Five bodies, proportion controls
The importer and creator now support five named body and head pairs: lean, average and broad masculine builds, and lean and strong feminine builds. The two feminine builds stay unavailable until real assets are installed, and existing saves keep their first three body indices.
The creator also gained saved whole-body width and depth adjustments, each limited to plus or minus 5 percent, with a reset and a live preview. Height stays fixed. These are initial proportion controls, not regional sculpting.
Gear scaled to the wrong person
A boot was being enlarged until it was as tall as a full person. Standalone gear now takes its scale and coordinates from the body it was authored against, and fitting samples the average reference body. A related fix: moving a face slider pulled the vertices where an imported head meets an imported body, tearing the join, so those seam vertices are now pinned during morphs.
The five generated bodies
The approved batch produced five textured base bodies, each between 28,552 and 29,171 triangles after a free remesh pass. They wear opaque compression shorts and, on the feminine bodies, close-fitting tops, and those garments are baked into the base mesh. Interchangeable armour and outer clothing still need separate assets and fitting.
Browser previews look promising in silhouette, but arm poses vary between the five, and hands, wrists, faces, skinning and equipment clipping all still need inspection inside the game.
What the screenshots show
They show the procedural mannequin fallback, not the new models, and nothing here claims the models are playable. The creator controls are readable and work, but the mannequin's anatomy and face remain below the visual target. Verification: the build succeeded, 6 creation tests and 9 UI tests passed, and a rendered creator check produced 1920x1080 captures of the body adjustments and the equipment preview.
