Files
animation/characters/rig-work/README.md
T
jeremy 3ba86b2ea8 feat: clothing lane, character sources, and DCC bridges
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>
2026-08-06 15:55:43 -07:00

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2.0 KiB
Markdown

# 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` |
| `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 `<character>_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.