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Commit e173e9d
fix(examples): redesign gltf-skin-roundtrip as a mech scorpion standoff (#265)
* fix(examples): redesign gltf-skin-roundtrip as a mech scorpion standoff
The review singled this hero out: two near-identical scorpions built from
untextured orange boxes, with legs clipping into each other and the floor.
The image gave the eye nothing to compare, because a pass meant "they look
the same".
The model is rebuilt from scratch. It has a lofted gunmetal chassis under a
crowned carapace and five shingled tergite plates. Eight jointed legs have
painted femur armour, hydraulic rams and knee drums, and they plant on
rubber pads. Each claw has three bones (arm, swollen chela, movable finger).
The tail has five armoured collars on rubber bellows, and a telson with a
venom band and a chrome needle. There are 5 materials, and emission is used
only on the eyes and the venom band. The rig grows from 7 bones to 21, with
bones pointing +Y, -Y and +/-X, so the rest-matrix round-trip is exercised
off the old single axis.
The composition now witnesses the skin. The authored rig holds the guard
pose the check compares. The actual re-imported mesh is driven through its
IMPORTED armature into a different strike pose. A file that lost the skin,
the joints or the weights could not follow that pose. The render path now
runs gallery_framing (exit 10) and gallery_asset_quality (exit 11).
Two check-protocol bugs were found and fixed; both make the check stricter:
- The "straddle-safe" neighbour lookup added +/-1e-4 without re-rounding,
so only the exact key could ever match. It reported a phantom weight
loss (exit 18, 1.0) once the redesign put a vertex on a rounding
boundary.
- got_w kept only the last re-imported vertex per position. A corrupted
split copy hid behind its twin, and the weight falsifier fell through to
exit 19 instead of 18.
Signed-off-by: TMHSDigital <154358121+TMHSDigital@users.noreply.github.com>
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* fix(examples): regate gltf-skin-roundtrip against the rebased calibration sets
After the rebase onto main, two things changed. #258 re-rendered
bmesh-gear, which darkened the contact-sheet calibration, and #257 raised
the asset-sheet reference set. The scorpion stage measured 0.236, brighter
than every calibration tile, so the key, fill, rim and wedge come down
until the stage sits inside the set (0.204). Luma is now 0.231.
The committed asset-sheet tool gains a row for this example, and it now
bakes an Armature-deformed asset's staged pose before it removes the rig.
Without that bake a skinned asset falls back to its rest pose, and the
scorpion rendered with its tail stretched flat. None of the five
references is skinned, so their panels are unchanged.
Signed-off-by: TMHSDigital <154358121+TMHSDigital@users.noreply.github.com>
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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Signed-off-by: TMHSDigital <154358121+TMHSDigital@users.noreply.github.com>
Co-authored-by: Claude Opus 5.5 (1M context) <noreply@anthropic.com>1 parent 4c82123 commit e173e9d
12 files changed
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- docs/gallery
- asset-sheets
- assets
- contact-sheets
- gltf-skin-roundtrip
- examples
- gltf-skin-roundtrip
- scripts
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