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Mesh attach naming cheat sheet (Full game)

Authority: FS-MESH-001 · Mutable chapter ../27-mutable-character-weapons.md · Guns FS-GUN-004 / FS-GUN-006 · Armor Worldbuilding §5.2
Not Demo — Demo stays placeholders + fake-modular dials.

{domain}_{role}_{slot}[_{host}][_{corp}_{auth}_{id}]
Token Values
domain a armor · w weapon
role socket · spine · receiver · module · plate · under · flare
slot Armor: helm chest gloves belt boots scapula_l … · Guns: barrel barreltip mag optic counterweight stock brace grip frontgrip underlug + keyed · Melee: head guard haft pommel core + family aliases (blade talons shaft …)
host Meshes only — guns Class/share (rifle kinetic hc …) + Receiver when keyed; armor mass light med heavy
corp Meshes only — c1…c5
auth Meshes only — kit | hand
id kit → v1…v5 · hand → stable slug

Rules: sockets never encode corp/auth; meshes do. Armor corp = mesh language. Gun modular corp = finish family. hand = Legendary / Unique / Apex (outside Refit five-packs). Bone name = Soft Object Path stem.

Attach order (guns): Spine → Receiver → Barrel (+ tip) → Mag / Optic|Counterweight / Stock|Brace / Grip / FrontGrip|Underlug.

Attach order (melee): Spine → Head/alias → Guard/alias → Haft/alias → Pommel/alias → Core.
Wrist Razors/Claws = Wrist Melee slot only (hotkey 1) — same five parent sockets (Talons / KnucklePlate / HandBrace / Counterweight / Core). Not a Weapon 1–4 family. Art handoff: docs/superpowers/plans/2026-11-08-melee-parts-art-handoff.md.

w_socket_receiver
w_socket_barrel
w_socket_barreltip
w_socket_mag
w_socket_optic
w_socket_counterweight
w_socket_stock
w_socket_brace
w_socket_underlug
w_socket_grip
w_socket_frontgrip
w_socket_head
w_socket_guard
w_socket_haft
w_socket_pommel
w_socket_core
Today (art handoff) New name
Rifle_Spine w_spine_rifle_c1_kit
Rifle_Receiver_Auto w_receiver_rifle_auto_c1_kit
Kinetic_Barrel_V3 w_module_barrel_kinetic_c1_kit_v3
Kinetic_BarrelTip_V1 w_module_barreltip_kinetic_c1_kit_v1
Rifle_Barrel_Gatling_V2 w_module_barrel_rifle_gatling_c1_kit_v2
Rifle_Mag_V4 w_module_mag_rifle_c1_kit_v4
Rifle_Optic_V1 w_module_optic_rifle_c1_kit_v1
Rifle_Stock_V2 w_module_stock_rifle_c1_kit_v2
Rifle_Grip_V1 w_module_grip_rifle_c1_kit_v1
Rifle_FrontGrip_V3 w_module_frontgrip_rifle_c1_kit_v3
HC Underlug V1 w_module_underlug_pistol_c1_kit_v1
Heavy Counterweight V2 w_module_counterweight_heavy_c1_kit_v2
CombatBlade_Spine w_spine_combatblade_c1_kit
Blade_Blade_V3 w_module_head_blade_c1_kit_v3
Melee_Core_V1 w_module_core_melee_c1_kit_v1
Wrist_Talons_V2 w_module_head_wrist_talons_c1_kit_v2
Wrist_HandBrace_V1 w_module_haft_wrist_handbrace_c1_kit_v1

Swap c1 for c2…c5 per corp finish. Keyed modules keep Class × Receiver (guns) or family host (melee) in host (e.g. rifle_gatling, wrist_talons). Melee V1–V5 effects TBA.

w_module_barrel_rifle_c3_hand_blacksun
w_receiver_rifle_auto_c1_hand_seraph_core
w_spine_rifle_c5_hand_vacuum_siege
w_spine_rifle_c1_kit
w_receiver_rifle_auto_c1_kit
w_module_barrel_kinetic_c3_kit_v2
w_module_optic_rifle_c1_kit_v1
w_module_mag_rifle_c4_kit_v3
a_socket_helm
a_socket_chest
a_socket_gloves
a_socket_belt
a_socket_boots
a_socket_scapula_l
a_socket_scapula_r
a_under_body_kit
a_flare_body_kit
a_plate_chest_heavy_c1_kit_v1
a_plate_chest_heavy_c3_kit_v1
a_plate_helm_light_c5_kit_v2
a_plate_chest_heavy_c1_hand_crown_01

Legacy a_<slot> / a_<slot>_armor → a_socket_<slot> / a_plate_<slot>_<mass>_c#_kit_vN (or _hand_<slug>).