From fa0af110f1333608d466cbe256cd8be5b08191b3 Mon Sep 17 00:00:00 2001 From: Jeroen Schweitzer Date: Sun, 22 Mar 2026 16:49:25 +0100 Subject: [PATCH] =?UTF-8?q?fix(docs):=20correct=20D-160=20segment=20count?= =?UTF-8?q?=20in=20asset=20org=20doc=20footer=20(17=E2=86=9218)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Claude Opus 4.6 --- docs/architecture/character-asset-organization.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/architecture/character-asset-organization.md b/docs/architecture/character-asset-organization.md index e407fc3e3..e31819a0e 100644 --- a/docs/architecture/character-asset-organization.md +++ b/docs/architecture/character-asset-organization.md @@ -744,7 +744,7 @@ revisit if visual quality is insufficient. ## Decisions Referenced - **D-159:** 5 adult body types x 2 genders + 1 child = 11 base meshes (updated: added Teen) -- **D-160:** Body meshes segmented into 17+ bone-group regions with swappable torso variants and per-leg L/R split +- **D-160:** Body meshes segmented into 18 bone-group regions with swappable torso variants and per-leg L/R split - **D-161:** Head is always a separate mesh on the Head bone - **D-162:** Clothing is pre-baked per body type via Surface Deform - **D-163:** Trellis generates heads via BoneAttachment3D (offline asset production, curated into template library)