TRACKARC FX — SUPPLIED RIG / CORRECTED SHOULDERS — v006 OPEN THIS MAYA SCENE animation/v006/Forest_UserRig_Shoulder_Corrected_v006.ma Tested in Maya 2023. Timeline 1001–1120, 23.976 fps, centimeters. Viewport: Panels > Perspective > Forest_Matchmove_Camera1. This revision retains v005's neck correction and supersedes its shoulder mapping. WHAT CAUSED THE SHOULDER SHAPE The earlier transfer forced the supplied rig's inner collarbone/scapula pivots onto the source rig's narrower pivots. Their spacing became 4.708 cm instead of the supplied rig's scaled 8.615 cm, while the outer shoulders kept about 97% of their native spacing. This compressed the shoulder bases and stretched the collarbone spans, distorting the upper chest and shoulder skin. It was a retarget mapping problem. Skin weights were not changed to hide it. WHAT WAS CORRECTED FKScapula_L and FKScapula_R now keep their native zero translations, so their bases follow the chest at the original offsets. Their separation stays at 8.61481 cm for all 120 frames. Collarbone rotations now aim toward the preserved outer-shoulder positions using the rig's native left/right axes. The arm, hand, finger, neck, head, torso and leg joint positions remain the same as v005. The camera and forest geometry have not been re-solved. ANIMATION STAYS ON YOUR RIG 54 existing character controls carry 306 animation curves. The camera has six copied animation curves. No new mesh, vertex, blendshape, deform-joint or hidden-helper animation keys were added. Native skinning remains intact. The original uploaded zbrushMan_rig_withPant.ma has not been modified. The scene embeds the supplied rig and does not need an external rig reference. EDITING Use RootX_M, FKRoot_M, FKSpine1_M, FKChest_M, FKScapula_L/R, FKNeck_M, FKHead_M, limb FK controls and the individual finger controls. FOREST_RETARGET_ANIMATED_CONTROLS contains the transferred control selection. Keys are baked each frame; an animation layer can help manual refinement. Keep FKScapula_L/R and FKNeck1_M/FKNeck2_M/FKHead_M translations at zero to preserve these corrections. Their rotations remain available for posing. The transfer uses FK. Original IK controls remain, but match/bake the pose before changing FKIKBlend. No new automatic FK/IK matcher was added. NECK CORRECTION RETAINED The chest and neck use the target rig's anatomical offsets from the shoulder midpoint. The native curved neck system and child neck/head translations are preserved. The chest-to-neck span remains 20.56836 cm throughout the shot. MATCH LIMITS Main scale is static at 0.90287603 (about 90.3%) for a fitted 165 cm height. The source motion still translates some FK controls to adapt limb and torso proportions. The supplied male face, muscular shoulders, body, clothing and bare feet differ from the woman in the plate. Corrected collarbone placement does not remove those model differences or certify exact silhouette matching. This is a corrected retarget, not a newly solved performance. There was no facial-expression performance in the source to transfer; facial controls remain. Perfect body/face alignment, contacts, camera depth and zero sliding are not certified by this correction. Further model fitting and pose refinement remain. CAMERA / FOREST / RELOCATION The previous camera and 16 static forest proxies are included. Proxies start hidden; toggle FOREST_STATIC_PROXY visibility when needed. The 120 local reference plates are included. After moving the package, run RELINK_MAYA_V006.py in Maya's Python Script Editor, then Save As. REVIEW / QC review/Forest_UserRig_Shoulder_Corrected_Review.mp4 compares the plate and native Maya render for all 120 frames. Cyan is a preview shading override. Shoulder_Before_After.jpg compares v005 and v006. Sequential QC sheets cover every rendered frame. Native tests check save/reopen, rig-edit deformation, collarbone spacing/aim, retained neck anatomy and unchanged other joint paths. These numerical checks are not a measurement of live-action silhouette fit. REFERENCE STATUS The plates remain ActionVFX website-preview references. Clean original footage and applicable license confirmation remain pending before website publication. The supplied character's usage rights were not independently verified here.