# characters/rig-work — disposable AccuRig rig carriers Decimated FBX copies of the unrigged Tripo bodies whose **only** job is to carry a skeleton out of AccuRig and back. AccuRig refuses the raw ~1.9M-tri FBX outright (confirmed 2026-08-04), so the bait exists purely to be small enough to rig. **Never ship a file from this folder.** The graft takes geometry and materials from the pristine GLB and only the *skeleton* from the bait — see `.agents/plans/rig-graft-lane-2026-08-04.md` for the lane. Per `../REGISTRY.md` rule 11 this folder is exempt from the filename grammar and gets no Derived-artifacts rows; the grafted body's notes column names the bait its skeleton came from. The tool-era names are kept on purpose so these stay recognisable as throwaway. ## Current contents (built 2026-08-04, moved here from ariki-game 2026-08-06) | file | tris | notes | |---|---|---| | `lena_tripo_rigbait.fbx` | 77,999 | from `originals/female/female_lena_tripo.glb` | | `lena_leafbikini_tripo_rigbait.fbx` | 77,999 | from `originals/female/female_lena_leafbikini_tripo.glb` (2026-08-13); leaf-bikini garment sculpted on — fine for AccuRig (silhouette only), fingers distinct | | `mako_tripo_rigbait.fbx` | 78,000 | from `originals/male/male_base_bald_tripo_v1.glb` | | `*_qa_front.png`, `*_qa_hand.png` | — | QA renders; fingers fully distinct, no webbing | Built with `tools/rigbait_decimate.py`: region budgets body 24k / head 14k / **hands 40k**, no scale and no recenter (native ~0.98 m, feet at Z=0). **These two have hands.** The lane is being rebuilt with the hands cut and a GLB sibling emitted from the same decimation; when that lands, these are superseded. ## Traps - Baits are geometry-only (~3.5 MB — a GLB's packed textures don't survive the FBX embed), so AccuRig shows a grey model. That's fine for rigging, but it means the July "Dummy001 export" check can't use textures: **verify AccuRig's output by mesh name + tri count instead.** - AccuRig exports come back to this folder as `_tripo_accurig.fbx`. - These files used to live in `ariki-game/assets/models/characters/rig-work/` and needed a `.gdignore` to stop Godot importing them. Nothing here is a game asset; that is precisely why the folder moved.