When the blade lands.
Fitted weapons, quieter cloth and visible contact bring the retained Crimson bodies closer to the actions they perform.

The first Meshy pass gave Crimson its detailed bodies. This pass worked on how those bodies behave: a hand closing around a weapon, a robe following a step, and the moment an attack becomes a hit.
Hands and cloth
The existing Meshy bodies and texture maps stay. Blender work closes the gloves, fits the wizard’s staff and the melee weapons, and restores an Oathling dagger handle that had been lost when its equipment was separated from the old model.
The Wraith’s lower shroud no longer follows its hand. Cloak sections move with a delayed phase during walking, sprinting and channeling. These are small local improvements; fine finger and cloth quality still needs a close human look.

The contact frame
Oathling and Chalice Knight now reach their contact pose when their existing attacks deal damage. An exported animation delay initially left the swing behind the hit; checking the actual Godot clips caught it, and the corrected poses meet at the unchanged contact time.
Sanguine Needle gets a small immediate contact flash. The floating heart’s light peaks on the actual healing pulses. Reduced motion removes the rapid pulse. Damage, prices, cooldowns, collision, attack clocks, sounds and the eighteen-soul economy are unchanged.
A checkpoint before the next brood
The exported game passed actor, faction, picker, loading and asset checks. A separate normal-camera recording includes wizard movement, paid spells, melee attacks and a completed Wraith channel. Startup, signing and the preserved build archive were also checked.
Blender desktop inspection worked, but desktop control later timed out attaching to both the standalone game and Godot. Native engine rendering and scripted input supplied the game checks; human control, audio and combat-feel acceptance remains separate. The spell probe still saw an occasional roughly 100-millisecond frame, so this is not a promise that every hitch is gone.
No Meshy credits were spent on this polish. The next approved order is Vessara’s four actors, then Drowned Tempest and Vorr, using the existing campaign budget and preserving each working checkpoint.