daf9627ece19e701511093878bfad419118225a2
Everything about getting an anime-styled character into the game — import, stylization, the body/garment/hair separation, rigging, retargeting, cloth and hair physics, and how to measure any of it — collected into .claude/skills/character-pipeline/. Organised around the principle the Hoyoverse-class pipelines are built on and that every failure in this project traced back to: a character is not one object. It is a body, a set of garments and hair, authored and rigged separately and moved by different systems. The body is skinned and animated; the garments and hair are bone chains the animation never touches and physics moves. The skill's non-negotiables are the four ways that separation has been destroyed here before — joining meshes, keying cosmetic bones, skinning cloth to a leg, and running the auto-rig repair on authored weights. references/verification.md leads with the trap that invalidated every cloth measurement ever taken in this repo: Godot restores bone poses after the modifier pass, so a tool that reads them afterwards measures the animation and never sees what any modifier did. Also records what is known-unsolved, with numbers: peak cloth clipping in a run/slide/dash, no foot IK, no strafe clips. Co-Authored-By: Claude Opus 5 <[email protected]>
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