# Rig-graft lane — AccuRig skeleton onto pristine Tripo GLBs (PLAN, not executed) **Repo home:** this plan and its tools moved from ariki-game into the animation repo 2026-08-06 — the lane authors characters, so `characters/REGISTRY.md` governs it (see `.agents/wiki/ARCHITECTURE.md` "Which repo does a non-gameplay tool belong to"). Paths below are animation-repo-relative unless prefixed `ariki-game/`. **Status 2026-08-04: PLAN ONLY. Jeremy has explicitly held execution — no model files are to be created or modified until the naming convention is decided.** ## Goal Rig Ozlem's two unrigged Tripo bodies without the FBX→GLB quality loss the male lane hit in July (mangled textures, bad hand skinning). The move: FBX is only a **disposable rig carrier** through AccuRig; the **GLB is the sole source of truth** for mesh + materials and only ever *gains* bones and weights. ## Source files (curated 2026-08-04) Byte-identical copies live in both repos: `characters/originals/` here (checksummed in `characters/REGISTRY.md`) and `ariki-game/assets/models/characters/race-sources/`. Read from this repo's copies. | file | verts | tris | height | feet @ Z0 | axis | textures | |---|---|---|---|---|---|---| | `female_lena_tripo.glb` | 974,478 | 1,907,931 | 0.979 m | yes (0.0) | upright, rot 0, scale 1 | 3 packed 4K (basecolor/normal/rm) | | `female_lena_tripo.fbx` | 953,968 | 1,907,931 | 0.979 m | — | upright | 5 external JPEGs (.fbm removed; git-recoverable) | | `male_base_bald_tripo_v1.glb` | 969,881 | 1,901,449 | 0.980 m | yes (0.0) | upright, rot 0, scale 1 | 3 packed 4K, clean | | `male_base_bald_tripo_v1.fbx` | 950,729 | 1,901,449 | 0.980 m | — | **lying down (bad axis)** | 6 packed, all mislabeled "Diffuse Texture.NNN", duplicated basecolor | Census facts that shape the plan: - **No bones anywhere** — all four files are truly unrigged, so no rig standard is imposed by the sources. The 65-bone Quaternius game standard is unaffected. - **Identical surfaces per pair** (tri counts match exactly); vertex counts differ ~2% from format-specific UV-seam splitting → index-exact weight copy is off the table, nearest-surface transfer is the mechanism (surfaces coincide, so it is near-exact everywhere except close-packed fingers — see step 4). - The male FBX's axis + texture mangling is the July failure mode reproduced in data — never source visual data from FBX. ## Decisions (Jeremy, 2026-08-04) 1. **NO scaling to standard height.** Bodies stay at Tripo's native ~0.98 m. (Any scale handling happens later, downstream, not in this lane.) 2. **Axis check + ground the feet** — wanted, and the probe shows both GLBs already pass (rot 0 / scale 1 / min-Z exactly 0.0). These become verify-only gates, mutating nothing unless a future source fails them. 3. **HOLD before decimation** until the naming convention for derived files is agreed. Nothing below the line runs until then. ## The lane (each step gated on the one before) 1. **Verify** (read-only, DONE for the two current GLBs): upright axis, unit scale, feet at Z=0, centered X, packed textures present. 2. **Rig bait** *(HELD — naming)*: from the GLB, decimate a disposable copy and export FBX for AccuRig. **Confirmed 2026-08-04: AccuRig refuses the raw 1.9 M-tri FBX outright** (Jeremy tried; July hit the same wall). Use the `ariki-game/tools/male_mesh_decimate.py` precedent: region budgets body 24k / head 14k / **hands 10k as their own protected region** (global-ratio decimation webs the fingers — half of the historic hand-mangling happened here, pre-AccuRig). Apply the July male-lane traps: Dummy-export quirk, the 4 cm offset. No scale change on the GLB — but if AccuRig misplaces joints on a 0.98 m body, scale the DISPOSABLE BAIT up 2× and scale the returned skeleton back down in the graft; the GLB never changes size. 3. **AccuRig** (manual, Jeremy/Ozlem): rig the bait FBX. Export rigged FBX. 4. **Graft** (headless Blender): import rigged bait FBX + pristine GLB; snap rest poses; transfer skeleton + skin weights decimated→full-res by nearest-surface with tight max-distance; **hands get special handling** (per-finger masked transfer or reduced distance + limit-totals + normalize) — this is where the old hand mangling gets fixed. Export GLB: original mesh + original packed textures + new rig. FBX artifacts are discarded. 5. **QC**: pose sweep incl. finger curls; then (if/when destined for game) the existing AccuRig→Quaternius conversion (`ariki-game/tools/make_male_ib_quatskin_accurig.py` lineage) picks it up. ## Naming + step 2 status (RESOLVED 2026-08-04, later same day) Jeremy raised the hands budget and released the bait step. Built with `tools/rigbait_decimate.py` (parameterized successor to male_mesh_decimate.py — no scale/recenter, bbox-relative region cuts, budgets body 24k / head 14k / **hands 40k**): - `characters/rig-work/lena_tripo_rigbait.fbx` — 77,999 tris, QA'd - `characters/rig-work/mako_tripo_rigbait.fbx` — 78,000 tris, QA'd - `characters/rig-work/` is exempt from the naming grammar (REGISTRY.md rule 11) — disposable carriers, no registry rows. In the game repo it had needed a `.gdignore` to stop Godot importing it, which was the tell that it lived in the wrong repo. - QA renders alongside (`*_qa_front.png`, `*_qa_hand.png`) — fingers fully distinct at 40k, no webbing. - Baits are geometry-only (~3.5 MB; the GLB's packed textures don't survive FBX embed) — AccuRig shows a grey model, which is fine for rigging. It does mean the July "Dummy001 export" check can't use textures: **verify AccuRig's output by mesh name + ~78k tri count instead.** **AccuRig exports must be saved as** (same folder): - `characters/rig-work/lena_tripo_accurig.fbx` - `characters/rig-work/mako_tripo_accurig.fbx` ## Open before execution - Step 3 (AccuRig) — manual, waiting on Jeremy/Ozlem. - Step 4 graft script — build once a rigged FBX exists to test against. - Whether to restore the female FBX's `.fbm` texture folder from git (only needed if the FBX is ever used for more than rigging; the lane says it shouldn't be).