What to build with PAPER
| Mod idea | Minimum family | Capabilities | Cost profile |
|---|---|---|---|
| Reload/status HUD | Base | RuntimeState, FrameCallbacks | Cheap transitions |
| Hand/finger capture inspector | Base | NativeHandPose, FrameCallbacks | Existing capture |
| Weapon classification tool | Reload observation | ReloadObservations, FrameCallbacks | Passive catalog |
| Attachment/part geometry exporter | Reload observation | plus ReloadEvidenceGeometry | Larger bounded copies |
| Live animation viewer | Reload animation | ReloadAnimationTelemetry, FrameCallbacks | Passive/live only |
| Exact authored clip analyzer | Reload animation | ReloadAnimationEvidence, FrameCallbacks | Policy-gated preharvest |
| Magazine/slide/bolt event mod | Reload stage | ReloadStageIdentification, FrameCallbacks | Derived state |
| Pose compatibility debugger | Native pose | NativePosePipeline, FrameCallbacks | Read-only |
| Physical-part path consumer | Motion catalog | WeaponMotionCatalog, FrameCallbacks | Cache/compile dependent |
| Manipulation progress mechanic | Manipulation | WeaponManipulationTelemetry, FrameCallbacks | Read-only projection |
| Motion authoring/diagnostics UI | Motion diagnostics | WeaponMotionDiagnostics, FrameCallbacks | Observes optional work |
| Explicit authoring capture tool | Development capture | DevelopmentCaptureControl, FrameCallbacks | INI + lease gated |
PAPER's native-pose records support inspection and compatibility decisions, not generic pose writes or IK commands. Weapon-motion records describe and project part motion; they do not drive a scene node. Use animation authority only to coordinate an animation system your plugin already owns.
See consumer recipes for concrete call sequences and development capture before enabling any high-cost authoring path.