Part of #845 · Design: docs/MESH_TRANSFORM_DESIGN.md §3.1 · Gated on Slice E go-decision.
Photo → rigged, skinned, animatable human via SAM 3D Body (ONNX) → MHR parameters → MHR template evaluation in C++. No auto-rig/skin pass needed — MHR ships artist topology + rig.
Pipeline: photo → person matte/crop (existing BackgroundRemover tier) → SAM 3D Body graph(s) → (β shape, θ pose) → MHR eval (blendshapes + LBS) → Ogre entity with skeleton + skin weights.
Product surfaces:
Part of #845 · Design:
docs/MESH_TRANSFORM_DESIGN.md§3.1 · Gated on Slice E go-decision.Photo → rigged, skinned, animatable human via SAM 3D Body (ONNX) → MHR parameters → MHR template evaluation in C++. No auto-rig/skin pass needed — MHR ships artist topology + rig.
Pipeline: photo → person matte/crop (existing
BackgroundRemovertier) → SAM 3D Body graph(s) → (β shape, θ pose) → MHR eval (blendshapes + LBS) → Ogre entity with skeleton + skin weights.Product surfaces:
canonicalIndexForBone→ generated humans play the motion library / text-to-motion out of the boxqtmesh wrap, GUI, --keep-topology variants #849: wrap the user's own character onto the MHR fit = "my character with this photo's proportions", rig intactqtmesh human photo.jpg [--rest-pose] -o person.glb; MCPgenerate_human_from_photo(heavy, ONNX-gated)human/subdir),QTMESH_HUMAN_MODEL_BASE_URL/_NO_DOWNLOAD; Sentryai.assist.human; THIRD_PARTY_AI_MODELS.md + CLAUDE.md entries