Rig floor — their skeleton vs ours, measured from morph data

— A companion to the surface-detail comparison, aimed one layer deeper: not how a character is painted but how it is articulated. We could not obtain the reference body mesh — and did not need to. Its skeleton is recoverable from the morph files themselves, and what it revealed explains a workaround we had already built without knowing why we needed it.

How you measure a rig you do not have

A reference “look” ships no body geometry. The base figure is licensed content that lives inside the host application, so the package carries only deltas against it. That sounds like a dead end for comparison; it is not.

Two things leak the base figure's specification:

Three independent packages yielded 80, 80 and 83 unique bone targets. That is a floor, not a census — only bones some morph happens to adjust appear at all.

The comparison

Rig featureReference figureOurs today
Base mesh vertices≥ 21,531 (derived)14,164 (measured)
Joints≥ 80 named in morph formulas104 declared
Per-finger hand rigYes — thumb/index/mid/ring/pinky ×3 + 2 carpals per hand
Per-toe foot rigYes — big toe, 4 small toes, toe, foot
Jaw bonesYes — upper and lower jawNo
Eye bonesYes — left and rightNo — eyes are a separate sphere pass
TongueYes — 7 bones (base, 01–05, tip)No
Lateral chest pairYes — lPectoral / rPectoralNo — zero off-midline joints at chest height

The finding that explains a workaround we already had

Our own asset-floor gate reported it earlier the same day: at chest height our skeleton has five joints, and all five are on the midline — the spine and sternum chain. The lateral pair is zero. Driving those midline joints swings the whole torso, which is precisely the defect that was observed and worked around months of iteration ago.

The remedy adopted then was sound and is now explained: soft tissue with no bone of its own has to be moved at the vertices it occupies. That is why our chest motion is a vertex-band effect rather than a joint rotation.

What the reference rig shows is that this was never a physics problem. Their figure has lPectoral and rPectoral as first-class bones, referenced 12 to 30 times across the morph sets we examined. We had correctly diagnosed “this rig has no breast bones” and correctly built around it — but we had filed it as a shading and simulation constraint, when it is a skeleton constraint with a known shape and a known fix. Our asset-floor gate already carries the tooth that will confirm it: a lateral-pair check that goes green only when one bone is declared left of the midline and one right of it.

Why the exceed path is generation, not import

The reference body mesh is licensed content and is not present in any package. We can measure that rig forever and never render it, which settles the strategy rather than limiting it: there is no version of this where we import our way to parity, so the only route is to generate a rig that surpasses it.

The next tier above the reference is the industry facial-rig standard, whose joint counts run several hundred and whose value is concentrated in the face — exactly our measured worst region. That is the target to research and exceed, and the honest sequence is: close the named skeletal gaps first (lateral chest pair, jaw, eyes), because a facial rig built on a skeleton missing its jaw has nothing to attach to.

UNVERIFIED — what this page does not establish

Sources

Lineage — Forks off the character surface floor measurement of the same day, which established the corpus and the measure-only doctrine. Parent: character asset floor, 2026-08-03.