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>
2.2 KiB
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.