Native hand and pose pipeline
The base NativeHandPose capability copies a hand-in-weapon transform, 15
finger-local transforms, validity mask and capture sequence.
The appended native-pose extent ends at slot 34 / 280 bytes and adds a coherent pipeline frame plus one solution per hand. It describes:
- FullReload, PartialReload, ManualCycle or ConsumerAuthority mode.
- Compatibility reason and application result.
- Active/local/consumer authority flags.
- Native baseline, ROCK baseline, resolved target and final presented pose.
- Native and presented finger transforms/masks.
- Translation/rotation qualification and final residual.
- Complete provider/world/skeleton/weapon identity.
This family is observational. It does not grant pose writes, IK control, graph ownership or scene-node mutation. Consumers can build diagnostics, authoring comparison, compatibility policy and visualization from it.
Current reload baselines
Current PAPER uses generation-matched canonical firing seats and presented hand readback for reload baselines. The vanilla SMG support trajectory has a specific model-frame translation, and fixed-surface climbing suppresses competing animation authority. These are provider-side corrections; do not apply them a second time. See Current behavior.
Observe after final presentation
Request FrameCallbacks and NativePosePipeline, and query getNativePoseFrameStateV1 / getNativeHandSolutionV1 on PaperEventKindV1::PresentationComplete. Validate frame, generations and per-field validity. This event follows publication during ROCK AnimationPhaseV1::Presented; FrameComplete is earlier and must not be treated as final hand presentation. The new event does not advance control leases.