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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@@ -2143,3 +2143,52 @@ must inherit the reviewed face/hand/gear baseline instead of multiplying whateve
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project-owned clothing; keep out of CI/build.)
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- [x] Body-shape diversity decision (2026-11-04, owner): **yes** — use MakeHuman for the next
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character pass. Promoted to the **MakeHuman character pipeline** track.
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## NPC pose harness (v0.9.8)
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Completed 2026-11-04. The pose harness bug that made every staged capture save a rest frame
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was found and fixed; it unblocked the weights/pose evidence and the seated/walking deformation
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fixes. User-facing changes are recorded under 0.9.7 and 0.9.8 in `CHANGELOG.md`.
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Goal: `src/test/capture_npc_pose.gd` reports a pose but saves rest frames; the root cause is
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narrowed to the skinned mesh ignoring its `Rig` parent transform. Fixing it unblocks the
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weights/pose column of the 3D review; the evidence now feeds the Quaternius base bake.
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*Skill route: `rigging`; evidence in `docs/3d-model-review.md` §"Pose evidence is blocked".*
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- [x] Root cause found (2026-11-04): the harness never disabled the avatar's `_physics_process`,
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so `_advance_fsm` + `_move_toward_target` ran every tick and reset `arrived`/velocity, which
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made `theater_pose()` return "idle" and reverted the pose to rest. (The earlier "moving the
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`Rig` child does not render" probe was a red herring: it set `rig.position.y` inside `_shoot()`
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in the same frame as `root.get_texture().get_image()`, so it never got a rendered frame.)
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- [x] Harness rebuilt: `capture_npc_pose.gd` now calls `set_physics_process(false)`/
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`set_process(false)` after staging the avatar; the pose survives because only the direct
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`_animate()` ticks drive it. Verified: sit vs idle diff 5.63, walk vs idle diff 2.29, and the
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vision judge confirms the seated frame reads as crouched.
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- [x] Captured all poses for all 12 variants (idle / walk_contact / walk_pass / sit × full +
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shoulder views = 96 frames) and built `sheet_pose.jpg`/`sheet_shoulder.jpg` under `tmp/`.
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(No separate "wave" theater pose exists; the escalation raise-hand gesture is not a distinct
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capture in this harness.)
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## Milestone 0.9.7 — Character development (patch)
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Completed 2026-11-04 and published as v0.9.7. The detailed character-development record already
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lives under "Character development" above; this milestone checklist is kept verbatim for the
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release record.
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Goal: release the finished procedural character development — the realistic face on all eight
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variants, the four crowd-variety characters and the per-role pools — as a **patch** on top of
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0.9.6. This keeps the 3D model and map improvements out of the patch; they land together in the
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0.10.0 minor.
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- [x] Rig pose harness fixed and the weights/pose evidence captured (see the top track).
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- [x] Character work done: 12-character library, realistic face, crowd variants, per-role pools,
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24-NPC budget 6.94 ms (152,464 tris / 168 meshes).
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- [x] QA + local build for 0.9.7: Godot 277/277, Python 161/161, audit 49 OK, fit/proportions
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12/12, release smoke matrix green, gallery 21/0, clean worktree build (Linux 172 MB,
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Windows 206 MB, macOS 159 MB, Web 111 MB, HQ 266 MB), checksums verified, Linux binary
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launches headless. Tagged `v0.9.7` (CI build/publish follows).
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**Exit:** met — 0.9.7 ships the 12-character library (face realism + crowd variety) with the pose
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harness fixed; the runtime contract is unchanged. The Quaternius NPC base and the map rebuild are
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not in this patch (they target 0.10.0).
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