`07_fill_crotch.py` and its README autopsy were written in an earlier session
and had been sitting uncommitted. Committing them unchanged, separately from
today's hand-weight work, so neither is misattributed to the other.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The morph lane's blocking bug was believed to be coincident duplicate verts hidden
from the solver's convergence gate. Welding was necessary but nowhere near
sufficient: the previous relaxation could satisfy every stretch bar without posing
anything, so the numbers it reported were not measuring the thing they claimed.
Measured on Ariki_Female_QuatSkin_LowPoly_40, the tracked "left hand is fully
clean" baseline was a morph that moved fingertips 0.3cm, and the right hand was a
rigid 6.5cm translation of the whole hand with its shape intact. Gated Laplacian
diffusion of a delta field has a null space — constants — and edge stretch cannot
see any of it: a rigid translation stretches no edge and neither does a collapse to
zero. Both exits report perfect bars.
Six defects fixed, each with its measurement in the code comments:
weld_roi 356 duplicate groups solved twice, deltas up to 2.55cm apart
stitch_components hand is 6 overlapping sheets with 1-10mm gaps; Dijkstra
cannot cross one, so each bone saw only its own sheet
refit_fingers skeleton finger chain ran to 19.8cm; the flesh ends at 14.0cm,
so curl_02/curl_03 drove almost no weight (shipped skeleton
untouched — this is solver-local scaffolding)
solve_weights chain-arc partition of unity; the old 8mm isotropic kernels
left ZERO of 17,480 verts owned above 0.85, and a 3-way blend
averages the curl away. Plus a support cutoff: outside every
kernel, renormalized 1e-81 noise had handed a mid-palm vertex
index_02_r=0.50 and flung it 29cm
build_roi joint-sphere ROI, so the rim is a wrist band and not a fractal
of interior chart holes
relax strain-only edge projection + ROI-border seam constraints,
replacing the diffusion described above
All 8 shapes now pass every bar with real deformation: p99.9 <= 1.58x, zero edges
over 5x, zero needles with the sliver floor removed, seam <= 3.2mm, cross-hand
independence exactly 0.0000cm, mesh fingertip travel 4.6-6.2cm on fist and
3.5-4.7cm on grip (both hands). Gates now report mesh travel and seam alongside
stretch, because stretch alone cannot gate this lane.
Verified in anim_hand_test_bed: fist and grip read as a real curl on both hands,
static and mid-dance, no fins/shards/needles. It is a loose fist rather than a
clenched one — her fingers are ~4-5cm past the knuckles.
Demo GLB stays out of git (122.6 MB, ariki-game/scratchpad/). Ship decision, the
thumb-axis refit, and the TDR crash from 8 dense targets are open — see README.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
Two-finger mako rig authoring source: v5 working file plus a cleaned
variant, ahead of the TwoFinger body export.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Lena with the leaf bikini sculpted into the mesh — a separate character
descending from her own Tripo original, not a lena_base_v02. Full-res
(1,029,360 v) at 1.777 m, now Ariki_Female_QuatSkin.glb + LOD1.
First nearest-surface graft in the rig lane: AccuRig had to be fed a 20:1
decimated bait, so the index-exact graft the two earlier ships used was
impossible. The bait recovers AccuRig's 9.346 mm offset in closed form, which
makes it a required input forever — copied into the ship folder, and rig-work's
"disposable" rule amended to say so. Mesh moved 0 mm, 0 unweighted verts.
lena_base_v01 goes superseded, not rolled-back: she lost the default slot but
Ariki_Female_QuatSkin_Nude.glb is untouched, so per rule 9 her folder stays put.
Also lands the leaf-cut lane (work/lena_leafbikini): hue-keyed seam detection
that removes the leaf shell and leaves both holes open by request, registered
as a lane milestone with its sha256. Corrects the rig-work trap note — baits do
carry embedded textures; it is AccuRig that strips them.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Decimated the leaf-bikini Lena ancestor to a 77,999-tri AccuRig-loadable FBX
(body 24k / head 14k / hands 40k via tools/rigbait_decimate.py) — same recipe
and tri budget as lena_tripo_rigbait. Disposable skeleton carrier, never
shipped. QA renders confirm A-pose region cuts landed and fingers are distinct.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
New Tripo delivery — lena wearing a sculpted-in leaf bikini — mirrored
byte-identical from ariki-game race-sources into originals/female/ as two
read-only ancestors for future derivatives:
- female_lena_leafbikini_tripo.glb (sha256 977104ba…)
- female_lena_leafbikini_tripo_fbx/ (FBX + .fbm textures, UUID name kept, rule 7)
Registered in REGISTRY.md (Originals + new lena_leafbikini Characters row) and
listed in originals/README.md.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Marvelous Designer authoring sources for lena_hunter_skirt_v8 — the .zprj/.zpac are
hand-draped and no script regenerates them, so they are KEEP tier, not scratch — plus
the exported garment (fbx/obj/mtl), the colorway and cloth textures, and the QC
screenshots (front/back/presim) the drape was judged on.
tools/tailor/avatar/Mako_Fullhead_QuatSkin_Avatar.fbx is the MD avatar built from the
shipped male body. Worth landing even though it does not work yet: Mako's FBX imports
into MD but yields 0 arrangement points against Lena's 109, which blocks every male
garment. Having the exact file in-repo is the starting point for diagnosing that.
Mako lane intermediates (decimated fullhead, AccuRig glb, rigged blend) join their
recipes under work/mako.
All heavy files ride LFS (.glb/.blend/.fbx/.obj/.zprj/.zpac already in .gitattributes).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
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>