Tier 1 — Rigid mount
A hard part (armour plate, mech limb, eyewear, a gadget) is bone-mounted: bound rigidly to one joint so it rotates with the bone and never stretches. This is how mech plates and equip-slot accessories attach.
Tier 2 — Skinned
A soft part (fitted shirt, undersuit, long hair, a species tail) is skinned to the skeleton — weighted across joints so it deforms with the body. Fitted garments track the torso; hair follows the head.
Tier 3 — Loose cloth
A flowing part (greatcoat, cape, reptilian tail) rides a sway chain: a spine of secondary bones that drape and lag behind motion, so cloth swings instead of shearing through the legs.
Mechanical — rigid plate mount
latest coherent a01The live mechanical example is the latest coherent a01 forge: one authored hard-surface body with embedded motion. Superseded composite-part models and their proof sheets are no longer shown.
equip slots as rigid parts mounted
to head/hand bones — added to any base without touching the mesh.Organic — skinned + cloth deform
SDXL → TRELLIS.2 1024³ → PBR+normal → decimate → skin(19-bone)Flesh and fabric do bend, so organic parts are skinned to the 19-bone rig instead of mounted. Fitted apparel is forged from a base-body driver (no baked cloth), given real PBR + normal maps, decimated to a game budget, then weighted to the torso so it tracks the body. Loose garments and species appendages ride a sway chain so they drape and swing. The viewer below is a forged fitted undersuit — a real textured glb, staged as a Pages blob.