Recess NPC eyes and sculpt the jaw and cheeks
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@@ -10,6 +10,8 @@ Semantic Versioning.
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- Character necks are fuller and shoulders slope from the neck instead of
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reading as a thin post on a hanger.
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- Character eyes sit in the socket behind a thin upper lid, and the chin and
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cheekbones are sculpted into the head instead of reading as separate spheres.
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- Tourists no longer appear to carry two backpacks: the photo-pose camera bag is
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hidden except while they are actually taking a picture.
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- Backpack shoulder straps are now flattened bands that sit outside the chest
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@@ -81,6 +81,11 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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1.37 m. A final triangulate + tiny-face delete in `build_character` removes zero-area triangles
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that the new neck branch exposed in jacket/hoodie. All eight GLBs and AO maps were rebuilt;
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`npc_proportions.py` still passes and `sheet_npc_baseline_compare-body.jpg` is the review image.
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- **NPC face-depth pass (0.9.4, 2026-11-02):** recessed the sclera to `ey=-0.134` and added a
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thin upper lid; removed the separate jaw/cheek spheres and instead sculpt front head vertices
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(`_shape_head_mesh`) around a chin plate and cheekbones. This avoids dark AO intersection rings.
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Moved lips forward to stay on the reshaped surface. Latest review sheet:
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`sheet_npc_baseline_compare-face.jpg`; max character is now 4,754 tris / 4,574 verts.
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- **UI flow smoke (2026-11-02):** `smoke_ui_flows.gd` boots the real scene and
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exercises inspection allow/deny, normal vs emergency radio, Help filtering,
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wand allow/deny and review return-to-menu. Keep this smoke in the 0.9.6
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@@ -99,10 +99,13 @@ and equipment fit.
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### Head, face and hair
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- [ ] Refine the head volume and jaw/cheek/chin proportions against the portrait concept; keep the
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face front direction unambiguous for the focus cone and head-turn.
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- [ ] Improve brow/eye-socket depth, eyelid/iris readability, nose bridge/tip, lips and ear shape
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without turning the low-poly face into a noisy mesh.
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- [x] Refine the head volume and jaw/cheek/chin proportions against the portrait concept; keep the
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face front direction unambiguous for the focus cone and head-turn. (Chin plate and cheekbones
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sculpted into the head mesh; no separate jaw/cheek spheres or AO intersection rings.)
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- [x] Improve brow/eye-socket depth and eyelid/iris readability without turning the low-poly face
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into a noisy mesh. (Recessed sclera, thin upper lid; `sheet_npc_baseline_compare-face.jpg`.)
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- [ ] Refine the nose bridge/tip, lips and ear shape; keep the five tint slots and face direction
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unchanged.
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- [ ] Audit hair caps, fringes, side locks, buns and beard silhouettes for gaps, intersections and
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obvious scalp seams; keep hair color in the tintable slot.
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- [ ] Verify hats/hoods/sunglasses/helmets still clear the refined brow, ears and hair; update gear
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@@ -487,8 +487,8 @@
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"accessory",
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"hair"
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],
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"triangles": 3984,
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"vertices": 3793
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"triangles": 3760,
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"vertices": 3556
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},
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"npc_coat": {
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"bounds_godot": {
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@@ -528,8 +528,8 @@
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"accessory",
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"hair"
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],
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"triangles": 4978,
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"vertices": 4776
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"triangles": 4754,
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"vertices": 4574
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},
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"npc_dress": {
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"bounds_godot": {
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@@ -567,8 +567,8 @@
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"accessory",
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"hair"
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],
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"triangles": 4400,
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"vertices": 4075
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"triangles": 4176,
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"vertices": 3863
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},
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"npc_firefighter": {
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"bounds_godot": {
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@@ -608,8 +608,8 @@
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"accessory",
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"hair"
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],
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"triangles": 4848,
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"vertices": 4831
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"triangles": 4624,
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"vertices": 4487
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},
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"npc_guard": {
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"bounds_godot": {
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@@ -652,8 +652,8 @@
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"accessory",
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"hair"
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],
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"triangles": 4558,
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"vertices": 4652
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"triangles": 4334,
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"vertices": 4456
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},
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"npc_hoodie": {
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"bounds_godot": {
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@@ -693,8 +693,8 @@
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"accessory",
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"hair"
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],
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"triangles": 4816,
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"vertices": 4425
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"triangles": 4592,
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"vertices": 4187
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},
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"npc_jacket": {
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"bounds_godot": {
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@@ -734,8 +734,8 @@
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"accessory",
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"hair"
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],
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"triangles": 4384,
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"vertices": 4130
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"triangles": 4160,
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"vertices": 3930
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},
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"npc_vest": {
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"bounds_godot": {
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@@ -775,8 +775,8 @@
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"accessory",
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"hair"
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],
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"triangles": 4496,
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"vertices": 4271
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"triangles": 4272,
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"vertices": 4186
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},
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"palm_tree": {
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"bounds_godot": {
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Before Width: | Height: | Size: 61 KiB After Width: | Height: | Size: 62 KiB |
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Before Width: | Height: | Size: 65 KiB After Width: | Height: | Size: 65 KiB |
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Before Width: | Height: | Size: 65 KiB After Width: | Height: | Size: 65 KiB |
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Before Width: | Height: | Size: 69 KiB After Width: | Height: | Size: 69 KiB |
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Before Width: | Height: | Size: 66 KiB After Width: | Height: | Size: 65 KiB |
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Before Width: | Height: | Size: 57 KiB After Width: | Height: | Size: 57 KiB |
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Before Width: | Height: | Size: 63 KiB After Width: | Height: | Size: 65 KiB |
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Before Width: | Height: | Size: 60 KiB After Width: | Height: | Size: 59 KiB |
@@ -94,8 +94,8 @@ All eight use the `npc_base` contract, so each one can replace
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`Materials.npc_slot()` tints them the same way it tints `npc_base`.
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- budget ≤ 6000 triangles and ≤ 5000 vertices (glTF vertex count, after seam
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splits; `CHAR_MAX_VERTS` in `tools/blender_assets.py`, raised from 4000 for
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the 2026-11-01 face/hand pass). The current range is 3,984–4,978 triangles
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and 3,793–4,831 vertices.
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the 2026-11-01 face/hand pass). The current range is 3,760–4,754 triangles
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and 3,556–4,574 vertices.
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Construction: the torso and limbs are one continuous Skin-modifier mesh,
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subdivided twice, decimated to 26 % with X symmetry, and cut at the waist, cuffs,
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@@ -46,6 +46,7 @@ Committed contact sheets and local Blender renders for the character, gear and p
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| <img src="sheet_npc_baseline.jpg" width="280" alt="sheet_npc_baseline.jpg"> | [`sheet_npc_baseline.jpg`](sheet_npc_baseline.jpg) |
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| <img src="sheet_npc_baseline_compare-p1.jpg" width="280" alt="sheet_npc_baseline_compare-p1.jpg"> | [`sheet_npc_baseline_compare-p1.jpg`](sheet_npc_baseline_compare-p1.jpg) |
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| <img src="sheet_npc_baseline_compare-body.jpg" width="280" alt="sheet_npc_baseline_compare-body.jpg"> | [`sheet_npc_baseline_compare-body.jpg`](sheet_npc_baseline_compare-body.jpg) |
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| <img src="sheet_npc_baseline_compare-face.jpg" width="280" alt="sheet_npc_baseline_compare-face.jpg"> | [`sheet_npc_baseline_compare-face.jpg`](sheet_npc_baseline_compare-face.jpg) |
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| <img src="sheet_npc_gear.jpg" width="280" alt="sheet_npc_gear.jpg"> | [`sheet_npc_gear.jpg`](sheet_npc_gear.jpg) |
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| <img src="sheet_props.jpg" width="280" alt="sheet_props.jpg"> | [`sheet_props.jpg`](sheet_props.jpg) |
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| <img src="shoulder_bag.png" width="280" alt="shoulder_bag.png"> | [`shoulder_bag.png`](shoulder_bag.png) |
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After Width: | Height: | Size: 297 KiB |
@@ -40,6 +40,7 @@ Implemented so far:
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- Visual alignment: start/venue menu, pause, settings, shift review, radio, wand, inspection, timeline, HUD target chip/escalation bar, and radial menu now use or match their AI references in `assets/images/ui/`. The runtime art loader (`src/game/ui/art.gd`) falls back cleanly when a file is missing. The wand panel lists the guest's carried items, and multiline HUD/wand strings render real line breaks.
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- NPC neck/shoulder transition (0.9.4 work): the body graph now uses a fuller neck base, a slightly tapered neck top and a lower shoulder root, giving the head/neck/shoulder line a trapezius slope instead of a thin post. The full character library was rebuilt with a final degenerate-face cleanup; the baseline comparison is `sheet_npc_baseline_compare-body.jpg`.
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- NPC face-depth pass (0.9.4 work): sclera are recessed and capped by a thin upper lid, and the separate jaw/cheek spheres are replaced by a chin plate and cheekbones sculpted into the head mesh. The full library was rebuilt; the comparison is `sheet_npc_baseline_compare-face.jpg`.
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- NPC proportion audit (0.9.4 work): `tools/npc_proportions.py` measures all eight GLBs against a stylized height/head/shoulder/hip/torso/leg/arm/foot guide. All variants pass; the head and broad-build silhouettes are the nearest upper bounds. Results are in [`npc-proportion-audit.md`](npc-proportion-audit.md).
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- NPC P1 portrait fixes (0.9.4 work): tourists now hide their photo-pose camera bag outside `photo`/`film` poses, removing the duplicate-backpack silhouette; the backpack gear was rebuilt with flattened, forward chest straps and a fresh AO map. The before/after sheet is [`blender_previews/sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg); the face and remaining clothing/hand work stay open.
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- NPC visual baseline (0.9.4 work): `src/test/capture_npc_baseline.gd` captures all eight library characters from front, three-quarter, profile, back, full-body and crowd views in a neutral studio (48 frames). The criteria, measurements and ranked gaps are in [`npc-visual-review.md`](npc-visual-review.md); the committed sheet is [`blender_previews/sheet_npc_baseline.jpg`](blender_previews/sheet_npc_baseline.jpg). No model changes were made in this baseline step.
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@@ -1,10 +1,12 @@
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# NPC visual baseline and acceptance criteria
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Status: baseline captured 2026-11-02; the first P1 fixes were applied the same
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day (tourist photo-prop visibility and backpack strap geometry). The face pass
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and the remaining body/clothing work are still open. The baseline remains the
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reference for the 0.9.4 NPC visual optimization; the post-fix comparison is
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[`blender_previews/sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg).
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Status: baseline captured 2026-11-02. The first P1 fixes (tourist photo-prop
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visibility, backpack straps), the neck/shoulder transition and the face-depth
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pass are applied. Remaining body/clothing work is open; the baseline remains the
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reference for 0.9.4. Comparison sheets:
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[`sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg),
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[`sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-body.jpg)
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and the latest [`sheet_npc_baseline_compare-face.jpg`](blender_previews/sheet_npc_baseline_compare-face.jpg).
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## What was captured
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@@ -98,20 +100,19 @@ From `python3 tools/blender_assets.py fit` and the manifest:
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| Character | Tris | Verts | Head width | Clothing radius | Notable gear clearances |
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| --- | ---: | ---: | ---: | ---: | --- |
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| `npc_casual` | 3,984 | 3,793 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 |
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| `npc_jacket` | 4,384 | 4,130 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) |
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| `npc_coat` | 4,978 | 4,776 | 0.315 m | 0.225 m (skirt) | sunglasses width ratio 0.641; bag x +0.037, radial −0.130 |
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| `npc_vest` | 4,496 | 4,271 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 |
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| `npc_dress` | 4,400 | 4,075 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 |
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| `npc_hoodie` | 4,816 | 4,425 | 0.315 m | 0.190 m (hip) | — |
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| `npc_firefighter` | 4,848 | 4,831 | 0.315 m | 0.255 m (skirt) | helmet width ratio 1.651; SCBA x −0.105, radial −0.076 |
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| `npc_guard` | 4,558 | 4,652 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
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| `npc_casual` | 3,760 | 3,556 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 |
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| `npc_jacket` | 4,160 | 3,930 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) |
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| `npc_coat` | 4,754 | 4,574 | 0.315 m | 0.225 m (skirt) | sunglasses width ratio 0.641; bag x +0.037, radial −0.130 |
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| `npc_vest` | 4,272 | 4,186 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 |
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| `npc_dress` | 4,176 | 3,863 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 |
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| `npc_hoodie` | 4,592 | 4,187 | 0.315 m | 0.190 m (hip) | — |
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| `npc_firefighter` | 4,624 | 4,487 | 0.315 m | 0.255 m (skirt) | helmet width ratio 1.651; SCBA x −0.105, radial −0.076 |
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| `npc_guard` | 4,334 | 4,456 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
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The widest character is `npc_firefighter` at 4,848 triangles and 4,831 vertices, so
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the current headroom is 1,152 triangles and 169 vertices per character. Any face
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or hand refinement must come out of that budget or replace existing detail. The
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refit backpack measures 380 triangles / 406 vertices; the character and gear
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table above remains valid because the character meshes did not change.
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The widest character is `npc_coat` at 4,754 triangles and 4,574 vertices, so the
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current headroom is 1,246 triangles and 426 vertices per character. Any hand or
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clothing refinement must come out of that budget or replace existing detail. The
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refit backpack measures 380 triangles / 406 vertices.
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## Baseline findings, ranked
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@@ -124,11 +125,12 @@ table above remains valid because the character meshes did not change.
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photo prop is now hidden outside `photo`/`film` poses
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(`photo_prop_visible_for_pose()`), so it only appears when the character is
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actually taking a picture; the after frame confirms one bag at rest.
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2. **The face is the largest portrait gap.** The eyes, nose and lips are
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readable but sit on a shallow, faceted head: the eye whites protrude, the
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eyelid/cheek transition is missing, and the mouth is a dark slot. This is
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intentionally stylized, but the head volume and eye socket are the first
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things a player sees at conversation range.
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2. **Face depth. Fixed 2026-11-02.** The sclera was recessed into the socket and
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wrapped with a thin upper lid; the separate jaw/cheek spheres were replaced
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by a chin plate and cheekbones sculpted into the head mesh. That removes the
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dark intersection rings that read as a beard shadow and keeps the mouth on
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the surface. The mouth bar and low-poly brows remain stylized, but the eye
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socket and jaw/cheek transition now read as one head volume.
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3. **Backpack straps read as rigid black bars. Refit 2026-11-02.** The straps
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were thin round tubes whose chest/waist points sat inside the torso, so only
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fragments showed from the front. They are now flattened bands whose front path
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@@ -182,17 +184,20 @@ python3 tools/npc_baseline.py compare \
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```
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The comparison sheet places the before/after pair for each view side by side.
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The first run is committed as
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[`sheet_npc_baseline_compare-p1.jpg` and `sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg);
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keep the baseline sheet as the before artifact and add a new numbered/after
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sheet rather than replacing it.
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The committed runs are
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[`sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg),
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[`sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-body.jpg)
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and [`sheet_npc_baseline_compare-face.jpg`](blender_previews/sheet_npc_baseline_compare-face.jpg).
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Keep the baseline sheet as the before artifact and add a new comparison sheet
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rather than replacing it.
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## Next implementation order
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1. Refine the head/eye socket/jaw volume without changing the face direction or
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the five tint slots.
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1. Improve the torso/hip transition and the remaining body-shape variation.
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2. Add a conversation-distance hand/grip capture and fix hand geometry before
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judging hand items.
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3. Audit hems and footwear in walk/sit/block poses.
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4. Re-run the 48-frame baseline, the 96-frame final-context review, the 24-NPC
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4. Refine nose/lip/ear shapes only if the portrait pass still flags them after
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the hands and clothing read cleanly.
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5. Re-run the 48-frame baseline, the 96-frame final-context review, the 24-NPC
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budget and `blender_assets.py audit/fit`; publish the next comparison sheet.
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@@ -728,23 +728,48 @@ def _hood(name, mat, head_center):
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return _finish(_link(name, bm), mat, smooth=True, sharp_angle=60)
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def _shape_head_mesh(head):
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"""Sculpt a chin plate and cheekbones into the head sphere itself.
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Separate jaw/cheek spheres leave visible intersection rings in the baked AO,
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which read as a beard shadow. Moving the head's own front vertices keeps the
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surface continuous while still giving the key light something to catch.
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"""
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bm = bmesh.new()
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bm.from_mesh(head.data)
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for v in bm.verts:
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x, y, z = v.co
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if y >= 0.0:
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continue
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ax = abs(x)
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# Chin/jaw plate: forward and slightly wider below the mouth.
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jaw = (max(0.0, 1.0 - abs(z - 1.565) / 0.055)
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* max(0.0, 1.0 - ax / 0.075))
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v.co.y -= 0.012 * jaw
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v.co.x *= 1.0 + 0.06 * jaw
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# Cheekbone: a shallow, wide lift under each eye.
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cheek = (max(0.0, 1.0 - abs(z - 1.610) / 0.040)
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* max(0.0, 1.0 - abs(ax - 0.072) / 0.050))
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v.co.y -= 0.006 * cheek
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bm.normal_update()
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bm.to_mesh(head.data)
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bm.free()
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def _face(mats, spec):
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"""Head with readable eyes, brow ridge, nose, lips and ears.
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At conversation distance the eye region carries the read, so each eye gets a
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white sclera, a dark iris and an upper lid, and the face gets cheekbones and
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a nose bridge instead of a single cone (realism pass detail work).
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white sclera, a dark iris and an upper lid, and the face gets sculpted
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cheekbones and a nose bridge instead of a single cone (realism pass detail
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work).
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"""
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skin, acc, hair = mats["skin"], mats["accessory"], mats["hair"]
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white = material("eye_white", textured_solid=True)
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parts = [sphere("Head", 0.155, (0, 0, 1.635), skin, seg=18, rings=12,
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scale=(0.92, 1.0, 1.12))]
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# jaw / chin and cheekbones soften the egg into a face
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parts.append(sphere("Jaw", 0.10, (0, -0.04, 1.556), skin, seg=12, rings=8,
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scale=(1.0, 1.0, 0.8)))
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for s in (-1.0, 1.0):
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parts.append(sphere("Cheek", 0.034, (0.076 * s, -0.104, 1.606), skin, seg=8,
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rings=5, scale=(1.0, 0.7, 0.8)))
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head = sphere("Head", 0.155, (0, 0, 1.635), skin, seg=18, rings=12,
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scale=(0.92, 1.0, 1.12))
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_shape_head_mesh(head)
|
||||
parts = [head]
|
||||
# nose: bridge and ball (nostrils were cut to stay inside the vertex budget)
|
||||
parts.append(cyl("NoseBridge", 0.016, 0.022, 0.06, (0, -0.145, 1.652), skin, seg=8,
|
||||
rot=(math.radians(-72), 0, 0), smooth=True))
|
||||
@@ -756,20 +781,25 @@ def _face(mats, spec):
|
||||
scale=(0.42, 1.0, 1.35)))
|
||||
parts.append(sphere("EarLobe", 0.018, (0.142 * s, -0.005, 1.605), skin, seg=8,
|
||||
rings=5, scale=(0.45, 1.0, 0.9)))
|
||||
# eye: sclera, iris, upper lid and brow
|
||||
ex, ey, ez = 0.052 * s, -0.138, 1.664
|
||||
# Eye: recess the sclera into the socket, then wrap it with skin lids.
|
||||
# The old white ball sat ~1 cm proud of the head; this keeps the iris
|
||||
# readable without the doll-like bulge.
|
||||
ex, ey, ez = 0.052 * s, -0.134, 1.664
|
||||
parts.append(sphere("EyeWhite", 0.019, (ex, ey, ez), white, seg=8, rings=5,
|
||||
scale=(1.25, 0.7, 0.85)))
|
||||
parts.append(sphere("Iris", 0.0105, (ex, ey - 0.013, ez), acc, seg=8, rings=5,
|
||||
scale=(1.25, 0.62, 0.85)))
|
||||
parts.append(sphere("Iris", 0.0105, (ex, ey - 0.007, ez), acc, seg=8, rings=5,
|
||||
scale=(1.0, 0.55, 1.0)))
|
||||
parts.append(box("Lid", (0.038, 0.010, 0.008), (ex, ey + 0.004, ez + 0.014),
|
||||
skin, rot=(math.radians(-10), 0, 0)))
|
||||
# One thin upper lid; no lower lid, which made the eyes read as
|
||||
# half-closed slits at conversation distance.
|
||||
parts.append(sphere("UpperLid", 0.020, (ex, ey - 0.006, ez + 0.014), skin,
|
||||
seg=8, rings=4, scale=(1.20, 0.32, 0.24),
|
||||
rot=(math.radians(-10), 0, 0)))
|
||||
parts.append(box("Brow", (0.055, 0.014, 0.012), (0.052 * s, -0.143, 1.699), hair,
|
||||
rot=(0, 0.14 * s, 0.0)))
|
||||
# lips: upper and lower instead of a single bar
|
||||
parts.append(box("LipUpper", (0.052, 0.012, 0.008), (0, -0.145, 1.588), acc,
|
||||
parts.append(box("LipUpper", (0.052, 0.012, 0.008), (0, -0.156, 1.588), acc,
|
||||
rot=(math.radians(6), 0, 0)))
|
||||
parts.append(box("LipLower", (0.046, 0.012, 0.009), (0, -0.143, 1.578), acc))
|
||||
parts.append(box("LipLower", (0.046, 0.012, 0.009), (0, -0.154, 1.578), acc))
|
||||
if spec.get("beard"):
|
||||
parts.append(sphere("Beard", 0.105, (0, -0.06, 1.55), hair, seg=12, rings=8,
|
||||
scale=(1.0, 0.9, 0.75), cut_below=-0.2))
|
||||
|
||||