From 60df50f8fe6100070368f4d9b39f206f8b07f217 Mon Sep 17 00:00:00 2001 From: Luis Gonzalez Date: Fri, 24 Jul 2026 15:28:13 -0700 Subject: [PATCH] Docs: silhouette + material-drift follow-ups closed (session log) Both follow-ups done: Silhouette_Armour (bone-weight broadening, T-pose-safe) + PlayerRigTools drift fix (reproducible rebuild). Notes the replace_method [MenuItem]-strip gotcha. Co-Authored-By: Claude Fable 5 --- ..._Bathynaut_Helmet_Synty_Ingame_Bodyswap.md | 19 ++++++++++++++++++- 1 file changed, 18 insertions(+), 1 deletion(-) diff --git a/Docs/Vault/07_Sessions/2026/2026-07-24_Bathynaut_Helmet_Synty_Ingame_Bodyswap.md b/Docs/Vault/07_Sessions/2026/2026-07-24_Bathynaut_Helmet_Synty_Ingame_Bodyswap.md index c91c2a322..f2a81fc76 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-24_Bathynaut_Helmet_Synty_Ingame_Bodyswap.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-24_Bathynaut_Helmet_Synty_Ingame_Bodyswap.md @@ -59,4 +59,21 @@ whole-`oldText` match over blind line ranges. (`M_Skinned_Palette`/`mGlow`); the correct diver materials are set post-hoc on the prefab. A re-run reverts them. Bake the correct per-SMR + Mark-V multi-material assignment into the tool when convenient (deferred after the truncation scare — didn't want more C# surgery same session). -- The grafted helmet SMR is named `SM_Suit_Helmet_MarkV_EXP` (the export dup name) — cosmetic. \ No newline at end of file +- The grafted helmet SMR is named `SM_Suit_Helmet_MarkV_EXP` (the export dup name) — cosmetic. + +## Follow-ups CLOSED (same session, operator: "do the broadening and fix the material drift") +- **Silhouette broadening — DONE.** `Silhouette_Armour.asset` built idempotently from the stock Synty + armour: shoulder pads inflated about the `Shoulder_L/R` joints (smooth 0.10→0.17 falloff, arms + untouched) + boots beefed ×1.16 about each foot centreline (Y falloff). **The bind pose is a T-pose** + (arms out to X~0.93 at Y 1.2–1.6), so broadening is by **bone weight / joint anchor, NOT raw `|X|`** — a + naive X threshold would grab the outstretched arms. 240 shoulder + 1128 boot verts moved; live-verified + (chunky boots + broader pauldrons, no seams). +- **Material drift — FIXED.** Baked the correct assignments into the tools so a re-run reproduces the full + diver: `BuildBathynautPlayer` does the brass/undersuit split + swaps the armour to `Silhouette_Armour`; + `AttachBathynautKit` assigns gunmetal tanks / warm beacon / Mark-V brass-gunmetal-glass (post-graft + 3-submesh override, so `GraftSmr` stays untouched). Re-ran the full Build→Attach→Weapon chain: clean, + reproduced the exact correct prefab, live-verified. Commit `977b5c1f8`. +- **★ tool gotcha:** `script_apply_edits replace_method` **strips the method's leading `[MenuItem]` + attribute** (the swallow-adjacent-line hazard) → the menu item silently vanishes. Re-add it with an + `anchor_replace` on the signature and verify the attribute count. Whole-method replace is still the + safest for body changes — just re-check attributes after.