ASUMA PLAYTEST REVISION01 — ANIMATION HANDOFF
Authoritative release: Candidate03 (42 runtime clips). Candidate01/02 are preserved preliminary checkpoints; do not integrate their walk.

IMPORT
Use Candidate03/Package/Asuma/Assets/Asuma.json and its relative PNG textures with the existing Neji Pose/Bone/Mesh/Clip loader. JSON is authoritative; Candidate03/Authoring/Asuma-Playable-Rig.blend contains all42 editable actions and packed textures. No new mesh, bone, socket or material schema. Same source outfit for English voice variant; Audio owns per-body voice mapping.
Asuma.json SHA256: 4334eaf7d4bec9c29f97fc9b4774a9e60c3c575e4069abb021a948fde423fed5
Read Candidate03/RoleMap.json, SocketContract.json and MovementContract.json together. Source provenance is in Candidate03/Provenance.json.

SELECTED COMBAT
A: FOUR stages, total2.26s. Preserve good stages1/2/finisher. Primary_03 now uses actual continuous 2asmcmb14 sourceframes22–32, five alternating contacts at.06/.18/.30/.42/.54s over.70s. Divide the old stage3 damage AND proc total across five contacts (20%each); no fivefold buff. Preserve attack-speed scaling, stage age, hit-bit ledger and damage/proc identity when ground/air presentation switches. Air version layers the native boxing upper body onto source cma01 legs/cloth/height; this adaptation is explicit. B adds.70s without a demonstrated benefit and is evidence only; no five-stage option requested.
StraightLine: normal cinematic middle anatomical-LEFT outward cut, source40–55; duration.94s, single release/contact.52s, horizontal fully extended finish held.52–.94. Constant heading adjustment and shoulder/elbow/wrist leveling are authored adaptations, honestly labeled. No awakened guard or handedness swap. Use Asuma_Blade_L at release; canonical+Z tip/+Y broad-face sockets remain unchanged. Preserve150-degree frontal gameplay coverage; single straight horizontal VFX line belongs to Effects. Avoid replacing the damage envelope with a narrow cinematic target.

MOVEMENT
DoubleJump: verified 2asmdsf0 articulated forward-dodge somersault adapted to.66s, without grounded tail. Play only after an actual successful extra native jump, in either form. Animation never modifies jump count, impulse or refunds. Native motor owns world travel.
Walk/AwakeWalk: source run cycle slowed to.82s, relaxed arms and upper chest; source legs/feet exactly preserved at equal phase. Reference7m/s; animation rate=actual ground-horizontal speed/7. Awake effective8.75 gives1.25rate/.656s cycle. Effective velocity already includes awakening/items; do not multiply1.25 again. Ground footstep phase minima left.071429/right.571429. Keep sprint/combat unchanged. World-space foot sliding remains an explicit runtime acceptance item, not proven solved by source trajectory preservation.
WallRun clip remains unchanged. Apply whole-model Quaternion.LookRotation(actual projected tangent direction,outward wall normal): model+Z travels, model+Y points outward, model+X=cross(normal,travel). Cadence=actual full tangent speed/9m/s; NEVER velocity.y. Preserve gait phase through steering/entry. Motor alone owns falloff angle, adhesion, detach, ledges and jump counts. See MovementContract for edge behavior and references.

PRESERVATION / CHECKS
Candidate03/Validation.json passes baseline SHA verification, exact bone/mesh/texture comparison, exact35 unchanged original clips, all sample dimensions/finite/unit quaternion checks, horizontal anatomical-left finish and blade-tip direction, flip inversion, directional wall basis and original walk leg-world trajectories. Only4 old clips changed: Primary_03,Primary_03_Air,StraightLine,StraightLine_Air. Added: DoubleJump,Walk,AwakeWalk. Good Ash, all4 waves, opening punches, finisher, awakening and sprint remain structurally identical to baseline0.1.0.
Candidate03/Evidence/Validation.json additionally verifies editable Blender action samples against runtime JSON (max world-matrix component error6.72e-5). The model's previous 191bone/14mesh identity is retained.
Candidate03 versus02 changes ONLY Walk/AwakeWalk; torso correction moved to spine1 because source thigh roots descend from spine. This preserves leg world motion.

FOCUSED MEDIA
Previews/Combo-A-vs-B.mp4 — selected four-stage vs rejected five-stage timing.
Previews/Flurry-Source-vs-Candidate.mp4 — actual source passage at native rate vs retimed five-contact stage.
Previews/Straight-Source-vs-Candidate.mp4 and Straight-Candidate-Front.mp4 / Side.mp4 — source cut vs documented corrected finish; LEFT shoulder/elbow/hand labeled, release.52s.
Previews/Flip.mp4 — real articulated source somersault adaptation.
Previews/Walk-Candidate03.mp4 — FINAL relaxed walk. Earlier Walk/Walk-Candidate02 previews are superseded.
Previews/Combo-Air.mp4 — layered airborne flurry.
All are offline JSON skin previews with physical knives; VFX, audio, damage/motor and terrain are not simulated. Corrected previews reflect Unity handedness into Blender and reverse winding; the runtime JSON was not mirrored or changed for that display correction. Native runtime steering, feel, actual foot sliding, cancellation, aim, audio/contact and VFX synchronization remain PYSSm/independentQA acceptance items. No game/shared Blender session was used here.

REPRODUCTION
Run tools from the specialist workspace root, offline Blender5.2 background. Existing original source rig/library remain read-only. sample_extra.py reads already imported actions into new Evidence/ExtraSource.json; author_candidate03.py builds final JSON/roles from frozen baseline/source; finalize_contracts.py applies selected runtime contracts; validate_candidate03.py verifies preservation and geometry; export_editable.py and validate_editable.py create/verify the optional editing project. Focused renderer/package scripts produced comparison evidence; render_walk03.py/package_walk03.py produce current walk. Re-running author scripts into a frozen folder is not an integration update: use a NEW versioned destination for any future change.
