feat: clothing lane, character sources, and DCC bridges
Bulk import of the working lanes that were living untracked on the PC. Content: - characters/ Lena/male body lanes, bakes, texture work, run logs - clothing/ garment pipeline, configs, gates, contract docs - garments/ MD-authored garment sources (.zprj/.zpac) - UAL-Lib/ Universal Animation Library 2 source (.blend/.fbx/.glb) - tools/ blender_bridge, iclone_bridge, md_bridge, tailor, glm_agent - docs/, plans/, dev/, .agents/plans/ Repo hygiene: - .gitattributes: LFS now covers .blend, .zprj, .zpac, .obj, .npy and the Reallusion .iAvatar/.ccAvatar/.ccRestore containers. Without this the ~3.8 GB in this commit would land as raw blobs. .png/.jpg are left out on purpose — ~250 are already tracked raw and converting them would rewrite every one without shrinking history. - .gitignore: exclude /accurig/ (~1 GB AccuRig program files, redistributable from Reallusion, nothing authored here) and /dev/null/ (git-lfs hook copies dropped by a `>/dev/null` redirect on Windows). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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# characters/rig-work — disposable AccuRig rig carriers
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Decimated FBX copies of the unrigged Tripo bodies whose **only** job is to carry a
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skeleton out of AccuRig and back. AccuRig refuses the raw ~1.9M-tri FBX outright
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(confirmed 2026-08-04), so the bait exists purely to be small enough to rig.
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**Never ship a file from this folder.** The graft takes geometry and materials from
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the pristine GLB and only the *skeleton* from the bait — see
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`.agents/plans/rig-graft-lane-2026-08-04.md` for the lane.
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Per `../REGISTRY.md` rule 11 this folder is exempt from the filename grammar and gets
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no Derived-artifacts rows; the grafted body's notes column names the bait its skeleton
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came from. The tool-era names are kept on purpose so these stay recognisable as
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throwaway.
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## Current contents (built 2026-08-04, moved here from ariki-game 2026-08-06)
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| file | tris | notes |
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|---|---|---|
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| `lena_tripo_rigbait.fbx` | 77,999 | from `originals/female/female_lena_tripo.glb` |
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| `mako_tripo_rigbait.fbx` | 78,000 | from `originals/male/male_base_bald_tripo_v1.glb` |
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| `*_qa_front.png`, `*_qa_hand.png` | — | QA renders; fingers fully distinct, no webbing |
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Built with `tools/rigbait_decimate.py`: region budgets body 24k / head 14k /
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**hands 40k**, no scale and no recenter (native ~0.98 m, feet at Z=0).
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**These two have hands.** The lane is being rebuilt with the hands cut and a GLB
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sibling emitted from the same decimation; when that lands, these are superseded.
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## Traps
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- Baits are geometry-only (~3.5 MB — a GLB's packed textures don't survive the FBX
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embed), so AccuRig shows a grey model. That's fine for rigging, but it means the
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July "Dummy001 export" check can't use textures: **verify AccuRig's output by mesh
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name + tri count instead.**
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- AccuRig exports come back to this folder as `<character>_tripo_accurig.fbx`.
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- These files used to live in `ariki-game/assets/models/characters/rig-work/` and
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needed a `.gdignore` to stop Godot importing them. Nothing here is a game asset;
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that is precisely why the folder moved.
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