During an RMB path-follow the body yaw locks to the leg direction (rig
commit_body_to_motion, from interpolated velocity — immune to SetFacing
interleaving between throttled steps). The mouse instead drives a layered
look-at: LookAtModifier3D pair on Head (±70°) + spine_02 (±30° torso twist
for looking far lateral/behind — past their sum the character physically
cannot look further without turning). Forward axis measured from the
armature rest pose (+Z), not guessed. Influence fades in/out on follow
start/end. Pure client presentation per D-249; SetFacing still rides the
wire, so the server vision cone follows the mouse while walking — the
character looks where the player points.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
416 binary files (~1.7 GB: .glb/.gltf/.bin/.png) removed from the index,
kept on disk; spikes/ keeps verdict/review markdown + spike code tracked
(61 files). .gitignore extended to cover model/texture/render binaries
under spikes/ going forward. Reproducible from purchased packs in
docs/assets/downloads/ + tracked scripts; zero markdown-embedded images
in spikes/, so no docs break. History rewrite deliberately NOT done —
recorded as out of scope in D-241. Closes fable-ous.md finding S-14.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Remove tracked kallast_terrain.npy (HIGH — binary in git)
- Amend D-086: stance + interaction icons delivered, not deferred
- Create ticket #818 for icon_tint.gdshader (client team)
- Fix gas giant profile table: suppress gravity/land%/hydrosphere
- Fix atmosphere_color: null when atmosphere is none
- Fix gas_giant_ringed display as gas_giant in profile table
- Re-scaffold + regenerate Ran system with fixes
.import sidecars: not applicable — gitignored by design (client/**/*.import).
Godot auto-generates on first run.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
PO-built prototype (FBM terrain, Whittaker biomes, procedural globe)
with test body definitions for all planet types. Replaces pyplatec
approach. Spike validates the pipeline architecture for batch #817.
Includes handover doc, 9 test body definitions, and updated spike
pipeline documentation. Stale pyplatec outputs removed.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
7 planet type PNGs (512×512px RGBA) covering all biome_summary values:
temperate, temperate_terminator, oceanic, arid, frozen, volcanic, barren.
Pure Python ray-sphere renderer (spikes/planet-renders/generate_planets.py)
— numpy/PIL only, no Godot dependency, ~2s for all 7 types. Seeded from
body_id for reproducibility. Resolves Q-064 (Godot 3D planet plugin
evaluation — superseded by headless Python approach).
Assets at client/assets/planets/, 512×512 RGBA, displayed at 240×240 in
the body-info-panel navigator and GTTR arrival window.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Source tier purchase provides 3 body types × 2 genders with .blend
source files: Regular (→Average), Superhero (→Muscular), Teen (→Thin).
Only Heavy body type still needs hand-authoring.
Surface Deform pipeline validated: clothing authored for Regular body
successfully fitted to Superhero and Teen bodies with zero bind
failures across all 12 outfit × body combinations.
Adds source-bodies/, outfits-fitted-source/, outfits-fitted-source-female/,
and Blender fitting scripts for both genders. Showcase updated with
8 body type entries and per-body-type fitted outfit scanning.
Resolves Q-062 (Source tier contents: Regular + Teen confirmed).
Partially resolves Q-060 (Surface Deform quality: binds succeed,
visual clipping is a compositor concern, not pipeline failure).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Complete character pipeline spike validating the Quaternius rig as
foundation for The Settled Reach's 3D character system.
Validated:
- 65-bone skeleton + Universal Animation Library as rig foundation
- Body segmentation into 15 bone-group regions with 1-ring vertex overlap
- Trellis-generated heads via BoneAttachment3D
- Skin tone texture generation pipeline (9 variants from source)
- Toon shader + inverted hull outline at gameplay zoom
- CharacterVisual class as compositor prototype
Failed (documented):
- Trellis clothing auto-rigging (sculptures, not garments)
- Bone scaling for body type variants (catastrophic joint deformation)
- Runtime per-segment clothing scaling (same failure as Blender-side)
Includes: Blender pipeline scripts (segmentation, auto-rigging, Surface
Deform fitting), Godot showcase with interactive controls, automated
screenshot cycle, smoke tests, team reviews, and VERDICT.md.
D-158 through D-164 locked. Q-060 through Q-062 opened.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
8 body types (slim, average, stocky, tall_lean, short_stout, athletic,
heavyset, petite) × male/female. Style-anchored concept images fed
through Trellis and Blender postprocess.
Adds body_showcase scene with grid display, highlight controls (1-8),
and toon shader with cull_disabled for Trellis mesh normals.
Finding: Trellis works well for props but produces rough character
meshes — characters will likely need composite body parts approach.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Proves the full asset pipeline: concept image → Trellis 3D → Blender
post-process → Godot render with toon shader and recolor masks.
Key findings:
- gltf/embedded_image_handling=3 required (extract mode silently fails)
- Luminance-preserving recolor shader keeps texture detail
- Trellis output quality is sufficient for isometric game assets
- Camera uses pivot-based system with screen-aligned WASD pan
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>