diff --git a/CHANGELOG.md b/CHANGELOG.md index 9519bf9..1fced3b 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -10,6 +10,8 @@ Semantic Versioning. - Character necks are fuller and shoulders slope from the neck instead of reading as a thin post on a hanger. +- Character eyes sit in the socket behind a thin upper lid, and the chin and + cheekbones are sculpted into the head instead of reading as separate spheres. - Tourists no longer appear to carry two backpacks: the photo-pose camera bag is hidden except while they are actually taking a picture. - Backpack shoulder straps are now flattened bands that sit outside the chest diff --git a/MEMORY.md b/MEMORY.md index 1d0c8eb..db329fe 100644 --- a/MEMORY.md +++ b/MEMORY.md @@ -81,6 +81,11 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o 1.37 m. A final triangulate + tiny-face delete in `build_character` removes zero-area triangles that the new neck branch exposed in jacket/hoodie. All eight GLBs and AO maps were rebuilt; `npc_proportions.py` still passes and `sheet_npc_baseline_compare-body.jpg` is the review image. +- **NPC face-depth pass (0.9.4, 2026-11-02):** recessed the sclera to `ey=-0.134` and added a + thin upper lid; removed the separate jaw/cheek spheres and instead sculpt front head vertices + (`_shape_head_mesh`) around a chin plate and cheekbones. This avoids dark AO intersection rings. + Moved lips forward to stay on the reshaped surface. Latest review sheet: + `sheet_npc_baseline_compare-face.jpg`; max character is now 4,754 tris / 4,574 verts. - **UI flow smoke (2026-11-02):** `smoke_ui_flows.gd` boots the real scene and exercises inspection allow/deny, normal vs emergency radio, Help filtering, wand allow/deny and review return-to-menu. Keep this smoke in the 0.9.6 diff --git a/TODO.md b/TODO.md index 8f77843..c17ee37 100644 --- a/TODO.md +++ b/TODO.md @@ -99,10 +99,13 @@ and equipment fit. ### Head, face and hair -- [ ] Refine the head volume and jaw/cheek/chin proportions against the portrait concept; keep the - face front direction unambiguous for the focus cone and head-turn. -- [ ] Improve brow/eye-socket depth, eyelid/iris readability, nose bridge/tip, lips and ear shape - without turning the low-poly face into a noisy mesh. +- [x] Refine the head volume and jaw/cheek/chin proportions against the portrait concept; keep the + face front direction unambiguous for the focus cone and head-turn. (Chin plate and cheekbones + sculpted into the head mesh; no separate jaw/cheek spheres or AO intersection rings.) +- [x] Improve brow/eye-socket depth and eyelid/iris readability without turning the low-poly face + into a noisy mesh. (Recessed sclera, thin upper lid; `sheet_npc_baseline_compare-face.jpg`.) +- [ ] Refine the nose bridge/tip, lips and ear shape; keep the five tint slots and face direction + unchanged. - [ ] Audit hair caps, fringes, side locks, buns and beard silhouettes for gaps, intersections and obvious scalp seams; keep hair color in the tintable slot. - [ ] Verify hats/hoods/sunglasses/helmets still clear the refined brow, ears and hair; update gear diff --git a/assets/models/blender/manifest.json b/assets/models/blender/manifest.json index cba8252..5fc897c 100644 --- a/assets/models/blender/manifest.json +++ b/assets/models/blender/manifest.json @@ -487,8 +487,8 @@ "accessory", "hair" ], - "triangles": 3984, - "vertices": 3793 + "triangles": 3760, + "vertices": 3556 }, "npc_coat": { "bounds_godot": { @@ -528,8 +528,8 @@ "accessory", "hair" ], - "triangles": 4978, - "vertices": 4776 + "triangles": 4754, + "vertices": 4574 }, "npc_dress": { "bounds_godot": { @@ -567,8 +567,8 @@ "accessory", "hair" ], - "triangles": 4400, - "vertices": 4075 + "triangles": 4176, + "vertices": 3863 }, "npc_firefighter": { "bounds_godot": { @@ -608,8 +608,8 @@ "accessory", "hair" ], - "triangles": 4848, - "vertices": 4831 + "triangles": 4624, + "vertices": 4487 }, "npc_guard": { "bounds_godot": { @@ -652,8 +652,8 @@ "accessory", "hair" ], - "triangles": 4558, - "vertices": 4652 + "triangles": 4334, + "vertices": 4456 }, "npc_hoodie": { "bounds_godot": { @@ -693,8 +693,8 @@ "accessory", "hair" ], - "triangles": 4816, - "vertices": 4425 + "triangles": 4592, + "vertices": 4187 }, "npc_jacket": { "bounds_godot": { @@ -734,8 +734,8 @@ "accessory", "hair" ], - "triangles": 4384, - "vertices": 4130 + "triangles": 4160, + "vertices": 3930 }, "npc_vest": { "bounds_godot": { @@ -775,8 +775,8 @@ "accessory", "hair" ], - "triangles": 4496, - "vertices": 4271 + "triangles": 4272, + "vertices": 4186 }, "palm_tree": { "bounds_godot": { diff --git a/assets/models/blender/npc/npc_casual.glb b/assets/models/blender/npc/npc_casual.glb index d4d7cc1..637e2c7 100644 Binary files a/assets/models/blender/npc/npc_casual.glb and b/assets/models/blender/npc/npc_casual.glb differ diff --git a/assets/models/blender/npc/npc_casual_ao.png b/assets/models/blender/npc/npc_casual_ao.png index 95237ec..092be57 100644 Binary files a/assets/models/blender/npc/npc_casual_ao.png and b/assets/models/blender/npc/npc_casual_ao.png differ diff --git a/assets/models/blender/npc/npc_coat.glb b/assets/models/blender/npc/npc_coat.glb index 9d023eb..068e129 100644 Binary files a/assets/models/blender/npc/npc_coat.glb and b/assets/models/blender/npc/npc_coat.glb differ diff --git a/assets/models/blender/npc/npc_coat_ao.png b/assets/models/blender/npc/npc_coat_ao.png index c26cdc9..876e346 100644 Binary files a/assets/models/blender/npc/npc_coat_ao.png and b/assets/models/blender/npc/npc_coat_ao.png differ diff --git a/assets/models/blender/npc/npc_dress.glb b/assets/models/blender/npc/npc_dress.glb index 68396b2..54c1d60 100644 Binary files a/assets/models/blender/npc/npc_dress.glb and b/assets/models/blender/npc/npc_dress.glb differ diff --git a/assets/models/blender/npc/npc_dress_ao.png b/assets/models/blender/npc/npc_dress_ao.png index a70b849..5e3cb52 100644 Binary files a/assets/models/blender/npc/npc_dress_ao.png and b/assets/models/blender/npc/npc_dress_ao.png differ diff --git a/assets/models/blender/npc/npc_firefighter.glb b/assets/models/blender/npc/npc_firefighter.glb index 67081d3..cfac41f 100644 Binary files a/assets/models/blender/npc/npc_firefighter.glb and b/assets/models/blender/npc/npc_firefighter.glb differ diff --git a/assets/models/blender/npc/npc_firefighter_ao.png b/assets/models/blender/npc/npc_firefighter_ao.png index 22e6176..49f5b28 100644 Binary files a/assets/models/blender/npc/npc_firefighter_ao.png and b/assets/models/blender/npc/npc_firefighter_ao.png differ diff --git a/assets/models/blender/npc/npc_guard.glb b/assets/models/blender/npc/npc_guard.glb index 3959e5b..762c67d 100644 Binary files a/assets/models/blender/npc/npc_guard.glb and b/assets/models/blender/npc/npc_guard.glb differ diff --git a/assets/models/blender/npc/npc_guard_ao.png b/assets/models/blender/npc/npc_guard_ao.png index 8ee029c..5cac8f1 100644 Binary files a/assets/models/blender/npc/npc_guard_ao.png and b/assets/models/blender/npc/npc_guard_ao.png differ diff --git a/assets/models/blender/npc/npc_hoodie.glb b/assets/models/blender/npc/npc_hoodie.glb index 76d86da..5e0b34d 100644 Binary files a/assets/models/blender/npc/npc_hoodie.glb and b/assets/models/blender/npc/npc_hoodie.glb differ diff --git a/assets/models/blender/npc/npc_hoodie_ao.png b/assets/models/blender/npc/npc_hoodie_ao.png index c30b301..e35fcc8 100644 Binary files a/assets/models/blender/npc/npc_hoodie_ao.png and b/assets/models/blender/npc/npc_hoodie_ao.png differ diff --git a/assets/models/blender/npc/npc_jacket.glb b/assets/models/blender/npc/npc_jacket.glb index f0207f6..dcc6e78 100644 Binary files a/assets/models/blender/npc/npc_jacket.glb and b/assets/models/blender/npc/npc_jacket.glb differ diff --git a/assets/models/blender/npc/npc_jacket_ao.png b/assets/models/blender/npc/npc_jacket_ao.png index b8eb5fa..f3aa10c 100644 Binary files a/assets/models/blender/npc/npc_jacket_ao.png and b/assets/models/blender/npc/npc_jacket_ao.png differ diff --git a/assets/models/blender/npc/npc_vest.glb b/assets/models/blender/npc/npc_vest.glb index 7761e08..3c9db1f 100644 Binary files a/assets/models/blender/npc/npc_vest.glb and b/assets/models/blender/npc/npc_vest.glb differ diff --git a/assets/models/blender/npc/npc_vest_ao.png b/assets/models/blender/npc/npc_vest_ao.png index f2b948c..bf69ba4 100644 Binary files a/assets/models/blender/npc/npc_vest_ao.png and b/assets/models/blender/npc/npc_vest_ao.png differ diff --git a/docs/blender-assets.md b/docs/blender-assets.md index 8df6136..44b85c5 100644 --- a/docs/blender-assets.md +++ b/docs/blender-assets.md @@ -94,8 +94,8 @@ All eight use the `npc_base` contract, so each one can replace `Materials.npc_slot()` tints them the same way it tints `npc_base`. - budget ≤ 6000 triangles and ≤ 5000 vertices (glTF vertex count, after seam splits; `CHAR_MAX_VERTS` in `tools/blender_assets.py`, raised from 4000 for - the 2026-11-01 face/hand pass). The current range is 3,984–4,978 triangles - and 3,793–4,831 vertices. + the 2026-11-01 face/hand pass). The current range is 3,760–4,754 triangles + and 3,556–4,574 vertices. Construction: the torso and limbs are one continuous Skin-modifier mesh, subdivided twice, decimated to 26 % with X symmetry, and cut at the waist, cuffs, diff --git a/docs/blender_previews/README.md b/docs/blender_previews/README.md index dd719ba..d0b40ff 100644 --- a/docs/blender_previews/README.md +++ b/docs/blender_previews/README.md @@ -46,6 +46,7 @@ Committed contact sheets and local Blender renders for the character, gear and p | sheet_npc_baseline.jpg | [`sheet_npc_baseline.jpg`](sheet_npc_baseline.jpg) | | sheet_npc_baseline_compare-p1.jpg | [`sheet_npc_baseline_compare-p1.jpg`](sheet_npc_baseline_compare-p1.jpg) | | sheet_npc_baseline_compare-body.jpg | [`sheet_npc_baseline_compare-body.jpg`](sheet_npc_baseline_compare-body.jpg) | +| sheet_npc_baseline_compare-face.jpg | [`sheet_npc_baseline_compare-face.jpg`](sheet_npc_baseline_compare-face.jpg) | | sheet_npc_gear.jpg | [`sheet_npc_gear.jpg`](sheet_npc_gear.jpg) | | sheet_props.jpg | [`sheet_props.jpg`](sheet_props.jpg) | | shoulder_bag.png | [`shoulder_bag.png`](shoulder_bag.png) | diff --git a/docs/blender_previews/sheet_npc_baseline_compare-face.jpg b/docs/blender_previews/sheet_npc_baseline_compare-face.jpg new file mode 100644 index 0000000..04463e9 Binary files /dev/null and b/docs/blender_previews/sheet_npc_baseline_compare-face.jpg differ diff --git a/docs/development-status.md b/docs/development-status.md index 1a3a1fa..6aaec55 100644 --- a/docs/development-status.md +++ b/docs/development-status.md @@ -40,6 +40,7 @@ Implemented so far: - 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. - 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`. +- 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`. - 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). - 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. - 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. diff --git a/docs/npc-visual-review.md b/docs/npc-visual-review.md index 6bac82f..66e32f0 100644 --- a/docs/npc-visual-review.md +++ b/docs/npc-visual-review.md @@ -1,10 +1,12 @@ # NPC visual baseline and acceptance criteria -Status: baseline captured 2026-11-02; the first P1 fixes were applied the same -day (tourist photo-prop visibility and backpack strap geometry). The face pass -and the remaining body/clothing work are still open. The baseline remains the -reference for the 0.9.4 NPC visual optimization; the post-fix comparison is -[`blender_previews/sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg). +Status: baseline captured 2026-11-02. The first P1 fixes (tourist photo-prop +visibility, backpack straps), the neck/shoulder transition and the face-depth +pass are applied. Remaining body/clothing work is open; the baseline remains the +reference for 0.9.4. Comparison sheets: +[`sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg), +[`sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-body.jpg) +and the latest [`sheet_npc_baseline_compare-face.jpg`](blender_previews/sheet_npc_baseline_compare-face.jpg). ## What was captured @@ -98,20 +100,19 @@ From `python3 tools/blender_assets.py fit` and the manifest: | Character | Tris | Verts | Head width | Clothing radius | Notable gear clearances | | --- | ---: | ---: | ---: | ---: | --- | -| `npc_casual` | 3,984 | 3,793 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 | -| `npc_jacket` | 4,384 | 4,130 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) | -| `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 | -| `npc_vest` | 4,496 | 4,271 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 | -| `npc_dress` | 4,400 | 4,075 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 | -| `npc_hoodie` | 4,816 | 4,425 | 0.315 m | 0.190 m (hip) | — | -| `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 | -| `npc_guard` | 4,558 | 4,652 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 | +| `npc_casual` | 3,760 | 3,556 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 | +| `npc_jacket` | 4,160 | 3,930 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) | +| `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 | +| `npc_vest` | 4,272 | 4,186 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 | +| `npc_dress` | 4,176 | 3,863 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 | +| `npc_hoodie` | 4,592 | 4,187 | 0.315 m | 0.190 m (hip) | — | +| `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 | +| `npc_guard` | 4,334 | 4,456 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 | -The widest character is `npc_firefighter` at 4,848 triangles and 4,831 vertices, so -the current headroom is 1,152 triangles and 169 vertices per character. Any face -or hand refinement must come out of that budget or replace existing detail. The -refit backpack measures 380 triangles / 406 vertices; the character and gear -table above remains valid because the character meshes did not change. +The widest character is `npc_coat` at 4,754 triangles and 4,574 vertices, so the +current headroom is 1,246 triangles and 426 vertices per character. Any hand or +clothing refinement must come out of that budget or replace existing detail. The +refit backpack measures 380 triangles / 406 vertices. ## Baseline findings, ranked @@ -124,11 +125,12 @@ table above remains valid because the character meshes did not change. photo prop is now hidden outside `photo`/`film` poses (`photo_prop_visible_for_pose()`), so it only appears when the character is actually taking a picture; the after frame confirms one bag at rest. -2. **The face is the largest portrait gap.** The eyes, nose and lips are - readable but sit on a shallow, faceted head: the eye whites protrude, the - eyelid/cheek transition is missing, and the mouth is a dark slot. This is - intentionally stylized, but the head volume and eye socket are the first - things a player sees at conversation range. +2. **Face depth. Fixed 2026-11-02.** The sclera was recessed into the socket and + wrapped with a thin upper lid; the separate jaw/cheek spheres were replaced + by a chin plate and cheekbones sculpted into the head mesh. That removes the + dark intersection rings that read as a beard shadow and keeps the mouth on + the surface. The mouth bar and low-poly brows remain stylized, but the eye + socket and jaw/cheek transition now read as one head volume. 3. **Backpack straps read as rigid black bars. Refit 2026-11-02.** The straps were thin round tubes whose chest/waist points sat inside the torso, so only fragments showed from the front. They are now flattened bands whose front path @@ -182,17 +184,20 @@ python3 tools/npc_baseline.py compare \ ``` The comparison sheet places the before/after pair for each view side by side. -The first run is committed as -[`sheet_npc_baseline_compare-p1.jpg` and `sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg); -keep the baseline sheet as the before artifact and add a new numbered/after -sheet rather than replacing it. +The committed runs are +[`sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg), +[`sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-body.jpg) +and [`sheet_npc_baseline_compare-face.jpg`](blender_previews/sheet_npc_baseline_compare-face.jpg). +Keep the baseline sheet as the before artifact and add a new comparison sheet +rather than replacing it. ## Next implementation order -1. Refine the head/eye socket/jaw volume without changing the face direction or - the five tint slots. +1. Improve the torso/hip transition and the remaining body-shape variation. 2. Add a conversation-distance hand/grip capture and fix hand geometry before judging hand items. 3. Audit hems and footwear in walk/sit/block poses. -4. Re-run the 48-frame baseline, the 96-frame final-context review, the 24-NPC +4. Refine nose/lip/ear shapes only if the portrait pass still flags them after + the hands and clothing read cleanly. +5. Re-run the 48-frame baseline, the 96-frame final-context review, the 24-NPC budget and `blender_assets.py audit/fit`; publish the next comparison sheet. diff --git a/tools/blender_assets.py b/tools/blender_assets.py index 914c0ad..b152c32 100644 --- a/tools/blender_assets.py +++ b/tools/blender_assets.py @@ -728,23 +728,48 @@ def _hood(name, mat, head_center): return _finish(_link(name, bm), mat, smooth=True, sharp_angle=60) +def _shape_head_mesh(head): + """Sculpt a chin plate and cheekbones into the head sphere itself. + + Separate jaw/cheek spheres leave visible intersection rings in the baked AO, + which read as a beard shadow. Moving the head's own front vertices keeps the + surface continuous while still giving the key light something to catch. + """ + bm = bmesh.new() + bm.from_mesh(head.data) + for v in bm.verts: + x, y, z = v.co + if y >= 0.0: + continue + ax = abs(x) + # Chin/jaw plate: forward and slightly wider below the mouth. + jaw = (max(0.0, 1.0 - abs(z - 1.565) / 0.055) + * max(0.0, 1.0 - ax / 0.075)) + v.co.y -= 0.012 * jaw + v.co.x *= 1.0 + 0.06 * jaw + # Cheekbone: a shallow, wide lift under each eye. + cheek = (max(0.0, 1.0 - abs(z - 1.610) / 0.040) + * max(0.0, 1.0 - abs(ax - 0.072) / 0.050)) + v.co.y -= 0.006 * cheek + bm.normal_update() + bm.to_mesh(head.data) + bm.free() + + def _face(mats, spec): """Head with readable eyes, brow ridge, nose, lips and ears. At conversation distance the eye region carries the read, so each eye gets a - white sclera, a dark iris and an upper lid, and the face gets cheekbones and - a nose bridge instead of a single cone (realism pass detail work). + white sclera, a dark iris and an upper lid, and the face gets sculpted + cheekbones and a nose bridge instead of a single cone (realism pass detail + work). """ skin, acc, hair = mats["skin"], mats["accessory"], mats["hair"] white = material("eye_white", textured_solid=True) - parts = [sphere("Head", 0.155, (0, 0, 1.635), skin, seg=18, rings=12, - scale=(0.92, 1.0, 1.12))] - # jaw / chin and cheekbones soften the egg into a face - parts.append(sphere("Jaw", 0.10, (0, -0.04, 1.556), skin, seg=12, rings=8, - scale=(1.0, 1.0, 0.8))) - for s in (-1.0, 1.0): - parts.append(sphere("Cheek", 0.034, (0.076 * s, -0.104, 1.606), skin, seg=8, - rings=5, scale=(1.0, 0.7, 0.8))) + head = sphere("Head", 0.155, (0, 0, 1.635), skin, seg=18, rings=12, + scale=(0.92, 1.0, 1.12)) + _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))