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MeshTransform: Slice F — Photo → rigged human (MHR runtime, body-shape sliders, CLI/MCP/GUI) #851
Part of #845 · Design: docs/MESH_TRANSFORM_DESIGN.md §3.1 · Gated on Slice E go-decision.
Photo → rigged, skinned, animatable human via SAM 3D Body (ONNX) → MHR parameters → MHR template evaluation in C++. No auto-rig/skin pass needed — MHR ships artist topology + rig.
Pipeline: photo → person matte/crop (existing BackgroundRemover tier) → SAM 3D Body graph(s) → (β shape, θ pose) → MHR eval (blendshapes + LBS) → Ogre entity with skeleton + skin weights.
Product surfaces:
Object-mode "AI: Human from photo" (next to "AI: Image → 3D"): posed or rest-pose (θ=0, keep β) output
Body shape editor: β sliders Inspector section on MHR-derived entities — the reshapeable "dummy human" (by photo or by hand)
MHR→22-joint canonical name table next to canonicalIndexForBone → generated humans play the motion library / text-to-motion out of the box
Activity