The 0.10-ratio collapse tore the generated helmet (holes + fragmentation). Re-imported fresh, welded
doubles + recalc normals + deleted loose geometry FIRST, then a gentler 0.18 collapse -> 4198 tris with
0 boundary edges (watertight). Re-exported the static staging GLB; ArtStaging now shows a clean copper
Mark-V (bolted porthole, seam ridges, top valve) at head scale.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The generated helmet is meter-scale but the suit rig is cm-scale (0.01 armature); skinning it applied
the armature's 0.01 -> the helmet imported at ~5mm (invisible). Fix: make the helmet a RIGID
attachment (dropped the mis-bound skinning), sized correctly (~0.5m) at the head. Re-exported static +
ArtStaging now shows the copper Mark-V clearly on the brass diver.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Scripted primitive helmets kept reading as golf-ball/blocky-robot, so generated a proper classic
brass Mark-V (Hyper3D text-to-3D): rounded copper bonnet, bolted round porthole, rivet seams, top
air-valve. Decimated 23k->2.3k tris, skinned to the Head bone, replaces the old dome + porthole kit
in the master .blend. Static staging GLB re-exported + ArtStaging updated (reads as a real diving
helmet). Gameplay body-swap (this helmet + brass armour + silhouette onto Player.prefab) is next.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Reshaped the helmet dome from a squashed sphere into a diving-helmet form (modest vertical stretch +
flatter faceplate + chunky collar ring + bigger porthole bezel); broadened the outer shoulder pads and
beefed the boots for a heavier, more imposing silhouette. Master .blend is the single source; static
posed GLB re-exported + ArtStaging updated (connected instance, diver materials intact).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Camera: runtime POV switcher (StagingCameraSwitcher; V/]/[ cycle, 1-4 jump) with POV_1_Game matching
the in-game rig (Pitch45/Dist13/FOV55) as the default + hero/front/close-up; deep-water SolidColor
clear kills the no-skybox corner bleed at the wide game framing.
Character (the 'reads like a lamp' fix, operator-directed): darkened the helmet to dark gunmetal with
a dim lit porthole and moved the warm beacon to the shoulder lamp (light is carried, not the head);
color-blocked the body into a brass-and-teal deep-sea-diver palette (brass armour / dark-teal
undersuit / dark-metal kit) for value contrast + identity at game scale; bulked the back tank-rig
silhouette. Master .blend keeps rig+pose+materials re-editable; posed static GLB reimported into the
connected prefab instance with instance material overrides reset to the GLB's diver materials.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The suit .blend was rigged, but the base body/armour/head had vertex groups with NO Armature
modifier (why the export baked a static T-pose) and 2 orphan lamp parts were unweighted. Added the
modifiers, weighted the lamp parts to Spine_03, posed a grounded combat-ready stance (shoulders
down ~63deg, elbows braced forward ~22deg), baked the pose into static geometry (depsgraph
new_from_object) and re-exported. Master .blend keeps the rig+pose re-editable; the in-place GLB
overwrite flowed into the connected ArtStaging prefab instance (38 parts intact, materials +
extracted staging emissive preserved). Suit width 2.05m T-pose -> 1.04m posed; A0 silhouette now
reads from the top-down game camera.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>