Rebuild the NPC hands and add a hand capture
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zwitschi committed 2026-11-02 19:14:55 +01:00
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@@ -94,8 +94,8 @@ All eight use the `npc_base` contract, so each one can replace
`Materials.npc_slot()` tints them the same way it tints `npc_base`.
- budget ≤ 6000 triangles and ≤ 5000 vertices (glTF vertex count, after seam
splits; `CHAR_MAX_VERTS` in `tools/blender_assets.py`, raised from 4000 for
the 2026-11-01 face/hand pass). The current range is 3,762–4,754 triangles
and 3,474–4,584 vertices.
the 2026-11-01 face/hand pass). The current range is 4,042–5,034 triangles
and 3,894–4,948 vertices. The vertex cap is now the tighter budget.
Construction: the torso and limbs are one continuous Skin-modifier mesh,
subdivided twice, decimated to 26 % with X symmetry, and cut at the waist, cuffs,
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@@ -48,6 +48,7 @@ Committed contact sheets and local Blender renders for the character, gear and p
| <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) |
| <img src="sheet_npc_baseline_compare-face.jpg" width="280" alt="sheet_npc_baseline_compare-face.jpg"> | [`sheet_npc_baseline_compare-face.jpg`](sheet_npc_baseline_compare-face.jpg) |
| <img src="sheet_npc_baseline_compare-torso.jpg" width="280" alt="sheet_npc_baseline_compare-torso.jpg"> | [`sheet_npc_baseline_compare-torso.jpg`](sheet_npc_baseline_compare-torso.jpg) |
| <img src="sheet_npc_hands_compare.jpg" width="280" alt="sheet_npc_hands_compare.jpg"> | [`sheet_npc_hands_compare.jpg`](sheet_npc_hands_compare.jpg) |
| <img src="sheet_npc_gear.jpg" width="280" alt="sheet_npc_gear.jpg"> | [`sheet_npc_gear.jpg`](sheet_npc_gear.jpg) |
| <img src="sheet_props.jpg" width="280" alt="sheet_props.jpg"> | [`sheet_props.jpg`](sheet_props.jpg) |
| <img src="shoulder_bag.png" width="280" alt="shoulder_bag.png"> | [`shoulder_bag.png`](shoulder_bag.png) |
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@@ -42,6 +42,7 @@ Implemented so far:
- 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`.
- NPC face-depth pass (0.9.4 work): sclera are recessed and capped by a thin upper lid, and the separate jaw/cheek spheres are replaced by a chin plate and cheekbones sculpted into the head mesh. The full library was rebuilt; the comparison is `sheet_npc_baseline_compare-face.jpg`.
- NPC torso/hip transition (0.9.4 work): the pelvis and chest are slightly wider than the waist, giving shirts and jackets a readable taper into the hips without changing the build multipliers or the skeleton. The comparison is `sheet_npc_baseline_compare-torso.jpg`.
- NPC hand pass (0.9.4 work): wider, shallower palms; four two-segment bent fingers with rounded tips and a separate bent thumb; optional `--view=hand` capture at 0.80 m. The hand comparison is `sheet_npc_hands_compare.jpg`; item grip offsets remain open.
- 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).
- 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.
- 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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@@ -1,12 +1,15 @@
# NPC visual baseline and acceptance criteria
Status: baseline captured 2026-11-02. The first P1 fixes (tourist photo-prop
visibility, backpack straps), the neck/shoulder and torso/hip transitions and
the face-depth pass are applied. Remaining hand/clothing work is open; the
baseline remains the reference for 0.9.4. Comparison sheets:
Status: baseline captured 2026-11-02. The P1 fixes (tourist photo-prop
visibility, backpack straps), the neck/shoulder and torso/hip transitions, the
face-depth pass and the first hand pass are applied. Hand-item grip alignment
and clothing work remain open; the baseline remains the reference for 0.9.4.
Comparison sheets:
[`sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg),
[`sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-body.jpg)
and the latest [`sheet_npc_baseline_compare-torso.jpg`](blender_previews/sheet_npc_baseline_compare-torso.jpg).
the latest [`sheet_npc_baseline_compare-torso.jpg`](blender_previews/sheet_npc_baseline_compare-torso.jpg),
and the conversation-distance hand pass
[`sheet_npc_hands_compare.jpg`](blender_previews/sheet_npc_hands_compare.jpg).
## What was captured
@@ -37,6 +40,17 @@ python3 tools/npc_baseline.py sheet --dir tmp/npc-baseline
The 48 raw PNGs are local QA under `tmp/` (gitignored). The committed contact
sheet is [`blender_previews/sheet_npc_baseline.jpg`](blender_previews/sheet_npc_baseline.jpg).
For the P2 hand/grip check there is an optional eighth view, captured separately
so the 48-frame baseline stays stable:
```bash
godot --path . --script res://src/test/capture_npc_baseline.gd -- \
--out=res://tmp/npc-hands --view=hand
```
That writes eight `*__hand.png` frames at 0.80 m from the right hand; the
before/after review image is
[`sheet_npc_hands_compare.jpg`](blender_previews/sheet_npc_hands_compare.jpg).
The capture is deterministic apart from engine rasterisation; re-running into
the same directory keeps the earlier files and writes `-vN` copies rather than
overwriting them.
@@ -100,19 +114,19 @@ From `python3 tools/blender_assets.py fit` and the manifest:
| Character | Tris | Verts | Head width | Clothing radius | Notable gear clearances |
| --- | ---: | ---: | ---: | ---: | --- |
| `npc_casual` | 3,762 | 3,474 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 |
| `npc_jacket` | 4,152 | 3,900 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) |
| `npc_coat` | 4,754 | 4,584 | 0.315 m | 0.225 m (skirt) | sunglasses width ratio 0.641; bag x +0.037, radial −0.130 |
| `npc_vest` | 4,260 | 4,183 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 |
| `npc_dress` | 4,180 | 3,863 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 |
| `npc_hoodie` | 4,584 | 4,294 | 0.315 m | 0.190 m (hip) | — |
| `npc_firefighter` | 4,624 | 4,583 | 0.315 m | 0.255 m (skirt) | helmet width ratio 1.651; SCBA x −0.105, radial −0.076 |
| `npc_guard` | 4,326 | 4,443 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
| `npc_casual` | 4,042 | 3,894 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 |
| `npc_jacket` | 4,432 | 4,265 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) |
| `npc_coat` | 5,034 | 4,814 | 0.315 m | 0.225 m (skirt) | sunglasses width ratio 0.641; bag x +0.037, radial −0.130 |
| `npc_vest` | 4,540 | 4,503 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 |
| `npc_dress` | 4,460 | 4,191 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 |
| `npc_hoodie` | 4,864 | 4,506 | 0.315 m | 0.190 m (hip) | — |
| `npc_firefighter` | 4,904 | 4,948 | 0.315 m | 0.255 m (skirt) | helmet width ratio 1.651; SCBA x −0.105, radial −0.076 |
| `npc_guard` | 4,606 | 4,679 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
The widest character is `npc_coat` at 4,754 triangles and 4,584 vertices, so the
current headroom is 1,246 triangles and 416 vertices per character. Any hand or
clothing refinement must come out of that budget or replace existing detail. The
refit backpack measures 380 triangles / 406 vertices.
`npc_coat` is widest at 5,034 triangles (966 below the cap); `npc_firefighter` is
closest on vertices at 4,948 (only 52 below the 5,000 cap). Any further hand or
clothing detail must replace existing geometry rather than adding it. The refit
backpack measures 380 triangles / 406 vertices.
## Baseline findings, ranked
@@ -140,9 +154,12 @@ refit backpack measures 380 triangles / 406 vertices.
### P2 — fix after the first P1 pass
4. **Hands and grips are not proven at conversation distance.** The full-body
frame shows small block hands; the camera, phone and clipboard need a
close-up grip check before the hand mesh is accepted.
4. **Hands: first pass fixed 2026-11-02; grip alignment still open.** The palm
is wider and shallower, and each finger is now a two-segment bent tube with a
rounded tip and a separate bent thumb. The hand capture shows a readable
four-finger hand instead of flat bars. The camera, phone, cup, clipboard and
sign still need their attach offsets checked: several props occlude the palm
or read as floating beside it.
5. **Clothing detail is tile-driven and transitional seams are visible.** The
fabric pattern repeats strongly on the casual, coat and dress variants, and
collar/cuff/waist edges are abrupt. This is more visible than the shoe/hem
@@ -189,15 +206,16 @@ The committed runs are
[`sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-body.jpg)
and [`sheet_npc_baseline_compare-face.jpg`](blender_previews/sheet_npc_baseline_compare-face.jpg).
The transition pass is [`sheet_npc_baseline_compare-torso.jpg`](blender_previews/sheet_npc_baseline_compare-torso.jpg).
The hand pass is [`sheet_npc_hands_compare.jpg`](blender_previews/sheet_npc_hands_compare.jpg).
Keep the baseline sheet as the before artifact and add a new comparison sheet
rather than replacing it.
## Next implementation order
1. Add the remaining body-shape variation between variants and re-measure the
1. Fix hand-item grip offsets (phone, cup, clipboard, camera, sign, flashlight,
wand and radio) against the new palm/finger geometry.
2. Add the remaining body-shape variation between variants and re-measure the
LOD/impostor silhouettes.
2. Add a conversation-distance hand/grip capture and fix hand geometry before
judging hand items.
3. Audit hems and footwear in walk/sit/block poses.
4. Refine nose/lip/ear shapes only if the portrait pass still flags them after
the hands and clothing read cleanly.