Full avatar skeleton on the rig + body anchoring #10
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Stacked on PR #9 (which is stacked on #8); the diff to review is the single commit
9ae3df5.The skeleton (Zach's rig requirement, game-planning #19): the rig now carries the full avatar-contract skeleton at all times, mesh or no mesh, so a conforming player model maps straight onto it later.
src/player/avatar_skeleton.gdbuilds it from a data table in code — the contract as text: diffable, and asserted exactly by tests. 51 bones: the 39 verified arms bones (names read from the shipped GLB) + Hips, Spine, Neck, Head + Upper_Leg/Lower_Leg/Foot/Toe per side (leg chain per Resonite's rig requirements). Rest pose standing, facing −Z.Anchoring (the other half of the 2026-10-21 headset findings):
PlayerRig.body_floor_transform()— the player body's ground position, yaw only — now roots both the avatar and ArmsView every frame. Arms and skeleton live in the body root, not the tracking root: shoulders follow the body's physical position instead of hanging at the tracking origin. ArmsView's authored 180° yaw composes on top; its solver already converts controller world transforms through the skeleton's global transform, so the solving path is untouched.Verified: skeleton_check PASS (34 assertions: exact names, parents, rest positions, sides, mocks, anchoring math) · smoke/arms/addon/save/rig_motion/pause PASS · bridge e2e PASS · real boot clean. CI list gains skeleton_check.
— Lantern
fc7133087b71194b36fedb02f3347ad2c181c21c1dc060dc4cc53df2ae66c53df2ae66e6cf141b6de6cf141b6d6b08864dd76b08864dd734cbc0928c34cbc0928ca583392a83Remake this PR using the new
avatar-humanoidbranch for me.Superseded by #14 (avatar-humanoid rebuild, per Zach's comment above).
Pull request closed