The latest model and animation work, exposed directly for visual review on the active branch. Superseded assets remain in repository evidence instead of occupying the public gallery.
Review surfaces
Concept-driven scene improvement — awakening aboard the arkship
Concept art sets the target. Actual gameplay renders show the result. Each iteration names the remaining visual gap.
QUEUED · NO SCENE RESULTS YET
01 · Wake inside the cryo tank
Begin from the player's viewpoint inside an arkship cryo tank, then emerge into its cryo bay. Improve lighting, glass, condensation, ship-scale identity and readable exit cues.
Reach the same arkship's bridge and command the arkship itself forward—not launch a smaller ship from it. Match bridge layout, command station and forward view to the concept target.
Task 980 · Concept target: pending · Bridge/control proof: pending · Actual arkship movement proof: pending.
Review loop: capture the real scene → generate a reference-based concept → implement one bounded change → capture the same camera/seed → compare concept, before and after → name the gap and refine. Maximum three candidates before recording a specific non-convergence follow-up. Concept art alone is never scene-completion evidence.
Acceptance evidence: reachable startup and player interactions, navigation/collision, scene identity, visual readability, and median/p95 frame time on recorded hardware. Bridge movement requires authoritative ship-state evidence, not a moving background. No production approval is implied.
Next environments: planets; asteroid fields; stars and nebulae; mountains, ridges, rivers and lakes; trees and forest edges; rural sci-fi settlements; urban dwellings, streets and infrastructure (tasks 973–979). The opening pilots lead this initiative.
Evidence delivery: future concept/before/after images load automatically near the viewport. Published media uses hash-verified R2 assets; no placeholder artwork is presented as a finished engine scene.
Model-specific pose sheets define the target. Exported rigs must demonstrate the result.
POSE TARGET EXPERIMENT
Gold standard: the approved A01 dodge/slide and melee concepts below guide silhouette, joint motion and attack intent. Pistol and revised rifle sheets extend the target set. These are AI-generated concept images, not screenshots of completed animations. Compare the current playable rig trials → · Browse the 92 scene concepts →
Dodge / slide · approved targetLean into a short dash; slide with a low pelvis, one leg forward and the other folded. Preserve plausible joints and support contact.
More upright torso · partial slide: the right hand now reaches in front of the torso. At the reviewed glide phase, the torso axis is 24.78° from vertical, previously 33.33°. The low pelvis, extended leading leg and folded trailing leg remain visible; lower-body transforms shift by up to 18.5 mm. The support hand remains a closed hovering fist, with no verified palm contact. Only this version's side glide pose has been compared; entry, recovery and full playback quality remain unapproved. Open exact slide GLB · 7109119ec815
Loads automatically near the viewport. Drag to inspect; pause and scrub to compare a pose.
Melee · approved targetDistinct slash, stab and heavy attack phases. The attacking arm leads while the other guards; the chest does not expand.
Loads automatically near the viewport. Drag to inspect; pause and scrub to compare a pose.
Pistol · concept targetReadable aim and recovery with aligned grip and neutral wrist. Weapon contact still requires verification on the exported rig.
Loads automatically near the viewport. Drag to inspect; pause and scrub to compare a pose.
Rifle · revised concept targetStock seated at the shoulder, support hand on the fore-end and head aligned toward the sight. This replaces the earlier rifle target.
Loads automatically near the viewport. Drag to inspect; pause and scrub to compare a pose.
Equipped trials · partial: Choose Weapon separately from Motion to compare a sword and an axe, two pistols and two rifles across the available poses. Current rifle 2847354f6413 is shouldered — the stock seats in the shoulder pocket inboard of the firing arm at cheek height, barrel horizontal-forward, both hands on the weapon. Pistol d17d7c1bdc9f keeps the unused left hand at the model’s side and drops the firing arm to a slightly-bent, shoulder-height forward aim. Sword 67d71938cc21 still has measured body/weapon intersections (a fix is in progress). New alternatives also fail clearance checks. Fingers remain fused and open; these poses do not yet reproduce the concept’s closed finger grips. Finger grip and final concept matching remain unfinished. Equipment, other models and terrain must not penetrate model surfaces before acceptance; broader runtime collision is still unverified. These independent review models are not game-runtime selections.
Aegis7 · fitted wrist and authored sword
Aegis7 melee · pose targetPreserve the broad armor, separate guard hand and neutral wrist. Generated art direction; current motion remains partial.
Current partial · b381f3d752c8: source-fitted wrist and elbow joints replace the misplaced forearm pivot. The existing Quaternius sword handle moves 18.5 cm from the cuff origin into the visible palm. Heavy contact was inspected from top, front and side: fingers remain open, the hilt is not enclosed, and arm armor shears. Six melee clips are selectable; complete phase matching and gameplay integration remain unfinished. The strict Walk reimport check still fails (0.267 mm / 0.111°). No grip acceptance or golden-body rollout.
Loads automatically near the viewport. Pause and scrub to inspect the open hand and weapon contact.
Articulated mechanical hand · pistol grip development
Grip target · concept artConnected palm and cuff, wrapped lower fingers, opposing thumb. Art direction, not a rendered or accepted rig.
15 articulated digit joints · opening and closing: GripPistol solid clearance passes. Lower fingertips now bend around the handle's far side, then straighten to about 9° of remaining bend during release, moving about 27 cm. Four clips retain rigid plates and pass sampled clearance against all eight pistol solids after GLB reimport. Thumb opening now uses the correct armature-space target; the index stays outside the trigger guard. The palm and long finger plates still look boxy rather than matching the concept, and full thumb opposition remains unresolved. This separate prototype has not replaced any character hand or received rollout approval.
Loads automatically near the viewport. Drag to inspect both sides of the grip.
1 · Pin identity and intent. Record the source model hash, textured reference, generation prompt, camera and target hash. Generate anticipation, peak/contact and recovery for each motion; reject changed anatomy or impossible poses.
2 · Pose, export, compare. Fit the selected Rigify skeleton, author controls and render the actual exported GLB at matching phases and camera. Compare silhouette, elbow bend, palms, weapon grip, foot support and armor seams against these targets.
3 · Repair and repeat. Name the visible gap, change controls or skin binding, then re-export and re-render. Rigid plates rotate and overlap at joints; they must not stretch, inflate or tear. Cap a candidate at three iterations and record non-converging defects.
4 · Verify motion, not only stills. Check transitions, timing, foot plants, attack windows and recovery in playback and the game runtime. A matching pose is not animation acceptance. Current rigs remain partial trials; future locomotion, chain and weapon variants need their own evidence.
Golden-body animation · concept comparison
Improve shared source motions, then bake approved changes into separate character GLBs.
EQUIPPED PISTOL TRIAL · UNAPPROVED
Baseline, not a new animation candidate: the model below is the current golden-body reference with ten existing clips. The concept montage defines the intended improvements. Compare human balance, torso rotation, elbows, wrists and planted feet; retain character-specific proportions and customizations.
Golden-body motion targets · concept artTarget poses, not rendered results. Motion names below describe existing baseline clips, not a claim that every target is implemented.
Loads automatically near the viewport. Drag to inspect; pause and scrub to compare a pose.
Same pistol · baseline motion versus fitted trial
Both panels below load the same independent review GLB, 55c05deec72c, with the same procedural pistol. Left plays preserved source aim/fire curves; right defaults to the new two-handed support trial and also retains the one-handed trial clips. The original equipment-free reference above remains unchanged. Camera and playback controls are independent.
Existing motion · same equipped fixture
Loads automatically near the viewport.
Two-handed support trial · grip rejected
Loads automatically near the viewport.
Trial gaps: the support palm now reaches beside the handle, but fingers intersect the grip/trigger frame. Thumb opposition and trigger clearance are not established; the muzzle retains upward pitch. This is a rejected grip experiment, not rollout approval. The original 13 clips match an unedited export/import control at all sampled frames. Open exact equipped review GLB.
Conventional rifle · baseline motion versus fitted trial
Existing motion · same rifle fixture
Loads automatically near the viewport.
Fitted rifle trial · not approved
Loads automatically near the viewport.
Rifle trial gaps: both panels use the same conventional stock/fore-end fixture and independent review GLB 1e4c558c6497. The barrel points forward, but the left hand is open and the stock is not seated to the shoulder. This replaces the loop-shaped fixture for this golden-body experiment; it does not establish a valid rifle hold. Open exact rifle review GLB.
Golden shortsword · weapon bone-mounted on the stock animation
Review GLB golden_equipped_blade_v9 with the project-authored shortsword at 0.60 review scale. The custom per-finger grip solve was abandoned: the weapon is bone-mounted to the right hand (grip seated in the palm to sub-millimetre) and rides the body's stock slash/melee curves as authored — the offhand keeps its source swing, no arm re-pose. The golden-rig forearm-twist fix is applied, so the elbow no longer candy-wrappers. Left plays the base slash/melee; right plays the equipped SlashGrip/MeleeGrip.
Existing motion · same shortsword
Loads automatically near the viewport.
Finger-fit trial · grip rejected
Loads automatically near the viewport.
Blade notes: the finger-closure grip solve was abandoned — the weapon is bone-mounted to the right hand and aligned in the palm (sub-millimetre), riding the stock slash/melee arm curves; the offhand keeps its source swing and the forearm-twist fix removes the elbow candy-wrapper. The swing itself is the golden body's stock slash/melee motion (not a bespoke sword-attack clip). Open exact equipped blade review GLB.
Known coverage gaps: the preserved baseline has generic melee/slash and aim/fire, not distinct stab, heavy attacks or chain steps. Its dodge is a roll rather than the target dash; slide is absent. Equipped trials now include one-handed shortsword slash/melee plus pistol and rifle aim/fire/recovery. Two-handed melee, distinct heavy attacks, chains, shoulder/chest deformation and full-motion contact still need work.
No new animations are ready for approval yet. No batch updates to golden-body character files until you visually verify and explicitly approve the new animations in an equipped baseline-versus-improved comparison. Approval will identify the reviewed model/version and clips. Keep independent character GLBs and per-character overrides; do not migrate to one shared runtime body.
September 6 · Static surface repair across the cast
Reconnecting exact duplicate vertices before mesh reduction restores connected surfaces on 24 reviewed subjects. Warhound remains rejected; close-up faceting and separate motion gaps remain.
LOCAL CANDIDATES
The hash-verified latest static cast is reviewed below. Every subject is present in the page and loads automatically near the viewport.
2026-09-06 · Repaired static cast · 24 subjects
Exact-position reconnect before unchanged collapse
All 24 repaired subjects are present in one continuous review surface. Each has zero connected-surface boundary edges; isolated one-triangle remnants are retained.
STATIC SURFACE ACCEPTED
All 24 models are reachable by scrolling, load automatically near the viewport, and start facing front. The four stills below show Mech745 specifically.
Material · full bodyCurrent hash-verified static candidate.Material · chest detailPlate seams remain continuous.Neutral clay · full bodyMaterial-independent surface review.Neutral clay · chest detailNo connected-surface fracture is visible.
Provenance:7549011a886cc84bb1fe6cd57bd3a70b456fd7e63499af1639ffa19226bf3b60; 59,999 triangles; three boundary edges on one isolated triangle; zero connected-surface boundaries. This static proof does not accept custom-rig or Rigify animation, game integration, or motion or game-ready status for the other static subjects.