VoidHorizon · review lab

Graphics experiments

The latest model and animation work, exposed directly for visual review on the active branch. Superseded assets remain in repository evidence instead of occupying the public gallery.

Review surfaces

Components & assembled models — live interactive review galleries for every current component and assembled model. Gate status is labeled per page; WIP means gate-pending, not accepted.

Combat arena tests · October 6, 2026

Recorded in the game on a desktop GPU at 1080p60: an immortal fighting through the Combat Sandbox arena with each power, and the same fight at four player-health levels. Recorded with the corpse, no-overlap, camera and combat-feel fixes from October 6.

CURRENT BUILD · ARENA BLOCKOUT

Clean assets only: every model on screen comes from a verified clean source. Each video is published with a provenance manifest listing every file the recording loaded, and the publisher refuses it if any is flagged.

What to look at: at 25% health the player falls after about 18 seconds; at 50% and above the arena is cleared in about 31 seconds. The arena itself is still a blockout (plain pillars and blocks); detailed walls and boundaries are planned.

The big fight — third person, one immortal vs a full arena
Every immortal power and four combos, labelled
Player health at 25 / 50 / 75 / 100% — third person
Player health at 25 / 50 / 75 / 100% — first person
Warp Control
Life Creation
Martial Warfare
Martial Warfare + Gravity Control
Energy Control + Warp Control

Prism monolith → transferable game rig

Android King is the first fitting subject; Nexus Prime is the required unchanged-recipe transfer proof.

WORKING MESH V1 REJECTED

What passed: the immutable provider GLB remains preserved; a derived 10.3 MB working mesh completed in 66.87 seconds with 3.89 GiB peak RAM and zero swap. Fixed-view review retained the crowned silhouette, heraldry, hands and feet.

Why this version failed: semantic ownership at articulation boundaries is not yet safe. Face plates, pauldrons, gauntlet and shin rims cross joint regions, and the pelvis assignment captures only the codpiece tip. Rigging that mesh would make hard armor stretch.

Promotion rule: exact-coordinate topology cleanup comes before PBR bake, skeleton fitting and animation. The same versioned biped-mech recipe must pass both King and independently generated Nexus Prime without subject-name branches or manual mesh edits. Until then these Prism candidates remain quarantined interim builds, not shipping replacements.

Faction component foundry · source to motion

A controlled concept campaign carries each faction's visual grammar across reusable mechanical parts and recognizable humanoid details—tailoring, armor interfaces, textiles, ornament, wearable technology, palette, emissives, and insignia—without collapsing the cast into one shared silhouette or uniform.

CURATED CHECKPOINT / SOURCE ART

Verdant lineage · Beacon

Biotech rescue vessel
Verdant faction mechanical style board with ivory bioceramic shells, green living interfaces, and botanical mechanisms
Shared visual grammarPalette, materials, silhouette, interfaces, and motifs are fixed before model-specific work begins.
Four-view identity turnaround of the Verdant Beacon ship
Protected identityFour locked views establish proportion and landmarks that later component passes must preserve.
Exploded isolated component sheet for the Verdant Beacon ship
Assembly vocabularyHull, prow, bridge, drives, thrusters, and hardpoints become separable construction inputs.
Mechanism-state concept sheet for the Verdant Beacon ship
Motion contractMechanism states define physically meaningful movement without giving a starship character animation.

Raider lineage · Behemoth

Brutalist assault vessel
Raider faction mechanical style board with brutal armor, exposed structure, and scavenged industrial mechanisms
Shared visual grammarThe same four-stage process begins from a deliberately different faction language.
Four-view identity turnaround of the Raider Behemoth ship
Protected identityThe Behemoth keeps its mass, ram profile, and primary landmarks across every derived sheet.
Exploded isolated component sheet for the Raider Behemoth ship
Assembly vocabularyParts share Raider engineering lineage while retaining Behemoth-specific silhouette anchors.
Mechanism-state concept sheet for the Raider Behemoth ship
Motion contractTurrets, doors, vectors, and deployables are authored as bounded mechanical states.

What is public: these eight reviewed checkpoint boards only. The existing 965-artifact mechanical campaign remains private; the new 406-identity normalization ledger adds 282 humanoid and 124 mechanical subjects, with 31 cast overlaps retained as aliases rather than duplicate model jobs. Prompts, receipts, source anchors, and rejected iterations remain private until individual assets clear modeling and publication review. These are source concepts, not shipping models.

Android King · component, physics, and material focus proof

The replacement body below now uses 102 real component roots. Concept/process targets and the earlier partial real rig are archived farther down; their runtime checks do not transfer to this new body. Neither is a completed AAA result.

EXPERIMENT / NOT YET AAA OR PLAYABLE

Live experiment status

Checking the last verified update.

Update time is not verified yet.

CHECKING

Only verified R2 status data appears here; a failed refresh keeps the last verified state visible.

    Latest head · gaps filled v11 — hollow skull cavity closed

    Head v11 · 16 hero component instances + additive interior backing · 18.1 MB browser GLB (KTX2). Air-gap fix: the v9 head read as a hollow shell — from a three-quarter/rear angle you saw straight through the crown-band ring into the empty skull cavity and past the exposed prong mount stems. v11 adds three near-black matte interior solids (a cranial-cavity backing, a crown-base fill disc that closes the ring interior, and a neck-bore plug) so no through-view remains. The additive geometry nests inside the accepted envelope; the outer silhouette, crown, muzzle, blue optics and heraldry are byte-identical to v9 (verified: outer bounds unchanged). The loop still separates and reunites the actual meshes; no model swap.

    Review build, not final acceptance. Verified on fixed clay + textured renders (front, three-quarter, side, rear, under) and an in-engine Godot load (KTX2, 286k tris, load_ok): the crown-ring see-through is now backed by a solid dark dome. The open bottom neck ring is a body-mount socket, not a skull gap. Surface detail is still softer than the concept; normal-detail refinement, exact joint clearances, full-body fitting and runtime physics remain pending. Assembly motion is an exploded-view demonstration, not a collision-solved sequence.

    Front render (silhouette unchanged) · Download head GLB (v11, gaps filled)

    Full-body assembly reference · 100 real component roots

    Front reference render of the 100-part Android King with corrected hands, continuous flank armor, diagonal torso braces, heraldic chest and detailed mechanical limbs

    Body v18 preserves the corrected complete hands from v17, replaces two floating flank vents with continuous textured side-armor plates, and adds paired diagonal rib braces. The heraldic chest, crown, rear spine, shoulders, legs and all other component records remain pinned. Actual-mesh assembly demonstration, not a completed character. 99 components separate around the stationary thorax and return to their recipe positions. Fixed front, quarter, profile and rear renders pass the static fit review; animated clearance, collision response, flexible cables, gameplay integration and final AAA acceptance remain open. The body-v14 film below predates the hand and torso corrections.

    This section is deliberately static while the gameplay rig is rebuilt around a continuous deforming underbody. The 93.97 MB source-resolution assembly remains the accepted visual reference, not an animation-ready body. Download source-resolution body · 93.97 MB · Front · Three-quarter · Side · Rear

    Assembly film · 98 real component roots

    The authored demonstration uses 98 real component roots, including the new openwork outer crown and recessed thigh and shin hardware; 97 move around the stationary thorax. It is not collision- or world-solved and is not AAA acceptance. The palm-v7 film below is an earlier 96-part motion sample, not this assembly or the newer action rig.

    Gameplay animation rebuild · one reusable skeleton, 102 armor grafts

    Android King concept sheet for idle, walking contact, passing and running
    Idle, walk and runAndroid King concept targets · generated pose studies

    Compare the target beside the actual model. Tap the image to inspect it full size.

    Loading the armored gameplay candidate…

    Walk plays by default. Selecting a pistol motion loads the new V18 equipped candidate in this same viewer; selecting another family returns to V17c. Drag Phase to pause and inspect. The concept image is the target, not a rendered result.

    Same skeleton, two inspectable exports. The cyan view is the single connected, watertight deformation core by itself. The armored view grafts all 102 rigid component roots onto named Rigify bones and sockets; the armor geometry is not smoothly skinned or decimated for motion. Both expose the same 32 named baseline clips. Only the separate assembly/adornment sequence may animate plate-local transforms.

    New V19 equipped pistol · fixed geometry + five braced motions. Aim plus kinetic, laser, plasma and railgun fire use a fitted real pistol, thumb-up palm-seated grip and A01-referenced recoil/recovery, with the V18 braced stance kept intact (torso bladed 20° toward the aim line, off-hand braced across the lower chest). Geometry fix (V19): the two non-concept flank-armor and two rib-brace side panels were removed (they were extraneous side pieces absent from the concept), and six forged dark interior connectors — a torso understructure core, two chest-flank fillers, two hip gussets and a cranial core — are rigid-mounted to their owner bones to back the torso and head seams. The deforming underbody skin and all five clips are unchanged. This is a visual-review candidate, not physics or gameplay acceptance: exact solid contacts, full-body clearance, runtime LOD and the in-game runtime rebuild remain open. Download fixed equipped five-motion GLB · 42.81 MB · Compare the A01 motion reference.

    V17c is a four-motion review candidate, not a completed action library. Walk now adds subtle chest twist and arms driven opposite the lead foot, without changing foot paths. Walk/run knees bend forward with much less lateral travel; fitted forearm roll points the thumbs forward. Only animation payloads replace the V16f clips: geometry, materials, skin and attachments remain unchanged. All 344 armored front/side frames were captured; all 58 revised walk frames were inspected against the concept, with prior run and hand evidence retained. Contact, loop, clip-switch and neutral-hand preservation checks pass. The attempted finger curl separated segments and was rejected: this export preserves the connected neutral finger pose, not a finished grasp. Greeting remains a bent-elbow wave. Stronger run flight/weight transfer, fitted finger pivots, firearm grips, remaining actions, collision response, gameplay LOD and final AAA polish remain open.

    V15 remains rejected. It exposed all 32 clips but separated the high-detail body into fractured parts. V16f replaces that invalid local-channel copy with rest-relative rotations, fitted target-space attachments and rigid helper ownership.

    Download connected core GLB · Download armored V20f four-motion GLB · Previous V17c 32-motion GLB · Accepted visual target · Static source-resolution assembly

    Archived old-hand film · rig-v11/action-v10

    Archive—not the model above. This film predates the corrected v17 hands and body-v18 torso armor.

    Earlier rig-v11/action-v10 film: 32 actual exported poses, frames 0–31 at 24 fps. It is authored kinematics, not collision-solved motion.

    Earlier 96-part motion sample · 0.53 MB, no model download

    31 actual poses from the earlier 96-part rig, 1.29 seconds. This sample covers frames 0–30 and omits final frame 31; it is not the newer interactive rig or a complete recovery demonstration. No collision-solved motion or final animation acceptance is claimed.

    Subsystem bench · actual intermediate models and closeups
    Actual native-remeshed shoulder shell with retained gold engraving and reduced surface tears
    Shoulder shell v3 · installed in body v15Two exports of the same decoded neural source isolate the export-path effect: position-welded open boundary edges fall from 10,197 to zero at 1e-6 tolerance. Non-manifold joins and residual grooves remain; this is not a solid-physics acceptance. Download 4K-textured shoulder GLB · Three-quarter closeup
    Elbow hinge v2 · real mating components. The calibrated rotor turns inside the independently forged clevis; the film plays the exported 0–90° motion and reverses those frames. Zero triangle intersections at 19 sampled angles; not a continuous collision or strength proof. Cracked trim and cap defects remain. The action-v7 rig above includes the fitted separate elbows. Download animated hinge · 7.72 MB
    Actual newly forged thigh service cassette with layered housings, hoses and fittings
    Thigh cassette v1 · source comparisonThe repaired v2 variant is installed bilaterally in body v14; this card retains the original 4K-textured source. Small mesh fractures, final clearance and surface polish remain unaccepted. Download original cassette GLB · Concept driver
    Actual newly forged recessed shin cartridge with three cooling louvers and brass-collared fittings
    Shin cartridge v1 · installed candidateSeparate 4K-textured hardware installed in body v14 behind the gold rim without bridging the ankle. Final clearance and surface polish remain unaccepted. Download cartridge GLB · Concept driver
    Actual fitted seventeen-component left hand with individual finger links
    Hand v3 · fitted links17 separate roots. Joint pivots and articulation remain under review. Download hand GLB
    Actual chest plate and separately forged gold lion relief
    Chest v4 · separate reliefTwo real meshes: shield field and lion. Both are incorporated in body v6. Download chest GLB
    Actual dedicated hip bearing with transverse axis and narrow lower journal
    Hip source v1 · fitting candidateReplaces the unsuitable shoulder-bearing shape and is incorporated in body v9. Clearance and load-path validation remain open. Download hip GLB
    Actual forged internal thigh frame with twin rails and upper and lower mounting clevises
    Thigh frame v1 · new internal structureSeparate neural-forged geometry now fitted inside body v9. Upper hip seating and physical continuity checks remain pending. Download thigh frame GLB
    Actual separate upper elbow fork with open bearing bores and an empty central gap
    Elbow clevis v1 · separate rigid forkNew 4K-textured neural source, not yet in body v9. Through-bores survive generation; cracked trim needs cleanup. Coaxial fitting and clearance remain pending. Download clevis GLB
    Actual separate elbow rotor with two projecting bearing journals and a lower mounting tang
    Elbow rotor v1 · separate moving partNew 4K-textured neural source for a real two-part hinge. Shaft fit, surface cleanup, and swept-motion validation remain open; not a physics-accepted assembly. Download rotor GLB

    Component Foundry · individual crown sources

    Three independently forged source parts, ready to orbit and zoom. These pre-assembly versions remain available for close inspection. Small surface detail will use textures and shaders; silhouette and articulation stay in geometry.

    Center prong · surface-fitted light

    78,453 triangles · 3.45 MB · base color + metallic/roughness textures; separate emissive insert. Deep layered profile; final thickness and crown silhouette need assembly review.

    Source driver · Actual render · Download GLB

    Inner prong · first neural mesh

    76,385 triangles · 3.93 MB · base color + metallic/roughness textures. Coherent thickness and mounting foot; blue insert emission remains missing.

    Source driver · Actual render · Download GLB

    Outer prong · first neural mesh

    78,464 triangles · 3.68 MB · base color + metallic/roughness textures. Single swept blade with no connecting hoop; paired mounting and emission remain pending.

    Source driver · Actual render · Download GLB

    Fleet component sources · A01, A02 and Aegis-7

    New separately forged parts, not assembled characters. These are source-resolution inspection downloads, not gameplay LODs or admitted shared components. Concepts were AI-generated with Google Antigravity; isolated drivers and neural models are project-generated. Heavy GPU stages run sequentially within measured memory limits while concept and CPU review work overlap.

    Rendered A01 yellow vented shoulder cowl, separate from the character
    A01 shoulder · provisional source141,024 triangles. Native remesh repaired the broad cracks; small islands, nonmanifold joins and inferred backing still need work.Inspect source GLB · 10.73 MB
    Rendered A02 white and cyan chest source, rejected because the shell is too deep
    A02 chest · rejected fit comparison149,806 triangles. White/copper identity and a separate cyan display; excessive depth and a duplicated rear display block assembly.Inspect rejected GLB · 9.91 MB
    Rendered Aegis-7 pearl and gold torso with a provisional irregular glowing core
    Aegis-7 thorax · material-zone prototype146,852 triangles; shell, core and circuit controls. Visible fractures repaired, but the core outline and circuit fidelity still miss the concept.Inspect source GLB · 11.16 MB
    Earlier baseline evidence · not the replacement model above

    Forged rear mechanism · integration iteration

    Offline front integration render of the Android King with the forged rear mechanism mounted
    Integration render · frontReal component geometry; offline Cycles evidence, not gameplay footage.
    Offline rear integration render exposing the forged Android King spine rail and actuators
    Integration render · rearFirst source-pinned neural mechanism mount; right-chain replacements remain pending.
    Android King front concept target for the experimental focus proof
    R2 concept · frontTarget reference, not gameplay footage.
    Android King rear concept target for the experimental focus proof
    R2 concept · rearTarget reference, not runtime proof.
    Android King right arm concept and clearance target
    R2 concept · right armComponent/clearance direction, not a completed build.
    Current Android King real rig Walk review still
    Current partial real rig · WalkFive-clip review preview; defects and gates remain.

    First real component export · structural WIP

    Real Godot render of the source-derived Android King focus export from the front
    Runtime export · frontReal geometry; structural WIP, not AAA.
    Real Godot render of the source-derived Android King focus export from the back
    Runtime export · backRear actuator construction remains missing.
    Close real render of the Android King anatomical right shoulder through hand
    Runtime export · right chainShoulder-to-wrist source components are addressable; clearance detail remains.
    Close real render of the Android King heraldic torso source geometry
    Runtime export · torsoSource heraldry retained; final PBR bindings remain pending.

    Five-layer technical proof · current evidence

    1. Immutable gameplay WorldFrameTick, contacts, support, target, velocity, impact, recoil, power, damage, acceleration, and atmosphere enter one typed snapshot.
    2. Bounded deterministic physicsRoot, right-chain, palm, cable, piston, contact, and material responses are deterministic; invalid input preserves authored timing through a zero-correction fallback.
    3. Typed component and PBR contractSixteen pinned focus components plus body remainder carry sockets, ownership, collision, provenance, and required channel declarations. Four texture channels remain physically unbound.
    4. Front, rear, and right-arm art directionThe committed references above are the pixel targets. The first forged rear rail/actuator is mounted; broad right-arm shells and the remaining component replacements are visible gaps, not accepted fidelity.
    5. Source-aware export and runtime animationThe exact source-derived GLB reaches the real loader. A 1200 ms neutral → acquire → reach/aim → impact → recovery sequence drives the live skeleton and returns to neutral.

    Exact structural checkpoint: 16 nonempty focus components plus the body remainder retain stable typed identities. Recipe 12f7765b…; structural hash c24f2a87…; v4 export 459981c6…. The rear-yoke geometry is now pinned to a separately forged mechanism source, and two clean v4 builds match byte-for-byte. The exact local review GLB remains an experiment, not an AAA or playable asset.

    • Real loader: partial green — exact export/source hashes accepted without fallback in the explicit proof path.
    • Component assembly: partial green — all 17 exact mesh identities round-trip through deterministic dependency groups; remaining mechanisms still need forged replacements.
    • Physics: partial green — live bounded balance, aim, recoil, same-tick contact, cable and rear-piston response pass; continuous-motion pixels and gameplay input latency remain pending.
    • PBR: partial green — 16 complete standard PBR surfaces load and one semantic energy surface responds through 17 stable material instances; authored material refinement remains pending.
    • Measurements: pending strain, foot drift, penetration, response latency, and Compatibility frame-time evidence. Acceptance receipts now reject every over-budget value.
    • Two rebuilds: partial green — two clean exports are byte-identical to each other and the committed GLB; matched visual-delta evidence remains pending.

    Published evidence: R2 fetch-back verification for the concept/current-rig media is in docs/android-king-aaa/evidence/publication-v1.json; exact v4 model/still hashes and the live loader receipt are in docs/android-king-aaa/evidence/forged-rear-v4.json. This article does not change the accepted static-cast card below.

    AAA asset lightweighting · King quality ladder

    The same Android King hero model taken down an optimization ladder — full-resolution source to a shippable web build — with a matched front render and a head-detail crop per tier so the visual cost of each step is directly comparable.

    EXPERIMENT / MEASURED RESULTS
    Raw sourceBASELINE
    King raw-source full body, front
    Front
    King raw-source head detail
    Head detail

    12.4M tris · 42.8 MB (meshopt). Unoptimized forge output. Every surface detail present; far too heavy to ship or stream — and the meshopt/Draco packing that gets it to 42.8 MB does not load in Godot 4.7.2.

    80k decimateREJECTED · SHATTERS
    King 80k-triangle build, front
    Front
    King 80k-triangle build head detail
    Head detail

    80k tris · 23.7 MB KTX2 / 26 MB WebP. Verified in the matched head render: the hard-surface plates shatter into crumpled chrome and the gold heraldry degrades. Cutting 12.4M→80k triangles destroys the surfaces. Fails the Android King bar.

    60k decimateREJECTED · SHATTERS
    King 60k-triangle build, front
    Front
    King 60k-triangle build head detail
    Head detail

    60k tris · 23.6 MB KTX2 / 25.9 MB WebP. Verified in the matched head render: the hard-surface plates shatter into crumpled chrome and the gold heraldry degrades. Cutting 12.4M→60k triangles destroys the surfaces. Fails the Android King bar.

    40k decimateREJECTED · SHATTERS
    King 40k-triangle build, front
    Front
    King 40k-triangle build head detail
    Head detail

    40k tris · 23.6 MB KTX2 / 25.8 MB WebP. Verified in the matched head render: the hard-surface plates shatter into crumpled chrome and the gold heraldry degrades. Cutting 12.4M→40k triangles destroys the surfaces. Fails the Android King bar.

    Lean 60k · 1K/512REJECTED · SHATTERS
    King lean 60k build with reduced texture resolution, front
    Front
    King lean 60k build head detail
    Head detail

    60k tris · 1K albedo / 512 maps · 11.1 MB. Same shattered 60k geometry with 1K/512 textures — small, but it fails the King bar for the same reason. Not a shipping tier.

    Normal-bakedREJECTED FOR THIS ASSET
    King normal-baked single-atlas build, front — gold and heraldry collapsed
    Front
    No head crop published: the single-atlas bake broke the albedo before a detail pass was worth capturing.

    60k tris · single-atlas bake · 1.5 MB. Smallest by far, but the King's gold and heraldry collapse under one baked atlas. A failed approach for an albedo-heavy hero — kept here as evidence, not a shipping tier.

    Scope: a real optimization pass on one hero model, rendered at matched camera/lighting per tier. The tiers are measured build outputs, not concept art. Two tiers pass: the geometry-heavy LOCKED build and the smaller multi-material normal bake (81.5 MB); the single-atlas normal-baked entry is a rejected result kept as evidence. Open: deduping the per-instance normals to reach the ~20–40 MB stretch target, broader per-cast rollout, runtime LOD selection and in-engine frame-time evidence.

    Concept-driven scene improvement — awakening aboard the arkship

    Concept art sets the target. Actual gameplay renders show the result. Each iteration names the remaining visual gap.

    QUEUED · NO SCENE RESULTS YET

    01 · Wake inside the cryo tank

    Begin from the player's viewpoint inside an arkship cryo tank, then emerge into its cryo bay. Improve lighting, glass, condensation, ship-scale identity and readable exit cues.

    Task 972 · Concept target: pending · Baseline engine capture: pending · Improved engine capture: pending.

    02 · Command the arkship forward

    Reach the same arkship's bridge and command the arkship itself forward—not launch a smaller ship from it. Match bridge layout, command station and forward view to the concept target.

    Task 980 · Concept target: pending · Bridge/control proof: pending · Actual arkship movement proof: pending.

    Review loop: capture the real scene → generate a reference-based concept → implement one bounded change → capture the same camera/seed → compare concept, before and after → name the gap and refine. Maximum three candidates before recording a specific non-convergence follow-up. Concept art alone is never scene-completion evidence.

    Acceptance evidence: reachable startup and player interactions, navigation/collision, scene identity, visual readability, and median/p95 frame time on recorded hardware. Bridge movement requires authoritative ship-state evidence, not a moving background. No production approval is implied.

    Next environments: planets; asteroid fields; stars and nebulae; mountains, ridges, rivers and lakes; trees and forest edges; rural sci-fi settlements; urban dwellings, streets and infrastructure (tasks 973–979). The opening pilots lead this initiative.

    Evidence delivery: future concept/before/after images load automatically near the viewport. Published media uses hash-verified R2 assets; no placeholder artwork is presented as a finished engine scene.

    September 8 · Concept art drives animation

    Model-specific pose sheets define the target. Exported rigs must demonstrate the result.

    POSE TARGET EXPERIMENT

    Gold standard: the approved A01 dodge/slide and melee concepts below guide silhouette, joint motion and attack intent. Pistol and revised rifle sheets extend the target set. These are AI-generated concept images, not screenshots of completed animations. Compare the current playable rig trials → · Browse the scene match + concept library →

    Latest equipped review: A01 conventional pistol and A01 shouldered rifle now start with firing playback. These are new partial custom-body trials; golden-body baseline versus fitted comparisons remain separate. No batch rollout has been approved.

    A01 dodge and slide target sheet: directional knee-bent dash above an asymmetric low slide with one leg forward
    Dodge / slide · approved targetLean into a short dash; slide with a low pelvis, one leg forward and the other folded. Preserve plausible joints and support contact.

    More upright torso · partial slide: the right hand now reaches in front of the torso. At the reviewed glide phase, the torso axis is 24.78° from vertical, previously 33.33°. The low pelvis, extended leading leg and folded trailing leg remain visible; lower-body transforms shift by up to 18.5 mm. The support hand remains a closed hovering fist, with no verified palm contact. Only this version's side glide pose has been compared; entry, recovery and full playback quality remain unapproved. Open exact slide GLB · 7109119ec815

    Loads automatically near the viewport. Drag to inspect; pause and scrub to compare a pose.

    A01 melee target sheet showing anticipation, strike and recovery for slash, stab and heavy overhead attacks
    Melee · approved targetDistinct slash, stab and heavy attack phases. The attacking arm leads while the other guards; the chest does not expand.

    Loads automatically near the viewport. Drag to inspect; pause and scrub to compare a pose.

    A01 pistol concept sequence showing ready, aim, firing and recovery
    Pistol · concept targetReadable aim and recovery with aligned grip and neutral wrist. Weapon contact still requires verification on the exported rig.

    Loads automatically near the viewport. Drag to inspect; pause and scrub to compare a pose.

    A01 revised rifle concept sequence showing low ready and shouldered aim, firing and recovery
    Rifle · revised concept targetStock seated at the shoulder, support hand on the fore-end and head aligned toward the sight. This replaces the earlier rifle target.

    Loads automatically near the viewport. Drag to inspect; pause and scrub to compare a pose.

    Equipped trials · partial: Choose Weapon separately from Motion to compare a sword and an axe, two pistols and two rifles across the available poses. Current rifle 5e0efeb97a6d is shouldered — the stock seats in the shoulder pocket inboard of the firing arm at cheek height, barrel horizontal-forward, both hands on the weapon; this re-bake also abducts the firing elbow off the ribs and repairs the shoulder/torso skin weights that previously tore the deltoid and chest seam apart at the aim pose. Pistol d17d7c1bdc9f keeps the unused left hand at the model’s side and drops the firing arm to a slightly-bent, shoulder-height forward aim. Sword 67d71938cc21 still has measured body/weapon intersections (a fix is in progress). New alternatives also fail clearance checks. Fingers remain fused and open; these poses do not yet reproduce the concept’s closed finger grips. Finger grip and final concept matching remain unfinished. Equipment, other models and terrain must not penetrate model surfaces before acceptance; broader runtime collision is still unverified. These independent review models are not game-runtime selections.

    Aegis7 · fitted wrist and authored sword

    Aegis7 concept sheet for one-handed slash, stab and overhead anticipation, contact and recovery
    Aegis7 melee · pose targetPreserve the broad armor, separate guard hand and neutral wrist. Generated art direction; current motion remains partial.

    Current partial · b381f3d752c8: source-fitted wrist and elbow joints replace the misplaced forearm pivot. The existing Quaternius sword handle moves 18.5 cm from the cuff origin into the visible palm. Heavy contact was inspected from top, front and side: fingers remain open, the hilt is not enclosed, and arm armor shears. Six melee clips are selectable; complete phase matching and gameplay integration remain unfinished. The strict Walk reimport check still fails (0.267 mm / 0.111°). No grip acceptance or golden-body rollout.

    Loads automatically near the viewport. Pause and scrub to inspect the open hand and weapon contact.

    Articulated mechanical hand · pistol grip development

    Generated concept showing a plated mechanical hand wrapped around the pistol with index finger outside the trigger guard
    Grip target · concept artConnected palm and cuff, wrapped lower fingers, opposing thumb. Art direction, not a rendered or accepted rig.

    15 articulated digit joints · opening and closing: GripPistol solid clearance passes. Lower fingertips now bend around the handle's far side, then straighten to about 9° of remaining bend during release, moving about 27 cm. Four clips retain rigid plates and pass sampled clearance against all eight pistol solids after GLB reimport. Thumb opening now uses the correct armature-space target; the index stays outside the trigger guard. The palm and long finger plates still look boxy rather than matching the concept, and full thumb opposition remains unresolved. This separate prototype has not replaced any character hand or received rollout approval.

    Loads automatically near the viewport. Drag to inspect both sides of the grip.

    1 · Pin identity and intent. Record the source model hash, textured reference, generation prompt, camera and target hash. Generate anticipation, peak/contact and recovery for each motion; reject changed anatomy or impossible poses.

    2 · Pose, export, compare. Fit the selected Rigify skeleton, author controls and render the actual exported GLB at matching phases and camera. Compare silhouette, elbow bend, palms, weapon grip, foot support and armor seams against these targets.

    3 · Repair and repeat. Name the visible gap, change controls or skin binding, then re-export and re-render. Rigid plates rotate and overlap at joints; they must not stretch, inflate or tear. Cap a candidate at three iterations and record non-converging defects.

    4 · Verify motion, not only stills. Check transitions, timing, foot plants, attack windows and recovery in playback and the game runtime. A matching pose is not animation acceptance. Current rigs remain partial trials; future locomotion, chain and weapon variants need their own evidence.

    Golden-body animation · concept comparison

    Improve shared source motions, then bake approved changes into separate character GLBs.

    EQUIPPED PISTOL TRIAL · UNAPPROVED

    Baseline, not a new animation candidate: the model below is the current golden-body reference with ten existing clips. The concept montage defines the intended improvements. Compare human balance, torso rotation, elbows, wrists and planted feet; retain character-specific proportions and customizations.

    Golden-body concept targets for locomotion, dodge, slide, melee strikes and pistol/rifle aiming
    Golden-body motion targets · concept artTarget poses, not rendered results. Motion names below describe existing baseline clips, not a claim that every target is implemented.

    Loads automatically near the viewport. Drag to inspect; pause and scrub to compare a pose.

    Same pistol · baseline motion versus fitted trial

    Both panels below load the same independent review GLB, 55c05deec72c, with the same procedural pistol. Left plays preserved source aim/fire curves; right defaults to the new two-handed support trial and also retains the one-handed trial clips. The original equipment-free reference above remains unchanged. Camera and playback controls are independent.

    Existing motion · same equipped fixture

    Loads automatically near the viewport.

    Two-handed support trial · grip rejected

    Loads automatically near the viewport.

    Trial gaps: the support palm now reaches beside the handle, but fingers intersect the grip/trigger frame. Thumb opposition and trigger clearance are not established; the muzzle retains upward pitch. This is a rejected grip experiment, not rollout approval. The original 13 clips match an unedited export/import control at all sampled frames. Open exact equipped review GLB.

    Conventional rifle · baseline motion versus fitted trial

    Existing motion · same rifle fixture

    Loads automatically near the viewport.

    Fitted rifle trial · not approved

    Loads automatically near the viewport.

    Rifle trial gaps: both panels use the same conventional stock/fore-end fixture and independent review GLB 1e4c558c6497. The barrel points forward, but the left hand is open and the stock is not seated to the shoulder. This replaces the loop-shaped fixture for this golden-body experiment; it does not establish a valid rifle hold. Open exact rifle review GLB.

    Golden shortsword · weapon bone-mounted on the stock animation

    Review GLB golden_equipped_blade_v9 with the project-authored shortsword at 0.60 review scale. The custom per-finger grip solve was abandoned: the weapon is bone-mounted to the right hand (grip seated in the palm to sub-millimetre) and rides the body's stock slash/melee curves as authored — the offhand keeps its source swing, no arm re-pose. The golden-rig forearm-twist fix is applied, so the elbow no longer candy-wrappers. Left plays the base slash/melee; right plays the equipped SlashGrip/MeleeGrip.

    Existing motion · same shortsword

    Loads automatically near the viewport.

    Finger-fit trial · grip rejected

    Loads automatically near the viewport.

    Blade notes: the finger-closure grip solve was abandoned — the weapon is bone-mounted to the right hand and aligned in the palm (sub-millimetre), riding the stock slash/melee arm curves; the offhand keeps its source swing and the forearm-twist fix removes the elbow candy-wrapper. The swing itself is the golden body's stock slash/melee motion (not a bespoke sword-attack clip). Open exact equipped blade review GLB.

    Known coverage gaps: the preserved baseline has generic melee/slash and aim/fire, not distinct stab, heavy attacks or chain steps. Its dodge is a roll rather than the target dash; slide is absent. Equipped trials now include one-handed shortsword slash/melee plus pistol and rifle aim/fire/recovery. Two-handed melee, distinct heavy attacks, chains, shoulder/chest deformation and full-motion contact still need work.

    No new animations are ready for approval yet. No batch updates to golden-body character files until you visually verify and explicitly approve the new animations in an equipped baseline-versus-improved comparison. Approval will identify the reviewed model/version and clips. Keep independent character GLBs and per-character overrides; do not migrate to one shared runtime body.

    September 6 · Static surface repair across the cast

    Reconnecting exact duplicate vertices before mesh reduction restores connected surfaces on 24 reviewed subjects. Warhound remains rejected; close-up faceting and separate motion gaps remain.

    LOCAL CANDIDATES

    The hash-verified latest static cast is reviewed below. Every subject is present in the page and loads automatically near the viewport.

    2026-09-06 · Repaired static cast · 24 subjects

    Exact-position reconnect before unchanged collapse

    All 24 repaired subjects are present in one continuous review surface. Each has zero connected-surface boundary edges; isolated one-triangle remnants are retained.

    STATIC SURFACE ACCEPTED

    All 24 models are reachable by scrolling, load automatically near the viewport, and start facing front. The four stills below show Mech745 specifically.

    Accepted Mech745 static candidate, full body with source material
    Material · full bodyCurrent hash-verified static candidate.
    Accepted Mech745 static candidate, material chest and hip detail
    Material · chest detailPlate seams remain continuous.
    Accepted Mech745 static candidate, neutral clay full body
    Neutral clay · full bodyMaterial-independent surface review.
    Accepted Mech745 static candidate, neutral clay chest and hip detail
    Neutral clay · chest detailNo connected-surface fracture is visible.

    Provenance: 7549011a886cc84bb1fe6cd57bd3a70b456fd7e63499af1639ffa19226bf3b60; 59,999 triangles; three boundary edges on one isolated triangle; zero connected-surface boundaries. This static proof does not accept custom-rig or Rigify animation, game integration, or motion or game-ready status for the other static subjects.