Release 0.9.9: full Quaternius roster, docs, changelog, version, slimmer export filters and checksums
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@@ -238,6 +238,47 @@ Two source quirks shaped the bake:
The face and silhouette gate sheet is in [`screens/npc-face-gate/`](screens/npc-face-gate/README.md).
## Shipped roster (0.9.9, owner chose the full swap)
Every public character name is baked from one of the three CC0 sources. The build is
`tools/blender_assets.py build` (default `--source quaternius`); the sources live in
`assets/models/blender_src/quaternius/` and the geometry pipeline is two passes:
1. `_quaternius_tpose_glb()` — import, drop the Icosphere helper, join **without welding**,
repoint the upstream materials onto the five tint slots, Smart-UV-unwrap + repack, export an
intermediate T-pose GLB. The round trip also normalises the mirrored upstream bone rolls,
which is what makes the next pass symmetric.
2. `_bake_quaternius_rest()` — pose `UpperArm.L/R` -90° local X, read the posed matrices, apply
the Armature modifier, reset the pose, write the rest matrices, re-add the modifier, export
with `export_apply=False`.
Then `tools/bake_ao.py --only <name>`.
| Character | Source | Tris | Material slots |
| --- | --- | --- | --- |
| `npc_casual` | hoodie | 6,206 | skin, cloth, pants, hair, accessory + Eye, Eyebrows |
| `npc_jacket` | casual | 6,424 | five slots + eyes/brows |
| `npc_coat` | hoodie | 6,206 | five slots + eyes/brows |
| `npc_vest` | worker | 5,240 | five slots + hivis vest/hat, eyes, moustache |
| `npc_dress` | casual | 6,424 | five slots + eyes/brows |
| `npc_hoodie` | hoodie | 6,206 | five slots + eyes/brows |
| `npc_firefighter` | worker (vest + hat dropped) | 4,458 | five slots + eyes, moustache |
| `npc_guard` | worker (vest + hat dropped) | 4,458 | five slots + eyes, moustache |
| `npc_crowd_a` | casual | 6,424 | five slots + eyes/brows |
| `npc_crowd_b` | casual | 6,424 | five slots + eyes/brows |
| `npc_crowd_c` | hoodie | 6,206 | five slots + eyes/brows |
| `npc_crowd_d` | worker (vest + hat dropped) | 4,458 | five slots + eyes, moustache |
Source slot maps (`QUATERNIUS_SOURCES`): the `casual` tee is `Skin`/`White`/`Orange`/`Grey`/
`Hair_Blond`; the hoodie is `Skin`/`Purple`/`LightBlue`/`Hair`/`White`; the worker is `Skin`/
`LightBrown`/`Brown`+`Brown2`/`Grey`+`Black`/`Eyebrows`. Everything not in the map keeps its
authored colour (eyes, brows, moustache, hivis vest and hard hat), so the contract still holds if
upstream adds a material — it shows up as an extra fixed-colour slot instead of vanishing.
Head gear is authored for this head: `HEAD_GEAR_SCALE = 0.64` and `HEAD_GEAR_LIFT = 0.07` map the
0.315 m procedural head onto the 0.201–0.214 m Quaternius head. The procedural fallback therefore
wears slightly small hats.
## Contract mismatch
The expensive part is the rig and proportions, not the mesh. The source has a