texture-driven-mesh-fittinglisted
Install: claude install-skill MAX-786/claude-3d-harness
# Texture-Driven Mesh Fitting
This skill fixes the common failure: a texture is mapped correctly, but the mesh silhouette underneath is wrong.
The mesh adapts to the source contour; the texture is not stretched to hide a wrong mesh.
## Preconditions
- Structural parts are segmented (`source-part-segmentation`).
- Each part has a contour/mask and, if textured, an atlas region (`atlas-uv-fitting`).
- The object is source-locked in front X/Z before depth is added.
- Canonical view policy is resolved (`multiview-constraint-solver`) if views conflict.
## Workflow
1. Extract source contour from the texture/wireframe region.
2. Extract current mesh boundary in the same projected coordinate space.
3. Build ordered contour correspondence by arc length, named landmarks, or seam/control points.
4. Move boundary vertices to source contour positions.
5. Move interior vertices by smooth interpolation, piecewise-affine warp, or thin-plate-spline style deformation.
6. Preserve UV parameterization by remapping boundary-fitted local coordinates into the atlas rectangle.
7. Re-render overlay; do not proceed to look-dev until texture-region silhouette passes.
## Acceptance gates
- Per-part source/product bbox center and size within tolerance.
- Boundary maximum sample error below tolerance after normalization.
- Texture atlas region does not visibly bleed outside the fitted mesh in front view.
- Named landmarks (`leaf_tip`, `base_left`, `base_right`, `face_corner`, etc.) pass `landmark-fi