1. Ankle cuffs. The previous pass re-weighted the offending vertices to the
nearer leg, which was the wrong call: the strip between the ankles is REAL
geometry spanning the gap (~10 cm of ClothCAndW crossing x = -0.05 .. +0.05
at ankle height), so re-weighting only tore it in half — a visible seam that
still stretched. A triangle with one corner weighted to each leg has no
correct pose; it must stretch the moment the legs separate. SkinMeshRepair
now deletes those triangles instead (48 on Taila: the cloth band plus its
outline shell). The cut is limited to BELOW THE KNEE, taken from the
skeleton's own rest pose rather than a hardcoded height, because above the
knee cross-leg geometry is legitimate — the skirt and shorts genuinely span
left-thigh to right-thigh weights at the crotch.
2. The M4 floated because _measure_weapon derived the grip from mesh AABBs, and
the FBX guns report bind-pose bounds tens of metres across — it measured the
M4 as 24 m long and pushed the gun 7.5 m in front of the character. Bounding
boxes are simply not trustworthy for these meshes. The grip was already
authored elsewhere: WeaponManager places the first-person viewmodel's hands
at fixed points in weapon space, and every weapon marks its barrel tip with
muzzle_flash.position. Those move to WeaponGrips (dependency-free, so both
the weapon system and the character models can use it without dragging each
other's load order along) and third person now reaches for exactly the
points the viewmodel uses. Every weapon's grip now lands 0.073 m from the
hand — the M4 included, down from 2.32 m — with barrel lengths that match
the models (0.30 m for the MP7, 0.68 m for the DMR).
3. Muzzle flash and tracers were spawned off the viewmodel's muzzle. The
viewmodel is parented to the camera, so its muzzle sits inside the player's
head — in third person the flash appeared by the character's shoulder.
world_muzzle() returns the muzzle of the gun actually in the character's
hands whenever the character is what the viewer sees, and the networked
fire-effect RPC now sends that position too, so remote players stop seeing
tracers leave the shooter's head. Measured: the third-person origin sits at
the held gun, 0.54 m below the head, instead of on the camera.
FSM tests 11/11, spawn smoke test 0 failures.
Co-Authored-By: Claude Opus 4.8 <[email protected]>