Plan the 0.9.9-1.0.0 roadmap and re-evaluate the NPC base
Move the gap analysis and risks into PLAN.md, version the character track (0.9.9 rig correction, 0.9.10 roster) and split 0.9.11-0.9.12 polish and verification out of the old 0.10.0 milestone. Add roadmaps to 0.10.0, 0.11.0 and 1.0.0, record the Quaternius face-fidelity gate and the rest-relative pose finding in MEMORY.md, and move the completed 0.9.7 and pose-harness sections to DONE.md.
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@@ -90,14 +90,16 @@ specialists the task needs:
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### Project rules that override a skill
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1. **The project contract wins.** `npc_base` mesh node, the 13 required core bones at their rest
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positions, five tint slots, front on Blender −Y / Godot +Z, grounded feet, 24,000
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triangles / 24,000 glTF vertices per character, 1,500 per gear, 4,000 per prop. Optional
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extra bones (fingers, face, toes) are allowed if they do not move the core rest positions. The
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Quaternius 62-joint source rig is authoring-only and bakes to this 13-core contract
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(ADR-0017); it is not a runtime dependency. A skill may recommend another topology, naming or
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budget scheme; do not adopt it unless the change is explicitly planned and the contract, tests
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and docs are updated together.
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1. **The project contract wins.** `npc_base` mesh node, five tint slots, front on Blender −Y /
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Godot +Z, grounded feet, 24,000 triangles / 24,000 glTF vertices per character, 1,500 per
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gear, 4,000 per prop. The shipped procedural library uses the 13 required core bones at their
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rest positions; optional extra bones (fingers, face, toes) are allowed if they do not move the
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core rest positions. The one documented exception is the accepted Quaternius runtime path
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([ADR-0018](docs/adr/0018-quaternius-stage2-runtime-rig.md)): it keeps the 62-joint source rig
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at runtime while the 0.9.9 face/silhouette gate is open, and it must still supply the five tint
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slots, valid gear attach points and the same budgets. Both paths stay tested until that gate
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closes. A skill may recommend another topology, naming or budget scheme; do not adopt it unless
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the change is explicitly planned and the contract, tests and docs are updated together.
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2. **Blender MCP is optional interactive tooling.** The headless flatpak scripts
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(`tools/blender_assets.py`, `tools/npc_pipeline.py`) remain authoritative. MCP may be used
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for local part exploration; setup and safety are in [`docs/asset-tooling.md#optional-interactive-blender-mcp`](docs/asset-tooling.md#optional-interactive-blender-mcp).
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