git:20260912.aeb2977 to git:20260913.ed0ec2c

14 added, 13 removed. Audit A to A.

---
name: animation-blend
- description: Pose layers on top of the logic clock. Locomotion, aim, overlay attack. Inertialization on cuts. Foot lock is separate. A blend must not invent extra hit frames.
+ description: Use when rendered character poses need weighted locomotion, aim, attack, additive or transition blending while gameplay state, hit timing and displacement ownership remain explicit.
---
# Animation blend
- Ask the column:
+ This skill owns **presentation pose composition**, not gameplay state or hit timing. `animation-graph` selects/coordinates animation states/layers; movement owners define displacement policy.
- | Column | Who owns displacement |
+ ## Compatible displacement columns
+
+ | Column | Gameplay displacement owner |
|---|---|
- | procedural-loco | code velocity |
- | root-motion | clip |
- | hybrid | clip on commit, code on walk |
+ | procedural-loco | locomotion/physics code |
+ | root-motion | authored root motion consumed by the gameplay movement solver |
+ | hybrid | published state-dependent ownership with one displacement application |
## Rules
- 1. Logic step advances the move. Blend space only paints the pose.
- 2. Attack overlays must not extend active frames.
- 3. Cuts use inertialization or a 2-6 frame fade.
- 4. Foot slide after a blend → ik-foot-locking.
- 5. Aim offsets live on spine/arms, not root yaw unless fps-look.
+ 1. Weighted blends/additives/interpolation paint a rendered pose from authoritative animation/gameplay state; they do not extend active hit frames or cancel windows.
+ 2. Blend duration/easing/inertialisation are authored in time/state units appropriate to the runtime, not a universal 2–6 frame fade.
+ 3. Root-motion extraction/application has one explicit gameplay owner. Visual blending must not double-apply root displacement.
+ 4. Aim/look overlays declare mask/weight/reference space and do not silently rotate gameplay facing/collision unless the owning gameplay contract requests it.
+ 5. Foot contact repair delegates to `ik-foot-locking`; blend output remains a source pose rather than a second locomotion solver.
## Accept
- - Turning off meshes still matches query_hits to the move frame
- - A walk-to-attack cut does not slide a planted foot after lock
+ Record animation/gameplay state, source clips/layers/weights, displacement owner and resulting pose through transition/interruption cases. Disabling render meshes/blending does not change authoritative hits, cancels or gameplay displacement.