The new character model has been implemented as the player, and the animation controller for basic movement has been set up. Unfortunately, it seems apparent that I will have to redo the player model and its animations before attempting any sort of release, as there are several problems with the current model that I did not foresee when I made it last year.
The main issues are as follows
The model does not use a true "t-pose". Those of you who know what that is can clearly see this in some of my older posts. For those of you who don't know what a "t-pose" is, Google is your friend. I had not really bothered to create a t-pose when modeling it as it wasn't really an issue with the animation project it was originally used it, but apparently Unity's Mecanim system is very particular about that, and its efforts to do so chafed against mine, and resulted in a very confusing mess of animations that don't match up on what are suppose dot be the same models but technically aren't.
While the model contains IK handles and BlendShapes that worked in well in Maya, I don't think they were properly configured for usage in Unity, as they have exhibited very strange behaviors within the Mecanim system.
The model itself was built to be as low-res as possible while still looking decent with the clothes the animated character was wearing. It's proving to not be enough, and some bits about it are still bothering me, particularly his head.
I'm not as bummed-out about this turn of events as I had thought I would be. Though it was sort of a failure, it went much better than I expected it to, and I will have to create a lot more models in the future for NPCs, particularly the male/female models, and either different preset body types or using BlendShapes for a character customization system. I'm not yet sure which would work best.
In other news, I managed to fix the "spiderman slide" glitch! I added a raycast that checked if there was something underneath the player in addition to the collision. While doing this I learned two things, one, there is another glitch that actually relates more to spiderman, where the player is stuck on the wall if he holds down the jump button (specifically, he cannot fall, but can slide along the length of the surface), and two, there was another bug that has apparently been around since I originally set up the PCC in which the character could not jump if he idled for too long. Apparently it was because the rigidbody was falling asleep -_-. Of course, it was very easy to fix once I realized that, but that didn't happen for a while.
I was fiddling with the design for the dual contouring implementation, and have concluded that the problem is in fact with the formula that I had based the entire program on, and that I had expected to work because it came directly from a paper dedicated to the subject. My best bet to find a solution is to try and find a comprehensive linear algebra class/library or whatever that is written in c# and that can perform a least squares approximation on matrices, because that's basically what needs to be done.
The player model has been updated and he has basic movement animations, but will need to be redone again eventually. I fixed the "spiderman slide" and learned that there is another spider-related glitch and fixed a sleeping rigidbody problem. Also, i need to find a linear algebra library to fix the terrain engine.