Smooth the NPC neck and shoulder transition
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@@ -86,8 +86,11 @@ and equipment fit.
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torso length, hip width, limb length, foot length) and correct the worst outliers.
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(`tools/npc_proportions.py` + `docs/npc-proportion-audit.md`: all eight pass; no skeleton or
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mesh rescue was needed. Head and broad-build silhouettes are nearest their upper bounds.)
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- [ ] Improve neck, shoulder, torso and hip transitions so the silhouette reads as one body rather
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than stacked primitives; preserve the existing broad/slim/average build variations.
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- [x] Improve the neck and shoulder transition so the silhouette reads as one body rather than a
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thin post on a hanger. (Fuller neck base/top, lower shoulder root, degenerate-face cleanup;
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all eight rebuilt and the body comparison sheet is in `docs/blender_previews/`.)
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- [ ] Improve the torso and hip transition; preserve the existing broad/slim/average build
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variations.
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- [ ] Add subtle body-shape variation between variants beyond uniform scaling (shoulder slope,
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torso taper, hip width, limb thickness) while staying inside the triangle/vertex budget.
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- [ ] Check the procedural fallback and `npc_base` silhouette against the library so the fallback
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