# Verification — and the trap that invalidated all of it ## READ THIS FIRST **Godot restores every bone's local pose after the `SkeletonModifier3D` pass.** So calling `force_update_all_bone_transforms()` and reading `get_bone_global_pose()` from a `SceneTree` script, from `_process`, or anywhere outside that pass recomputes the globals from the **animation alone**. The shooter pose layer and the cloth solver are simply not in what you measure. `debug/cloth_clip_check.gd` did exactly this. It reported the same ~95 mm of leg-inside-skirt with collision fully enabled **and with the collision call commented out**. Every number ever taken from that tool before 2026-07-26 is void, and several rounds of "tuning did nothing" in the history were reading a pose the solver never touched. **To measure a pose layer, add your own `SkeletonModifier3D` as a child of the `Skeleton3D` AFTER the one you care about, and snapshot inside its `_process_modification()`.** The `PoseProbe` class in `cloth_clip_check.gd` and `travel_dir_check.gd` is the pattern. Two related traps: - **Headless runs uncapped**, so the engine delta is sub-millisecond and anything integrated barely moves. Set `SpringBones.fixed_delta = 1.0/60.0`. - **A single frame of a locomotion clip measures the clip.** A run cycle twists the torso against the hips by tens of degrees twice per stride, swamping anything a pose layer does. Average over a stride. ## The tools | Tool | Measures | Good | |---|---|---| | `spawn_smoke_test.gd` | spawn, skins, anim tree, camera, state cycling | 29 OK, 0 failures | | `cloth_clip_check.gd` | leg-inside-cloth per movement state, per vertex | idle < 25 mm | | `cloth_settle_check.gd` | deg/frame at a dead idle, contacts/frame | skirt < 0.1, hair < 0.01 | | `cloth_perf_check.gd` | ms per character per frame | ~2.6 ms | | `cloth_allow_check.gd` | how much of each limb the rest-clearance cap makes the solver blind to | 17–35 mm on Taila | | `cloth_stretch_check.gd` | mesh tearing between panels | no 3× edges | | `travel_dir_check.gd` | stride direction vs. travel direction | < 10° except a capped sidestep | | `limb_deform_check.gd` | joint collapse | knee ~0.99 | | `verify_character.py` | meshes, bones, weights of a SOURCE model | several meshes, cloth bones present | | `anim_capture.gd` / `orbit_capture.gd` | renders, for looking | — | Run them: ```bash godot --headless --path . -s res://debug/.gd godot --headless --path . -s res://debug/.gd -- res://assets/characters/skins/.glb ``` Scripts run with `-s` MUST extend `SceneTree`. A `Node` script never quits and hangs forever. ## Measure the right quantity `cloth_clip_check.gd` used to report "how much CLOSER the leg got than the artist modelled it". A hem 200 mm clear of a shin legitimately comes 180 mm closer when the leg kicks out in a slide, and counting that as a failure buried the real clipping under motion the character is supposed to have. It now reports how far INSIDE a capsule a cloth vertex is, over and above however far inside it was modelled — only cloth actually within the capsule can be showing a leg through. It also applies the collider's `from` offset, so it tests the same band of thigh the solver is defending. Measuring the full bone tests the hip cap the solver deliberately excludes and reports it as clipping no tuning can fix. ## Diagnosing "the solver isn't working" In order: 1. **Is the measurement inside the modifier pass?** (Above. Do this first.) 2. **Does the solver SEE the contact?** `debug_hit_report()` — bone → deepest overlap it found. If ~0 while the mesh is deep inside a leg, the collision hull does not cover the geometry that is clipping. 3. **Does it CONVERGE?** `debug_residual_report()` — overlap left after the relaxation. Seen 93 mm, left 95 mm is a standing fight, not slow convergence; quadrupling the iterations will buy nothing. Find what is pulling back. 4. **Only then, tune.** That order was learned the hard way: the drape, the bend limits, the backstop, the iteration count and the hull sampling were each suspected and tested, and the answer was in step 1. ## Also run ```bash godot --headless --path . -s res://movement/tests/run_fsm_tests.gd # 11 tests godot --headless --path . --check-only --script res://.gd # syntax ``` Autoload identifiers report false "not found" errors under `--check-only` — ignore those.