diff --git a/Assets/Scenes/Pose Icon.unity b/Assets/Scenes/Pose Icon.unity
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index 0000000..0161090
--- /dev/null
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diff --git a/Assets/Scenes/Pose Icon.unity.meta b/Assets/Scenes/Pose Icon.unity.meta
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diff --git a/Assets/Scripts/Components/PoseIconStage.cs b/Assets/Scripts/Components/PoseIconStage.cs
new file mode 100644
index 0000000..613de4a
--- /dev/null
+++ b/Assets/Scripts/Components/PoseIconStage.cs
@@ -0,0 +1,115 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+///
+/// Authoring tool for the Pose Icon scene: holds a list of pose entries (animation clip + root
+/// position/rotation) and applies the selected one to the paintman rig in edit mode, for framing
+/// each pose in front of the camera (icon screenshots are a later step). Clips are sampled via
+/// AnimationClip.SampleAnimation (no foot IK), matching how PlayerPoseController plays them.
+///
+[ExecuteAlways]
+[DisallowMultipleComponent]
+public class PoseIconStage : MonoBehaviour
+{
+ [System.Serializable]
+ public class Entry
+ {
+ [Tooltip("Pose clip, sampled at time 0 onto the target rig.")]
+ public AnimationClip clip;
+
+ [Tooltip("World position applied to the target root for this pose.")]
+ public Vector3 position;
+
+ [Tooltip("World rotation (euler angles) applied to the target root for this pose.")]
+ public Vector3 rotation;
+ }
+
+ [Tooltip("Rig the poses are applied to (the paintman). Defaults to the Animator in this object's children.")]
+ [SerializeField] private Animator target;
+
+ [Tooltip("Pose entries: clip + root position/rotation.")]
+ [SerializeField] private List entries = new();
+
+ [Tooltip("Index of the entry currently applied. Change to preview another pose.")]
+ [Min(0)]
+ [SerializeField] private int currentIndex;
+
+ private bool _dirty;
+
+ // Rest-pose snapshot of the rig, taken before the first sample this session. A clip only writes
+ // the bones its curves cover, so switching between clips would otherwise leave residue from the
+ // previous pose on un-keyed bones (same reasoning as PlayerPoseController.CaptureRestPose).
+ // Not serialized: reload the scene to get a clean rest pose if it was saved mid-pose.
+ private Transform[] _restBones;
+ private Vector3[] _restPos;
+ private Quaternion[] _restRot;
+
+ void OnEnable()
+ {
+ if (!target)
+ target = GetComponentInChildren();
+ _dirty = true;
+ }
+
+ void OnValidate()
+ {
+ // Only flag here; Update applies (coalesced to once per frame, safe object access).
+ _dirty = true;
+#if UNITY_EDITOR
+ UnityEditor.EditorApplication.QueuePlayerLoopUpdate();
+#endif
+ }
+
+ void Update()
+ {
+ if (!_dirty)
+ return;
+ _dirty = false;
+ Apply();
+ }
+
+ [ContextMenu("Apply Current Pose")]
+ private void Apply()
+ {
+ if (!target || entries.Count == 0)
+ return;
+
+ Entry entry = entries[Mathf.Clamp(currentIndex, 0, entries.Count - 1)];
+ if (entry == null || !entry.clip)
+ return;
+
+ EnsureRestPose();
+ ResetToRestPose();
+ entry.clip.SampleAnimation(target.gameObject, 0f);
+
+ // Root placement wins over any root curves the clip may carry.
+ target.transform.SetPositionAndRotation(entry.position, Quaternion.Euler(entry.rotation));
+ }
+
+ private void EnsureRestPose()
+ {
+ if (_restBones != null)
+ return;
+ _restBones = target.GetComponentsInChildren(true);
+ int n = _restBones.Length;
+ _restPos = new Vector3[n];
+ _restRot = new Quaternion[n];
+ for (int i = 0; i < n; i++)
+ {
+ _restPos[i] = _restBones[i].localPosition;
+ _restRot[i] = _restBones[i].localRotation;
+ }
+ }
+
+ private void ResetToRestPose()
+ {
+ for (int i = 0; i < _restBones.Length; i++)
+ {
+ Transform t = _restBones[i];
+ if (!t)
+ continue;
+ t.localPosition = _restPos[i];
+ t.localRotation = _restRot[i];
+ }
+ }
+}
diff --git a/Assets/Scripts/Components/PoseIconStage.cs.meta b/Assets/Scripts/Components/PoseIconStage.cs.meta
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