This branch is building a DAZ-aware interaction posing stack in stages. The first step is a stable adapter layer that understands DAZ bone naming, rotation-order quirks, and canonical interaction anchors.
- Build rig profiles from live DAZ skeletons.
- Normalize major interaction anchors:
- pelvis
- spine/chest
- neck/head
- shoulders, elbows, hands
- knees, feet
- Preserve DAZ-specific metadata:
- local Euler rotations
- local positions
- rotation order
- twist/helper detection
- conservative axis limits
- Add target primitives for hands, feet, head, and pelvis.
- Add contact anchors for props and other characters.
- Add a solver backend that consumes the normalized profile.
- Layer in collision/contact refinement for seating, touch, kissing, and fight choreography.
DAZ figures do not behave like generic robot arms. The solver needs a stable adapter that maps the rig into canonical control points before any serious IK/contact work can be reliable.