35ada4f34affd2b9abe3ba531744802a2ee2adb6
Three animation complaints, measured before changing anything. There is NO squash-and-stretch. Instrumented every bone every frame: the worst deviation of a pose basis from a pure rotation is 0.00000. Every clip's position tracks match the skeleton's rest pose to within a millimetre (only DEF-hips translates, as it should) and no scale key deviates from 1. The "squishing" is a deep BEND, not a scale: the shared library's PistolReload was authored for someone watching their own hands, and it dives the head 33° with the whole neck chain at 67°. At that depth Taila's head/hair weights pinch and the skull changes shape. Dropping neck+head from the upper-body one-shot's filter leaves them on the locomotion layer: head dive is now 14° and the neck chain 48°, and the character keeps looking downrange through a reload, which is what a shooter wants anyway. Trade-off: Throw/Hit no longer swing the head. The ankle cuffs are not linked by the rig or the clips — the foot bones swing independently (left/right Z correlation -0.94). They are linked by SKIN WEIGHTS: 16 vertices belonging to the LEFT cuff, sitting at x = -0.002 just across the centre line, are weighted to the RIGHT leg, so the far foot drags a band of cuff across the gap. Position alone cannot classify them (the cuff they belong to spans x = 0.00 .. 0.05), so SkinWeightRepair decides by CONNECTIVITY: a vertex that disagrees with 80%+ of the vertices it shares triangles with gets its leg influences mirrored. Ankle-height cross-leg triangles go 24 -> 0 on Taila; the pass is conservative enough that Miku needs exactly 1 vertex and her face/hair/skirt are untouched (only leg bones are ever considered). Meshes with blend shapes are skipped rather than rebuilt. Blending: nothing cuts hard any more. Base cross-fade 0.15 -> 0.22, locomotion 0.28-0.30 (Idle/Walk/Run/Sprint switch constantly as speed drifts across their thresholds, which is where the snapping showed most), reaction moves raised off their near-instant values but still snappy, and the upper-body one-shot's own fades widened to 0.14 in / 0.22 out. Co-Authored-By: Claude Opus 4.8 <[email protected]>
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