Grip menu knife at the handle balance point so less bare handle shows - #33
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The menu hero's fist was seated near the butt/pommel end of the knife handle, leaving a long stretch of bare wooden handle exposed between the fist and the guard, which read as an unconvincing grip. Slide and tuck the menu-only knife seat so the fist grips the balance point just below the guard with the pommel tucked behind the fist. Menu-only: the in-game third-person hold (attachKnifeModel) and the finger/thumb curl are untouched, so gameplay is unaffected. Verified on both T and CT hero models across the full yaw sway; typecheck, 132 tests, and build pass.
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What
Re-seats the menu-only hero knife so the fist grips the handle's balance point just below the guard, instead of pinching the butt/pommel end.
MENU_KNIFE_GRIP_POSITION:(0.058, -0.0022, 0.0688)→(0.0409, 0.0063, 0.0289).Why
The fist was gripping near the very end of the handle, leaving a long stretch of bare wooden handle exposed between the fist and the guard — reading as an unconvincing "the knife is resting against the fingers" grip rather than "the hand is holding the knife." Sliding the seat up the handle (toward the guard) and tucking it deeper puts the fist at the natural balance point and hides the pommel behind the fist.
This was the actual fixable defect. Prior iterations tuned finger/thumb curl, but from the front menu camera we see the back of the hand (knuckles), so a visible finger-wrap like a first-person viewmodel isn't achievable — the real lever is where along the handle the fist grips and how deep it's tucked.
Scope / safety
MENU_KNIFE_GRIP_POSITION(applied inapplyKnifeIdlePose) changes. The in-game third-person hold (attachKnifeModel) and the finger/thumb curl values are untouched, so gameplay is unaffected.Verification
npm run typecheck— cleannpm run test— 132/132 passnpm run build— succeeds (only the pre-existing >500 kB chunk-size warning)