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Rigged assets cast no shadow. The shark had none, the sea anemone did, and the difference was the rig: the planar shadow walked MeshRenderer, and a rigged asset draws through a SkinnedMeshRenderer — a Renderer, but not a MeshRenderer. Every character and fish was skipped.
The same blind spot leaked a mesh per rebuild on those assets.
Changed
The preview camera moves like the one on polyfork.dev.viewer.js runs OrbitControls with enableDamping; this moved instantly and stopped dead. Input now sets a target the camera eases towards, repainting only while it glides. A drag of the preview's full height is one revolution, as OrbitControls does it. Zoom clamps to 0.35x–2.5x the framing distance, matching minDistance/maxDistance in viewer.js.