# M02-RND-CHARACTER-PRESENTATION-001 — Character presentation boundary ## Ownership - Target: M02 - Program: RND/GMP - Owner/Agent ID: sindo-main-codex - Branch: `work/sindo-main-codex/m02-character-presentation` - Lease expires UTC: 2026-07-16 - Integrator: M02 milestone integrator ## Outcome Move character GLB composition, geoset/texture/outfit setup and locomotion animation selection from `ThirdPersonWowController` into independently replaceable `CharacterAppearancePresenter` and `CharacterAnimationPresenter` components without changing the current sandbox presentation. ## Non-goals - Add new model, equipment, animation or build-12340 behavior. - Change character asset formats, DBC parsing, texture composition or geoset rules. - Add network-driven appearance/movement snapshots. - Change input, movement, terrain, camera or renderer streaming behavior. - Mark M02 complete or edit its checklist/Evidence. ## Paths - Exclusive: `src/scenes/character/character_appearance_presenter.gd`, `src/scenes/character/character_animation_presenter.gd`, `src/tools/verify_character_presentation.gd`, `docs/modules/character-presentation.md`, this claim - Shared/hotspots: `src/scenes/player/third_person_wow_controller.gd`, runtime streaming scenes, player regression scene, `src/tools/verify_player_input.gd`, `docs/modules/local-player-movement.md`, `docs/modules/README.md` - Reused unchanged: geoset controller, texture compositor and outfit resolver - Generated/ignored: local `.godot`, native DLL, generated resources and renderer corpus ## Contracts and data - Appearance API loads/replaces one character root under the existing `Visual` node. - Animation API binds an `AnimationPlayer` from that root and accepts a typed moving/stationary presentation state. - Scene paths, model defaults, DBC/cache/coordinate contracts remain unchanged. - Consumers: player scene composition and renderer viewport only. ## Dependencies - Requires: merged camera package on master `68e6f60`. - Blocks: final M02 sandbox-profile gate and target integration audit. - External state: asset-free tests use a synthetic mesh and AnimationPlayer. ## Verification - Dedicated appearance composition, replacement, grounding and failure regression. - Dedicated animation discovery, fallback, looping, blend and state regression. - Player source-boundary and three-scene wiring checks. - Existing input/movement/terrain/camera regressions, coordinate gates and renderer dry-run. - Fidelity evidence: preserve current sandbox model path, scale, yaw, outfit, Stand/Idle and Run/Walk selection only; no original-client parity claim. ## Documentation deliverables - Inline public API/export documentation for both presenters. - Module specification with inputs/outputs, data-flow, lifecycle/state and sequence diagrams. - Updated movement consumer/source map and module registry. ## Simplicity and naming - Important names: `CharacterAppearancePresenter`, `CharacterAnimationPresenter`. - Simplest approach: two small scene components on the existing `Visual` subtree. - Rejected complexity: generic presenter framework, async asset scheduler and duplicated character systems. - Unavoidable complexity: scene-tree composition and AnimationPlayer discovery run on the main thread. - Measured optimization evidence: not applicable. ## Status - State: active - Done: claim and isolated worktree from merged camera master - Next: extract presenters, migrate scenes/player, test and document - Blocked by: