1ad3563e5aa6c95d5df6006a0f8f9a8bc04e5e42
Two fidelity gaps closed: - Reload/throw/shoot/hit used to REPLACE the whole-body clip, so reloading mid-slide snapped the character upright on standing legs. The model now runs a runtime AnimationTree (clips -> Transition -> TimeScale -> OneShot) whose one-shot layer is FILTERED to upper-body bones: the arms play the action while the legs keep sliding/running/falling. Land stays full-body. The rifle hold releases exactly while the one-shot node reports active. - Grapple no longer plays the library's horizontal-swim clip. The zip pose is procedural: Fall as the airborne base, the spine pivots to fly along the line to the actual anchor point (capped so overhead shots don't fold the body), the head sights the anchor, legs trail behind, the FREE left hand reaches up the rope — and the right hand keeps holding the rifle. The anchor point feeds in from the controller for local and remote players (synced_grapple_point). - anim_capture: deterministic open-ground teleport + two new regression shots (reload-while-sliding, grapple zip toward a real anchor). Co-Authored-By: Claude Fable 5 <[email protected]>
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