Files
TeslaRel410/emulator
CydandClaude Fable 5 8769dae0ac BT410 5.3.79: the twist is live in the sim and absent from the wire
pod_render_twist.conf isolates it -- throttle and turn zero, torso sweeping,
[sim] confirming spd=0, so only the torso joint can move the view.  Five
frames across a full sweep differ by 0-74 pixels: the view does not move.
The same run's telemetry has the twist sweeping the full authored range
(-0.895 to -0.022 rad, cmdL/cmdR alternating, joint resolved) and the bridge
reports anim_abs=1, joints=0 -- only the root articulates.

The cause: RecurseSKLFile builds each skeleton node's DCS with a baked matrix
and flushes it once at build time, and nothing re-flushes a node when its
joint angle changes.  TorsoSimulation faithfully calls SetRotation() every
frame, updating the Joint object, but no renderable reads that back into the
node's dpl_DCS.  The simulation twists; the board never hears.

The missing piece is the per-frame joint renderable -- the engine's
ChildOffsetRenderable family (L4VIDRND.CPP:930) exists for exactly this, and
our RootRenderable already proves the pattern for the hull.  That one brick
unlocks the torso twist (and the cockpit eye panning with it, since the eye
hangs off that chain), the leg gait, and weapon-pod aim.  Until then the mech
translates through the world as a rigid body -- which is what every frame so
far has shown.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 20:13:12 -05:00
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