Add MVP character proxy selection
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# MVP Character Proxies
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The 0.1.O investor visual pass introduces first playable character proxies for
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the startup character selection flow. These are not final production humans;
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they are practical, human-scale stand-ins that remove the single default dummy
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presentation while the final realistic character art pipeline is still pending.
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## Current Proxies
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- Young adult male:
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`/Game/Characters/Mannequins/Meshes/SKM_Manny_Simple`
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- Young adult female:
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`/Game/Characters/Mannequins/Meshes/SKM_Quinn_Simple`
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- Male workwear material:
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`/Game/Agrarian/Characters/Materials/M_AGR_CharacterProxy_Workwear_Male`
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- Female workwear material:
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`/Game/Agrarian/Characters/Materials/M_AGR_CharacterProxy_Workwear_Female`
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The materials use muted earth-tone workwear colors so the character reads as an
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Agrarian survivor/pioneer proxy instead of an untouched template dummy.
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## Runtime Flow
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The MVP frontend stores the selected young-adult archetype. When the loading
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segment closes, it issues `AgrarianSelectCharacter male` or
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`AgrarianSelectCharacter female`. The player controller records the selected
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proxy and applies the matching mesh/material to the possessed Agrarian player
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character.
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The character asset folder is always cooked for investor builds so both proxy
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materials remain available in packaged clients.
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## Replacement Path
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Final character work should replace these proxies with grounded realistic human
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assets, production clothing, age/condition variation, and replication/persistence
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of visual state. The current C++ selection path is intentionally simple so final
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assets can slot into the same male/female archetype switch without reworking the
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menu flow.
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