same model, three rig paths — pick matching clips (walk↔walk) and compare deformation
A · Meshy rig FOR THIS MESH
/v1/rigging on porter glb → own 24-joint skeleton → /v1/animations library clips
(rig 5cr + 3×3cr = ~14cr on top of i2d)
B · REUSED stoonie-base rig + auto-skin
porter mesh bound in-browser to stoonie-base__hums__male skeleton, playing its clips
(0cr — quality depends on auto-skin + pose/proportion match)
C · CONTROL — donor as-shipped
stoonie-base__hums__male__anims.glb untouched — what “working” looks like on this skeleton
D · BASE-CLASS TEST — A's real weights → sibling mesh
closest-point skin-weight transfer from porter_male__hums__comic rig,
playing A's clips (0cr — if ≈A quality, one rig serves the class)