Files
jeremy 0913a5972c chore(rig-work): archive GLM's LENA_rig_v1 exports, pulled from the game
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>
2026-08-18 11:31:10 -07:00
..

LENA_rig_v1 — GLM's articulated-finger Lena (pulled from the game 2026-08-18)

The "hands attempt" rig model: straight-leg / flat-foot / articulated-finger Lena, authored by GLM in LENA_rig_v1.blend and shipped into ariki-game on 2026-08-15 as three commits (440e36230, b82b46437, 51066d64e), replacing BOTH shipped female bodies outside the registry process. Jeremy pulled it from the game on 2026-08-18 ("keep the model in the animation repo, not in game") — ariki-game's Ariki_Female_QuatSkin.glb and Ariki_Female_QuatSkin_LowPoly_40.glb were reverted to the pre-swap lena_leafbikini_base_v01 ship (440e36230^, byte-identical to the in-game _archive_lena/*_splayed-mitts_preswap_2026-08-15.glb copies).

The blend does not survive. LENA_rig_v1.blend exists nowhere on disk (C: and A: checkouts searched 2026-08-18) — these two GLB exports are the only artifacts of the model. If the rig is ever wanted again, it must be rebuilt or re-exported from whatever GLM environment produced it.

file what it is
lena_rig_v1_quatskin.glb full-res export (= game history 51066d64e). Materials are CORRECT (separate normal / basecolor / rm images).
lena_rig_v1_lowpoly40_yellowbake.glb LOD1 bake (= game history 51066d64e). Materially broken — the yellow body.

Why it rendered yellow (the LOD1 defect, so nobody re-ships it blind)

The LOD1 bake embeds ONE image (Lena_rig_v1_LowPoly_40_Baked — a normal-looking skin/leaf atlas) but declares three texture entries all pointing at that one image (textures: [{source:0},{source:0},{source:0}]), wired to normalTexture, baseColorTexture AND metallicRoughnessTexture. glTF reads metallic from the blue channel and roughness from green, so skin pixels (B≈0.45) render half-metallic and glossy — the body picks up sky/ground bounce and goes shiny yellow-orange in-game. The skin atlas doubling as a normal map adds the lumpy shading on top. The full-res export does NOT have this bug; only the LOD1 bake does.

Fix if reusing: re-bake LOD1 with real normal + rm images, or strip normalTexture/metallicRoughnessTexture and set metallicFactor: 0, roughnessFactor: ~0.9 on MI_Body_Lena.