e707229283a214c52604213b4852438608e305ac
Hiding the skirt and jacket and rendering the legs alone, side-on, finally showed where the deformation actually is: not the knee, the HIP. The top of the thigh flattens into a wedge at full stride. That matches the worst number the corrected measurement reports — cross-section 0.85 at the hip, against 0.97-0.99 at the knee — which had been dismissed as ordinary. Cause is the usual linear-blend failure at a big rotation: upper-thigh vertices are weighted between the near-static hips and a thigh swung far out, and the average of those two transforms collapses the top of the leg. SkinLegRepair now caps torso (hips/spine) influence on LEG vertices at 15% and hands the excess to the leg bone that already dominates them. Only vertices within the limb radius of a leg bone chain are touched, so the skirt keeps swinging from the hips. Hip cross-section 0.85 -> 0.88, and the flattened wedge is visibly fuller in the side-on render. This is a real improvement but a modest one; the legs are slim low-poly geometry and some collapse at a 60 degree hip rotation is inherent to linear-blend skinning. Taila now snaps 1217+ vertices, Miku 434. FSM tests 11/11, spawn smoke test 0 failures. Co-Authored-By: Claude Opus 4.8 <[email protected]>
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