Docs: Blender clip pipeline in session log; CLAUDE.md Humanoid correction (net-zero)
The 'Synty share one Generic skeleton' note was WRONG - the pipeline is HUMANOID (CharactersAvatar isHuman, muscle-curve clips). Corrected + the Blender clip recipe added; paid for by archiving Aim-controls, the URP m_AssetVersion blocker, VolumeProfile persistence, HDRP-convert and the HudTheme bullets (verbatim in the gotchas archive, 2026-07-06 section). 39,959 bytes. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -422,3 +422,18 @@ longer earns inline space). Verbatim:
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The inline Rukhanka section keeps the pointer (`AnimatedLitShader` lives in `_Project/Shaders/`, GUID-preserved
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from the deleted samples tree) so the deformation-material rule is still self-contained. Full rationale:
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[[DR-022_Animation_Pipeline_Rukhanka_Synty]].
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## 2026-07-06 — condensation (pays the Humanoid-pipeline correction in Animation)
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### Aim controls (verbatim from CLAUDE.md)
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- **Client-derived aim rides the EXISTING `PlayerInput.Aim` `[GhostField]`** (`PlayerInputGatherSystem`, managed, `GhostInputSystemGroup`: cursor ray → `AimMath.PlanarAimFromRay`); only the direction crosses the wire. Scheme = last-meaningful-actuation-wins **`byte`** (`PlayerInput.Scheme`, KBM=0/Gamepad=1 — compared in Bursted `AbilityFireSystem`); server gates `AutoTarget` to gamepad only. `AimReticleSystem` (client, observe-only) RE-raycasts the KBM ground point INSIDE itself (runs after the follow-cam LateUpdate → latching from the gather drifts a frame); hardware cursor hidden while aiming+focused.
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### URP asset-version + VolumeProfile persistence (verbatim from CLAUDE.md)
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- **`VolumeProfile.Add<T>()` does NOT persist** (serializes `{fileID:0}`) — use `AssetDatabase.AddObjectToAsset(comp, profile)` + `SaveAssets`, verify on disk.
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- **A reverted engine/URP upgrade can stamp `URPGlobalSettings.asset` `m_AssetVersion` AHEAD of the package's `k_LastVersion`** (11>10, from the reverted 6.6 alpha); URP migrates forward-only so `URPPreprocessBuild` rejects it (*"not at last version"*) — **blocks player builds, not editor Play**. Fix: reflection-set `m_AssetVersion` back to `k_LastVersion` + `SaveAssets`.
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### BefourStudios HDRP conversion (verbatim from CLAUDE.md)
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- BefourStudios art is **HDRP-authored** → magenta under URP 17.4 + Entities Graphics. **Convert, don't switch pipelines** (HDRP breaks EG): re-author to stock URP/Lit via `EnvArtTools.cs` (menu `ProjectM/Art/1. Convert Curated Env Materials`). Synty art is **URP-native — no conversion**.
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### Synty HUD skin / HudTheme (verbatim from CLAUDE.md)
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- **Synty HUD skin via a build-safe `HudTheme` ★ (DR-024):** a runtime name-string `Resources.Load` of Synty sprites is **build-stripped** → use a curated `HudTheme : ScriptableObject` of serialized refs (`HudTheme.Get()` null-safe, flat fallback). `unityBackgroundImageTintColor` MULTIPLIES; don't set `unitySlice*` on 9-slice sprites (per-element ERROR); Synty sprites may import as **Multiple** → `LoadAssetAtPath<Sprite>` null. See [[DR-024_HUD_Synty_Skin_Theme]].
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