternius' mannequin is one piece on purpose. It is advisory
now; the join path's two unambiguous signatures, cross-leg bleed and the
4-influences-everywhere spread, are still hard checks.
Also restored Miku's description, which the re-import had blanked.
3 GLB skins selectable (6 with the built-in colour skins). Smoke 0
failures, 11/11 movement tests, cloth idle 0.024-0.078 deg/frame.
Co-Authored-By: Claude Opus 5 <[email protected]>