cd0d1b2d99a343598c0133c550fd6cf74b2d0331
A third playable character, built with the pipeline skill from a source that was already in the repo: the animation library ships a rigged Mannequin mesh on the exact 53-joint reference skeleton, CC0, so it needed no download and retargets perfectly. 18 clips, 0.3% cross-leg bleed, 7% of verts at four influences — a clean authored-weight import. Licence recorded in mannequin.license.json as the other skins do. It has no cloth chains, correctly: it is a mannequin and has neither hair nor clothes. Importing it turned up two real bugs, both of which would have hit any flat-coloured or single-piece model: - LevelMaterials.apply_character_look treated ANY untextured surface on a character as the model's own outline shell and hid it, so the mannequin rendered as a solid black silhouette — its body and joint materials are untextured flat colours, not ink. _is_line_work() now asks whether the surface is named eyes*, is drawn front-face-culled (the inverted-hull setup), or is near-black. Taila and Miku are unaffected: their materials are textured and never reach that branch. Verified by render. - verify_character.py failed the build for having one mesh. That check cannot tell "the pipeline joined them" from "the artist authored one mesh" — Quaternius' mannequin is one piece on purpose. It is advisory now; the join path's two unambiguous signatures, cross-leg bleed and the 4-influences-everywhere spread, are still hard checks. Also restored Miku's description, which the re-import had blanked. 3 GLB skins selectable (6 with the built-in colour skins). Smoke 0 failures, 11/11 movement tests, cloth idle 0.024-0.078 deg/frame. Co-Authored-By: Claude Opus 5 <[email protected]>
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