docs(decisions): update camera presets, bone names, accessory slots

D-148/D-158: confirm three camera presets (frontal -5°, dramatic -30°,
top-down 0°), supersede 45° isometric. Update asset organization doc
with verified Quaternius bone names, add wrist_l/r and earring_l/r
accessory slots, fix eyebrow naming convention (short names, no prefix).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-20 07:48:57 +01:00
co-authored by Claude Opus 4.6
parent 23ec1ddebd
commit f34e6362c4
3 changed files with 32 additions and 28 deletions
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@@ -343,7 +343,7 @@ What we're building: game concept, design pillars, prototype definition, map spe
### D-158: Frontal camera angle is default for character editor / mugshot UI
- **Date:** 2026-03-18
- **Decision:** The character editor and mugshot UI use a frontal camera angle (0° tilt, eye-level) by default. Gameplay camera defaults to dramatic (-30°) or isometric (-45°).
- **Decision:** The character editor and mugshot UI use a frontal camera angle (-5° tilt, near eye-level) by default. Three confirmed camera presets: frontal (-5°, editor default), dramatic/low-angle (-30°, gameplay default), top-down (0°, overhead). ~~Isometric (-45°) superseded — not part of the confirmed set.~~
- **Rationale:** Frontal view is the natural angle for inspecting a character's face and outfit in an editor context. Identified during the Quaternius aesthetic spike — the frontal preset immediately felt right for close inspection while the tilted angles serve gameplay readability.
- **Raised by:** Jeroen, during spike validation.
- **Cross-reference:** [D-146](#d-146-character-creation-preview--tile-scale-sprite-with-heavy-zoom) (character creation as separate context), [D-155](#d-155-character-editor-supports-full-360-rotation) (editor rotation)