Docs: gap-list pass bookend — underwater clips/bubbles/ambience/camera-drag session log, Blender 5.1 zero-takes export gotcha (cookbook + CLAUDE.md)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-16 12:31:55 -07:00
parent a083e77a9e
commit 8625cea819
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title: DR-052 — Shape-of-Dreams facing model + underwater movement feel
date: 2026-07-16
status: locked
links: "[[2026-07-16_Facing_Underwater_Feel_Suit_Kit]], [[Facing_Underwater_Feel_Build_Spec]], [[DR-048_Lantern_Adoption_Full_Pivot]], [[DR-051_Lantern_Realignment_Purge]]"
links: '[[2026-07-16_Facing_Underwater_Feel_Suit_Kit]], [[Facing_Underwater_Feel_Build_Spec]],
[[DR-048_Lantern_Adoption_Full_Pivot]], [[DR-051_Lantern_Realignment_Purge]]'
permalink: gamevault/07-sessions/decisions/dr-052-so-d-facing-underwater-feel
---
# DR-052 — Shape-of-Dreams facing model + underwater movement feel
@@ -24,4 +26,4 @@ links: "[[2026-07-16_Facing_Underwater_Feel_Suit_Kit]], [[Facing_Underwater_Feel
## Suit attachment pipeline (the reusable recipe)
Blender kitbash attachments → rigid-skin (vgroup w=1 + armature modifier) → join per shader role → FBX (UNHIDE the armature first — hidden = silently skinless) → `PlayerRigTools.AttachBathynautKit`: bone-name rebind + **rebase** (verts to rest-world; bindposes = inverse of RIGID scale-stripped rest matrices; `RecalculateTangents`) → `Rebased_*.asset` meshes. Glow pieces ride `ProjectM/EmissiveGloamSkinned` (Rukhanka ComputeDeformedVertex; DOTS-instanced block BEFORE the include; `_DeformedMeshIndex` in Properties for the baker's validation).
Blender kitbash attachments → rigid-skin (vgroup w=1 + armature modifier) → join per shader role → FBX (UNHIDE the armature first — hidden = silently skinless) → `PlayerRigTools.AttachBathynautKit`: bone-name rebind + **rebase** (verts to rest-world; bindposes = inverse of RIGID scale-stripped rest matrices; `RecalculateTangents`) → `Rebased_*.asset` meshes. Glow pieces ride `ProjectM/EmissiveGloamSkinned` (Rukhanka ComputeDeformedVertex; DOTS-instanced block BEFORE the include; `_DeformedMeshIndex` in Properties for the baker's validation).