- mpfb_character_export.py: new --pose idle folds the A/T-bind arms down to a relaxed standing rest pose (baked via pose.armature_apply before export); new make_diffuse synthesizes a warm skin-tone diffuse with a darker shorts-suggestive band, replacing the Cycles v2-skin bake that came out black and was slow at 1024^2. - write_png now encodes from img.pixels via numpy (fast) because img.save() writes black for an in-memory image. - Re-exported idle character, re-imported to /Game/Test/Character (138 bones, warm M_Character_Export/T_Character_Diffuse); removed stale T_Skin_Diffuse. - Untracked the review PNGs again: the Screenshots/ gitignore rule had been dropped and the parallel session had committed the PNGs, against the AGENTS.md 'never commit the PNGs' rule. Restored the ignore rule; only Screenshots/README.md stays tracked. - README/roadmap/memory updated; review-01-character re-pended for approval.
Art
Editable sources and original textures. Exported, game-ready output goes to Game/Content/.
Layout (as content arrives)
| Path | Contents |
|---|---|
Art/blender/ |
.blend sources, one file per building or asset family |
Art/textures/ |
Original texture sources before baking or compression |
Art/reference/ |
Reference photography, local only, gitignored — never committed. Fetch with Tools/commons_fetch.py; what it is evidence for goes in Docs/reference-notes-hollywood.md |
Rules
- Every
.blendsaves with a real-world metric scene scale. No exceptions; scale drift is the main source of import defects. - Named export presets only. Record the preset name and its settings next to the asset that used it.
- Textures enter as a documented source (author, licence, source URL) and are listed in ../THIRD_PARTY_NOTICES.md.
- Reference photography is never committed and never shipped. It is evidence, not content. Licensing is not a gate for local private development, but anything that would derive from a reference in a shipped asset needs a licensing decision before release.
.blendfiles are LFS-tracked and lockable; pull before editing.