Yaquelin tablet avatar
corrected full rerun
Fresh technical, export, rigging, facial, material, and visual review of /home/jabo/Avatar Yaquelin Final.blend on mcp4-gw2. The review was rerun from the unchanged source after correcting two reviewer errors: upper-arm geometry above the contracted crop line is allowed, and the prior Eevee render did not support the source cornea transmission shader. All visual evidence below is new and was rendered in Blender 5.2.1 Cycles with transmission enabled.
Executive result
KHR_materials_transmission. The earlier white-eye images and rejection are withdrawn.Source identity
Path /home/jabo/Avatar Yaquelin Final.blend Size 99,899,494 bytes Modified 2026-08-28 17:08:21 UTC SHA-256 017485441a60a458a32e3febc7be47fc4f41678c38c22133b861a603427f3d61 Container Zstandard-compressed Blender 5.x file Opened by Blender 5.2.1 LTS Textures 46 file-backed material images; all are packed/available
Acceptance matrix
| Requirement | Observed in replacement upload | Result |
|---|---|---|
| Readable source | Opens and renders normally in Blender 5.2.1 LTS. | PASS |
| Designer delivery format | The contracted delivery is one clean .blend plus its source maps, and the supplied file is in that required format. | PASS |
| Facing the camera | Neutral bind pose faces forward on the model's -Y axis. | PASS |
| Exactly five active meshes | Body, inner eyes, corneas, hair, and teeth/tongue are the five scene-linked mesh objects. Seven unused source objects remain as orphan data. | PASS / CLEANUP |
| 60,000–80,000 total triangles | 46,049 active triangles. | FAIL |
| Skin/head/shoulders ≤25,000 | 16,225 triangles. | PASS CEILING |
| Hair 25,000–35,000 | 23,110 triangles. | FAIL |
| Inner eyes 5,000 | 640 triangles. The eyes render correctly, but the geometry is below the specified target. | FAIL BUDGET |
| Corneas 2,000 | 640 triangles. Transparency and appearance are correct, but the geometry is below the specified target. | FAIL BUDGET |
| Teeth/tongue ≤8,000 | 5,434 triangles. | PASS |
| Lower-sternum/third-rib crop line | The retained upper arms remain above the required crop line. The contract does not require removing geometry above that line. | PASS |
| Exactly ARKit-52, no alternate profile | All 52 canonical case-sensitive names, no missing names and no extras. | PASS |
| Every ARKit target has real geometry | All 52 have nonzero aggregate deformation across the active morph meshes; the smallest affects 309 vertices. | PASS |
| No embedded animation clips | Yaquelin 3|Default exports as one animation with 117 channels and 117 samplers. | FAIL |
| Stripped CC4 skeleton | 39 joints remain, including both upper-arm and four upper-arm-twist bones. | FAIL |
| Eye bones directly under Head | Both eye bones are parented under CC_Base_FacialBone, not directly under CC_Base_Head. | FAIL |
| Clean skin weights | 424 body vertices use more than four influences; maximum is seven. Web export discards as much as 5.7% weight on one vertex. | FAIL |
| No weights assigned to deleted bones | Four removed elbow/forearm groups still carry body weights. Two missing CC_Eye_Displacement_* groups carry weights on 82 eye vertices. | FAIL |
| Consistent armature parenting/bind | All five skinned meshes are root siblings with armature modifiers. Blender warns five times that the armature must be the parent of the skinned mesh. | FAIL |
| 4096 skin textures | Head and body albedo/normal maps are 2048; 4096 ORM maps do not satisfy the albedo/normal requirement. | FAIL |
| 2048 hair, eye, and teeth textures | Hair albedo/opacity are 2048, but eye albedo is 1024 and normal is 512; teeth/tongue albedo and normals are 1024. | FAIL |
| ORM includes exported AO | ORM images exist, but the diagnostic GLB exports metallic/roughness with no occlusionTexture on any material. | FAIL |
| Skin SSS and micro-normal | SSS is a separate 1024 image rather than packed as specified; no micro-normal or second UV layer exists. Every active mesh has only Channel0. | FAIL |
| Clean cornea transparency | Fresh Cycles renders show both irises correctly. Blender source uses transmission 1.0 at IOR 1.3; the diagnostic GLB preserves those values through KHR_materials_transmission and KHR_materials_ior. | PASS |
| Runtime tangents/binormals | The unoptimized diagnostic GLB contains no TANGENT attributes. Engineering generates and qualifies the runtime GLB from the accepted .blend; this is not a designer-delivery failure. | ENGINEERING |
Fresh visual evidence
All six images below were rendered afresh from the unchanged source in the corrected 2026-08-28T21:05:44Z rerun using Blender 5.2.1 Cycles with transmission enabled. None are copied from the previous report or an E2E run.






Diagnostic web-export evidence
Structure
45 named nodes, 1 skin with 39 joints, 16 materials, 38 embedded images, and 16 material primitives.
Animation
The embedded Default action survives a normal Blender GLB export. It must be removed at the source.
Exporter warnings
Incorrect armature parenting, more than four influences, and ambiguous multiple image nodes per texture sampler.
Eye export
KHR_materials_transmission factor 1.0 and IOR 1.3 survive the fresh diagnostic export. The prior white result was an Eevee review-configuration error.
Required designer corrections
- Keep the verified 52 canonical ARKit targets and their existing names. Do not add CC4-extended targets, aliases, compatibility morphs, or animation clips.
- Preserve the contracted body crop: delete geometry only below the third-rib/lower-sternum line and retain the upper chest, clavicles, shoulders, neck, head, eyes, hair, and mouth components. Do not remove upper-arm geometry solely because it remains above that line.
- Bring the five-mesh asset into the specified 60,000–80,000 range, including hair at 25,000–35,000, inner eyes at the specified 5,000 target, and corneas at the specified 2,000 target.
- Increase the inner-eye and cornea topology to their specified triangle targets while preserving the currently correct eye appearance and the exact ARKit target names. Remove
CC_Eye_Displacement_L/Rweights and normalize those vertices to the retained eye bones. - Preserve the current cornea transmission shader and visible iris appearance. Do not change the eyes in response to the withdrawn white-eye finding; engineering will qualify the derived runtime GLB.
- Strip upper-arm/twist bones and all unused lower-body, hand, finger, and toe vertex groups. Reweight any allowed above-crop arm geometry to the retained clavicle/shoulder structure, reparent the eye bones as specified, and limit every vertex to four effective normalized influences.
- Parent all five skinned meshes consistently to the retained armature and verify one shared bind pose. Remove the
Yaquelin 3|Defaultaction completely before export. - Supply 4096 skin albedo/normal/ORM/SSS inputs and 2048 hair, eye, and teeth/tongue inputs. Add the required skin micro-normal on UV2; wire AO, roughness, and metallic so all ORM channels survive glTF conversion; and clean up hair alpha edges.
- Verify the
.blendin a clean Blender 5.2 session: exactly five active meshes, the stripped skeleton, exactly 52 morph names, zero clips, the currently correct eye appearance, all source texture maps, and no skinning/export warnings. Engineering owns runtime tangent generation and final web packaging. - Deliver the final clean
.blendplus its associated source texture maps. This is the fixed designer-delivery format. Engineering will then generate the runtime GLB and perform meshopt geometry compression, KTX2/Basis texture compression, embedding, lighting, and GW2 qualification.
Machine-readable evidence and authority
- Fresh Blender structural, geometry, material, texture, rig, weight, and ARKit audit
- Fresh diagnostic GLB structure, animation, attribute, and material audit
- Report artifact SHA-256 manifest
- Current designer brief — Spanish then English
- Internal engineering acceptance specification
- Blender 5.2 LTS release information