chore(rig-work): archive GLM's LENA_rig_v1 exports, pulled from the game
The articulated-finger/straight-leg rig model GLM shipped into ariki-game 2026-08-15, replacing the sanctioned lena_leafbikini_base_v01 ship. Jeremy pulled it from the game 2026-08-18; ariki-game bodies reverted to pre-swap. The blend source does not survive — these exports are the only artifacts. The LOD1 bake is the 'yellow Lena': one skin atlas wired into all three texture slots, so metallic/roughness sample skin pixels (see README). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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# LENA_rig_v1 — GLM's articulated-finger Lena (pulled from the game 2026-08-18)
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The "hands attempt" rig model: straight-leg / flat-foot / articulated-finger Lena,
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authored by GLM in `LENA_rig_v1.blend` and shipped into ariki-game on 2026-08-15 as
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three commits (`440e36230`, `b82b46437`, `51066d64e`), replacing BOTH shipped female
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bodies outside the registry process. Jeremy pulled it from the game on 2026-08-18
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("keep the model in the animation repo, not in game") — ariki-game's
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`Ariki_Female_QuatSkin.glb` and `Ariki_Female_QuatSkin_LowPoly_40.glb` were reverted
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to the pre-swap `lena_leafbikini_base_v01` ship (`440e36230^`, byte-identical to the
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in-game `_archive_lena/*_splayed-mitts_preswap_2026-08-15.glb` copies).
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**The blend does not survive.** `LENA_rig_v1.blend` exists nowhere on disk (C: and A:
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checkouts searched 2026-08-18) — these two GLB exports are the only artifacts of the
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model. If the rig is ever wanted again, it must be rebuilt or re-exported from
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whatever GLM environment produced it.
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| file | what it is |
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| `lena_rig_v1_quatskin.glb` | full-res export (= game history `51066d64e`). Materials are CORRECT (separate normal / basecolor / rm images). |
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| `lena_rig_v1_lowpoly40_yellowbake.glb` | LOD1 bake (= game history `51066d64e`). **Materially broken — the yellow body.** |
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## Why it rendered yellow (the LOD1 defect, so nobody re-ships it blind)
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The LOD1 bake embeds ONE image (`Lena_rig_v1_LowPoly_40_Baked` — a normal-looking
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skin/leaf atlas) but declares three texture entries **all pointing at that one image**
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(`textures: [{source:0},{source:0},{source:0}]`), wired to normalTexture,
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baseColorTexture AND metallicRoughnessTexture. glTF reads metallic from the blue
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channel and roughness from green, so skin pixels (B≈0.45) render half-metallic and
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glossy — the body picks up sky/ground bounce and goes shiny yellow-orange in-game.
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The skin atlas doubling as a normal map adds the lumpy shading on top. The full-res
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export does NOT have this bug; only the LOD1 bake does.
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Fix if reusing: re-bake LOD1 with real normal + rm images, or strip
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`normalTexture`/`metallicRoughnessTexture` and set `metallicFactor: 0`,
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`roughnessFactor: ~0.9` on `MI_Body_Lena`.
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