review(cli): pose --library apply — skinned-entity pick + export breadcrumb#607
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…dcrumb Two CodeRabbit Major findings on PR #606 (merged). ## Pick first SKINNED entity, not first entity The entity loop stopped at the first `Entity` and then checked `hasSkeleton()`. On multi-entity imports an unskinned helper mesh (collision proxy, prop) often appears first; the old code would reject the apply even though a valid rigged mesh loaded later in the scene. Fix: walk the whole entity list. Track the first-seen entity (any kind) AND the first skinned one separately. Two distinct error paths now: - no entity at all → "Failed to load mesh" - entities exist but none skinned → "no skinned entity — cannot apply a pose" ## Add file.export breadcrumb on the export write The apply flow recorded the mesh import but not the output write. Added a `file.export` breadcrumb naming the target path right before `exportCurrentPose`. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Two CodeRabbit Major findings on PR #606 (merged).
Pick first SKINNED entity, not first entity
Old code stopped at the first
Entitythen checkedhasSkeleton. On multi-entity imports an unskinned helper (collision proxy, prop) often appears first; the apply was rejected even though a valid rigged mesh loaded later.Fix: walk the whole entity list. Track first-seen + first-skinned separately. Two distinct error paths now: "Failed to load mesh" (no entity at all) vs "no skinned entity — cannot apply a pose".
Add file.export breadcrumb on the export write
Old code recorded the import but not the output write. Added a
file.exportbreadcrumb naming the target path beforeexportCurrentPose.🤖 Generated with Claude Code