Add some debug ressource
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.claude/CLAUDE.md
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# PS_AI_Agent — Notes pour Claude
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## Posture System — Diagonal Tilt Bug (à corriger)
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### Problème
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Le tilt diagonal (ear-to-shoulder) est PLUS VISIBLE avec la neck bone chain qu'avec le mono-bone. Le swing-twist decomposition ne suffit pas.
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### Cause probable
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Le swing-twist est fait une seule fois sur le tip bone (head), puis le CleanOffset est extrait via `Swing * Inverse(TipBoneRot)`. Ce CleanOffset est ensuite distribué via Slerp à chaque bone de la chaîne. Mais chaque bone a une orientation locale différente — appliquer le même offset "world-space-like" à des bones avec des axes locaux différents peut réintroduire du tilt.
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### Piste de fix
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Faire le swing-twist **PER-BONE** : pour chaque bone de la chaîne, composer le FractionalRot avec le bone's own rotation, swing-twist autour du bone's own tilt axis, puis appliquer le swing seulement.
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### Fichiers concernés
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- `AnimNode_ElevenLabsPosture.cpp` — Evaluate_AnyThread, section multi-bone chain
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- Commit actuel: `8df6967` sur main
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### Config actuelle neck chain (BP_Taro)
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neck_01=0.25, neck_02=0.35, head=0.40
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## Architecture Posture
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- **ElevenLabsPostureComponent** (game thread) : cascade Eyes→Head→Body, produit FQuat + eye curves
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- **AnimNode_ElevenLabsPosture** (anim thread) : applique rotation sur bone(s) + injecte curves
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- Pipeline 100% FQuat (pas de round-trip FRotator)
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- Thread safety via FCriticalSection
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- ARKit eye curves normalisées par range fixe (30°/20°), pas par MaxEye threshold
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