0bb1db08063842001a5014c95a6a348708f57010
The previous commit stiffened the skirt onto the hips to stop it flattening at a wide stride. That was the wrong trade: it made the clothes read as a rigid shell welded to the pelvis, which is a worse look than the flattening it fixed, and it broke the model more than the original bug did. Reverted in full. What stays is the work that makes the HUMANOID hold its shape — below-knee side snapping, the above-knee limb pass, the torso cap, the half-angle knee helpers, and the cross-leg triangle drop. Those only ever touch vertices hugging a leg's own bone chain. The header now states the rule the passes are actually built around, because it is what keeps getting violated: limb vertices are cleaned up hard and must not deform; drape vertices are left alone and must be free to move. It also records the skirt-stiffening attempt so it does not get retried. Measured split now, from debug/limb_deform_check.gd: the body holds 0.98 of its cross-section at the knee while the skirt sits at 0.88 — rigid limbs, moving cloth. Taila snaps 1404 vertices (down from 4024 with the skirt pass), Miku 434. FSM tests 11/11, spawn smoke test 0 failures. Co-Authored-By: Claude Opus 4.8 <[email protected]>
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