feat(lena): v02 lane recipes + the archival full-res master
The v02 chain, which exists because bisecting the shard-eye defect proved it lives in
the hires MASTER rather than in any v02 step: the early heal chain ran whole-mesh welds
and reset custom split normals, and the eye/lash shells only read as an eye through
Tripo's authored normals. Every descendant inherits it, including the shipped body.
48_decimate_headsafe body/hands only, head bit-identical (feathered ramp)
49_seams_v02 24_seams with a density-aware hip landmark — the v01 rule fired
at u=0.610, mid-belly, on the head-protected vert count
50_seams_headuv body-only unwrap; the head KEEPS its original Tripo charts.
SLIM collapsed the undecimated lash/brow slivers to points and
ANGLE_BASED packed at half v01's texel density; the face was
the best-mapped region of the source atlas, so it is reused
51_reatlas_v02 31_reatlas + centroid splats for sub-texel triangles — the
skipped set IS the lashes, which rendered as grey glass
52_head_transplant the PRISTINE ORIGINAL head onto the decimated nude body
53_rig_transfer 54_crotch_refill
55_fullres_v02.blend is pinned in .lanekeep as THE archival master: full-res nude body
+ pristine original head, crotch refill and texture despeckle applied, 883,404 v /
1,761,640 f. It supersedes 34_v04 as the lane root (34_v04's head has the shard eyes).
Also: tools/graft_hands.py, the Marvelous Designer hunter-skirt configs v1-v8, the
hunter cloth texture generator, and Mako's measurement card.
Per .agents/rules/working-files.md the per-attempt .blend files under work/lena/v02
are SCRATCH ("never committed") — the .py recipes here are the history and regenerate
any of them from the pinned master. See the ignore rule landing next.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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{
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"source": "C:\\Users\\Jeremy\\tinqs\\ariki-game\\assets\\quaternius\\derived-bodies\\Mako_Fullhead_QuatSkin_candidate.glb",
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"units": "meters (glTF)",
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"height_total": 1.818,
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"chest_circ": 1.3592,
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"chest_z": 1.2992,
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"waist_circ": 0.8868,
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"waist_z": 1.065,
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"hip_circ": 1.0143,
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"hip_z": 0.9321,
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"thigh_circ": 0.6726,
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"thigh_z": 0.813,
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"neck_circ": 0.6052,
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"neck_z": 1.5661,
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"bicep_circ": 0.5922,
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"shoulder_width": 0.3838,
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"arm_len_shoulder_to_wrist": 0.5471,
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"nape_to_pelvis": 0.5709,
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"crotch_height": 0.9321,
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"pelvis_height": 0.9167,
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"knee_height": 0.5318,
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"ankle_height": 0.1037,
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"shoulder_z": 1.4579,
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"notes": {
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"verified": "Torso circumference profile re-run independently 2026-08-12; chest/waist/hip/thigh are real body geometry (dominant groups all spine_*/pelvis/thigh_*, no arm intrusion at T-pose).",
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"neck_circ_unreliable": "neck_circ/neck_z measure the GRAFTED FULL-RES HEAD, not the neck. The scan's min landed at z=1.566 where the slice is 340+ verts of the Head group (hair/jaw), reading 60.6 cm. Do not draft a collar to this. The body mesh's own neck stump narrows to 51 cm at z=1.525 and the body geometry ENDS at z=1.545 - above that is all Head group. Treat z=1.52-1.55 as the collar ceiling.",
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"body_mesh_top_z": 1.545,
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"shape_vs_lena": "Inverted triangle where Lena is a pear. chest +27 cm, waist +21 cm, hip -8 cm, thigh -17 cm, shoulder_width +6 cm vs Ariki_Female_QuatSkin. Lena garment configs will bind at the chest and hang loose at the hips - redraft, do not re-drape.",
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"vert_budget": "122,067 verts total: Head 81,552 (full-res, includes hair), hand_l/r 22,472 (rigid mitts), torso+limbs the remainder. Heavy avatar for MD - simulate with patience.",
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"md_avatar_fbx": "tools/tailor/avatar/Mako_Fullhead_QuatSkin_Avatar.fbx (this GLB, Icosphere stray dropped, leaf bones stripped). Blender-exported so import with op.scale = 10.0."
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}
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}
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