Smooth the NPC neck and shoulder transition
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@@ -94,8 +94,8 @@ All eight use the `npc_base` contract, so each one can replace
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`Materials.npc_slot()` tints them the same way it tints `npc_base`.
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- budget ≤ 6000 triangles and ≤ 5000 vertices (glTF vertex count, after seam
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splits; `CHAR_MAX_VERTS` in `tools/blender_assets.py`, raised from 4000 for
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the 2026-11-01 face/hand pass). The current range is 3,974–5,026 triangles
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and 3,744–4,807 vertices.
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the 2026-11-01 face/hand pass). The current range is 3,984–4,978 triangles
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and 3,793–4,831 vertices.
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Construction: the torso and limbs are one continuous Skin-modifier mesh,
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subdivided twice, decimated to 26 % with X symmetry, and cut at the waist, cuffs,
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@@ -45,6 +45,7 @@ Committed contact sheets and local Blender renders for the character, gear and p
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| <img src="sheet_npc.jpg" width="280" alt="sheet_npc.jpg"> | [`sheet_npc.jpg`](sheet_npc.jpg) |
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| <img src="sheet_npc_baseline.jpg" width="280" alt="sheet_npc_baseline.jpg"> | [`sheet_npc_baseline.jpg`](sheet_npc_baseline.jpg) |
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| <img src="sheet_npc_baseline_compare-p1.jpg" width="280" alt="sheet_npc_baseline_compare-p1.jpg"> | [`sheet_npc_baseline_compare-p1.jpg`](sheet_npc_baseline_compare-p1.jpg) |
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| <img src="sheet_npc_baseline_compare-body.jpg" width="280" alt="sheet_npc_baseline_compare-body.jpg"> | [`sheet_npc_baseline_compare-body.jpg`](sheet_npc_baseline_compare-body.jpg) |
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| <img src="sheet_npc_gear.jpg" width="280" alt="sheet_npc_gear.jpg"> | [`sheet_npc_gear.jpg`](sheet_npc_gear.jpg) |
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| <img src="sheet_props.jpg" width="280" alt="sheet_props.jpg"> | [`sheet_props.jpg`](sheet_props.jpg) |
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| <img src="shoulder_bag.png" width="280" alt="shoulder_bag.png"> | [`shoulder_bag.png`](shoulder_bag.png) |
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Binary file not shown.
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After Width: | Height: | Size: 298 KiB |
@@ -39,6 +39,7 @@ Implemented so far:
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- Aim-free selection pass (v0.3.0 work, [ADR-0011](adr/0011-aim-free-selection-and-precision-walk.md)): the focus cone ranks candidates by angle then distance, `Tab` and the mouse wheel cycle nearby people nearest-first and pin the selection, right click clears focus with a short re-acquire grace, the HUD reports how many people are in the ring, and holding `Shift` walks at half speed for close work
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- 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.
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- 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`.
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- 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).
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- 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.
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- 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.
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@@ -48,14 +48,14 @@ than the slim build.
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| Character | Height | Head | Aspect | Shoulder | Hip | Torso | Leg | Arm | Foot | Result |
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| --- | ---: | ---: | ---: | ---: | ---: | ---: | ---: | ---: | ---: | --- |
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| `npc_casual` | 1.824 m | 0.190 | 0.907 | 0.320 | 0.209 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
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| `npc_jacket` | 1.824 m | 0.190 | 0.907 | 0.325 | 0.209 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
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| `npc_coat` | 1.824 m | 0.190 | 0.907 | 0.329 | 0.209 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
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| `npc_vest` | 1.819 m | 0.191 | 0.907 | 0.321 | 0.210 | 0.308 | 0.451 | 0.330 | 0.144 | PASS |
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| `npc_dress` | 1.825 m | 0.190 | 0.907 | 0.287 | 0.191 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
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| `npc_hoodie` | 1.856 m | 0.187 | 0.907 | 0.320 | 0.205 | 0.302 | 0.442 | 0.323 | 0.141 | PASS |
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| `npc_firefighter` | 1.819 m | 0.191 | 0.907 | 0.356 | 0.225 | 0.308 | 0.451 | 0.330 | 0.148 | PASS |
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| `npc_guard` | 1.819 m | 0.191 | 0.907 | 0.370 | 0.219 | 0.308 | 0.451 | 0.330 | 0.144 | PASS |
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| `npc_casual` | 1.824 m | 0.190 | 0.907 | 0.321 | 0.209 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
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| `npc_jacket` | 1.824 m | 0.190 | 0.907 | 0.333 | 0.209 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
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| `npc_coat` | 1.824 m | 0.190 | 0.907 | 0.334 | 0.209 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
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| `npc_vest` | 1.819 m | 0.191 | 0.907 | 0.322 | 0.210 | 0.308 | 0.451 | 0.330 | 0.144 | PASS |
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| `npc_dress` | 1.825 m | 0.190 | 0.907 | 0.289 | 0.191 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
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| `npc_hoodie` | 1.856 m | 0.187 | 0.907 | 0.328 | 0.205 | 0.302 | 0.442 | 0.323 | 0.141 | PASS |
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| `npc_firefighter` | 1.819 m | 0.191 | 0.907 | 0.358 | 0.225 | 0.308 | 0.451 | 0.330 | 0.148 | PASS |
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| `npc_guard` | 1.819 m | 0.191 | 0.907 | 0.369 | 0.219 | 0.308 | 0.451 | 0.330 | 0.144 | PASS |
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No variant is outside a band, so the body pass does not need a global skeleton
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or mesh rescale. The values closest to a boundary are:
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@@ -63,7 +63,7 @@ or mesh rescale. The values closest to a boundary are:
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- **head height 0.190** against the 0.22 upper bound, and **head aspect 0.907**
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against 1.00 — the head is deliberately large. Any head-size change must be
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coordinated with the face/headgear pass and its gear-fit measurements.
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- **guard shoulder 0.370** and **firefighter hip 0.225** against the broad-build
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- **guard shoulder 0.369** and **firefighter hip 0.225** against the broad-build
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upper bounds — these are the intended uniform/turnout silhouettes, not
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outliers.
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- **leg length 0.449** and **torso 0.307** sit inside the guide for all variants;
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+11
-11
@@ -98,17 +98,17 @@ From `python3 tools/blender_assets.py fit` and the manifest:
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| Character | Tris | Verts | Head width | Clothing radius | Notable gear clearances |
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| --- | ---: | ---: | ---: | ---: | --- |
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| `npc_casual` | 3,974 | 3,744 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 |
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| `npc_jacket` | 4,394 | 4,175 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) |
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| `npc_coat` | 5,026 | 4,807 | 0.315 m | 0.225 m (skirt) | sunglasses width ratio 0.641; bag x +0.037, radial −0.130 |
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| `npc_vest` | 4,474 | 4,340 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 |
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| `npc_dress` | 4,428 | 4,026 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 |
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| `npc_hoodie` | 4,826 | 4,504 | 0.315 m | 0.190 m (hip) | — |
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| `npc_firefighter` | 4,848 | 4,735 | 0.315 m | 0.255 m (skirt) | helmet width ratio 1.651; SCBA x −0.105, radial −0.076 |
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| `npc_guard` | 4,560 | 4,529 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
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| `npc_casual` | 3,984 | 3,793 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 |
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| `npc_jacket` | 4,384 | 4,130 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) |
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| `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 |
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| `npc_vest` | 4,496 | 4,271 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 |
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| `npc_dress` | 4,400 | 4,075 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 |
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| `npc_hoodie` | 4,816 | 4,425 | 0.315 m | 0.190 m (hip) | — |
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| `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 |
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| `npc_guard` | 4,558 | 4,652 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
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The widest character is `npc_coat` at 5,026 triangles and 4,807 vertices, so
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the current headroom is 974 triangles and 193 vertices per character. Any face
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The widest character is `npc_firefighter` at 4,848 triangles and 4,831 vertices, so
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the current headroom is 1,152 triangles and 169 vertices per character. Any face
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or hand refinement must come out of that budget or replace existing detail. The
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refit backpack measures 380 triangles / 406 vertices; the character and gear
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table above remains valid because the character meshes did not change.
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@@ -183,7 +183,7 @@ python3 tools/npc_baseline.py compare \
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The comparison sheet places the before/after pair for each view side by side.
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The first run is committed as
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[`sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg);
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[`sheet_npc_baseline_compare-p1.jpg` and `sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg);
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keep the baseline sheet as the before artifact and add a new numbered/after
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sheet rather than replacing it.
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