- PhysicsArms: per side 2.0 kg upper arm + 1.2 kg forearm RigidBody3D PD-chasing their analytic 2-bone IK pose, solved per physics tick from the physical chest shoulders to the physical hands; no joints (Box3D has no usable shoulder/wrist joint; AGENTS forbids joints between tracked bodies). Budgets from a 60 kg mass stat: hand 90 < forearm 180 < upper arm 360 < chest 2400 N. Owns calibration + reach budget (moved from BodyRig); 1 m snap, non-finite reset, BodyMath.RotationError servo. - Layer 5 = player arms (mask 1); props/table/floor masks include it; no self-collision. - BodyRig: visuals only, arms drawn shoulder -> physical elbow -> wrist. - ArmSpike: track gap 0, swing lag <= 6 cm, arm pushes prop with hand clear, forearm blocked by bar without tunneling and quiet when pinned, teleport snap, NaN reset — PASS x3. - CollapseSpike now runs the full body (49/49 x3); all six spikes PASS x3. - HANDOFF/AGENTS: Stage 2 entry (item 10), layers, tuning table, Stage 2b next steps. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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2 lines
19 B
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